Undead

Where darkness and evil walk, the spirits of the dead find no rest. The newest d20 prestige format AEG sourcebook brings to life that which should not live. With an entirely new perspective on the spectral realms, this book contains backgrounds for undead PC templates as well as crucial information on hunting the undead. Packed with details on becoming undead, the spirit world beyond, rules for imbuing spirits into magic items, more spells, and over 10 prestige classes, this book promises to provide GMs and PCs with months of campaign ideas. From the team that brought you Dragons and Evil, comes a new dimension in fantasy gaming.
 

log in or register to remove this ad

Undead

Undead is the fourth in a series of campaign neutral d20 system fantasy supplements by AEG, a series that also includes Dungeons, Evil, and Dragons. Undead has campaign avdvice, ideas, and rules variants for undead creatures and those that deal with them in a fantasy setting.

A First Look

Undead is a 128 page perfect-bound softcover book. The cover is a dark bluish-gray, and has a design similar to Evil and Dragons. The color cover picture depicts a headless undead creature wielding a flail, and with some sinuous creature next to it.

The interior is black and white. The interior artwork serves a primarily decorative role. The illustrations are of generally good quality.

As with the prior books of this series - and unlike other AEG lines - the typeface in the book is rather large, with the exception of some boxed text in the last chapter. The margins are thin, which serves to make up somewhat for the large typeface.

The book is priced at $19.95. This is moderate to good for D20 system publishers for a product in this range. Mongoose's Seas of Blood and Atlas Games' En Route have a similar size and price per page, and it is better than Wizards of the Coast's classbooks.

A Deeper Look

Undead is arranged into six chapters:

Chapter One: That Which Cannot Live, That Which Cannot Die

Chapter One is almost entirely exposition. It discusses the nature of undeath and immortality, classifies the sorts of creatures that become undead, and lays out some theories behind the game mechanics of the D20 system regarding undead creatures. Perhaps the most interesting part of the chapter is the various societies and campaign ideas presented in the boxed text, such as the city of Balthezar, in which the nobility consists entirely of undead.

Also discussed are some organizations and situations regarding undead. For example, ghoul warrens are discussed, as are various organizations that dabble in the undead or seek to destroy them. Some of these have prestige classes representing them in chapter two.

Chapter Two: Hunters of the Dead

Chapter two contains a majority of the character-making mechanical material in the book, and is the longest chapter of the book.

The chapters introduces one new craft skill, autopsy. Some guidelines are given for a character using the skill to determine the cause of death of a character. The guidelines are fairly good, but I am given to wonder why it was classified as a craft vice a profession, unless the author wanted it to be based on intelligence vice wisdom. The only classes that don't get profession are barbarians and fighters, which I do not see as particularly missing this skill. Further, I can see wisdom, being the basic stat for perception in the game, as the governing statistic, so it seems that profession would be perfectly appropriate.

In addition to the new skill, there are a number of new uses for old skills. Examples are using heal or knowledge arcana to treat the victim of an attack by an undead creature so they do not rise as such a creature. In a similar vein, knowledge (religion) can be used to do proper burial rites, which reduces the effectiveness of animate dead on the recipient of the rites. I appreciate that the AEG books have taken to this approach, as it prevents the glut of skills that stem from creating new skills too readily can cause.

A small selection of feats is provided for battling undead. Examples are stout hearted, which helps the character resist permanent energy draing, and death angel, which allows the character to take advantage of criticals and other conditions that undead are normally immune to.

The most extensive - and probably most creative - section of the chapter is the prestige classes. Fourteen new prestige classes are presented, all of which deal with the undead or are commonly taken by undead creatures. The prestige classes are:

-Champion of the Dead: The champion of the dead is a lieutenant appointed by a powerful necromancer or lich to command other undead creatures. The champion of the dead may or may not be undead itself, and the possibility exists that such a creature could eventually become a threat to their master.
-Chirurgeon: The chirurgeon is an arcane spellcaster that specializes in grafts and the creation of flesh golems and corporeal undead. The abilities sound like they would make an interesting villain that could be the basis of an adventure.
-The Dying: The dying is a bold experiment: a character that has been touched with a curse that will eventually be their doom. A character with this prestige class cannot expend XP towards any other purpose. Each level they gain, they become closer and closer to death, slowly losing attribute points and suffering other maladies. But they gain other abilities that will serve them in their grim final struggle before they die. This one has a lot of roleplaying potential, but may require a little tweaking from the GM.
-The Exorcist: The exorcist is a prestige class that specializes in warding off undead spirits. They have many techniques for getting rid of such creatures, but some of them aren't too pleasant for the victim of a possession.
-Faith Hunter: The faith hunter is a character specialized in the hunting of one sort undead creature, but not too bad at hunting some others.
-Hunter of the Fallen: Another "hunter of the dead" type class, the hunter of the fallen is somewhat less specialized than the faith hunter.
-Knights of the Eternal Eye: A knight of the eternal eye makes the ultimate sacrifice for a cause: undergoing transformation to undeath. Knights of the eternal eye are not necessarily evil to begin with, they merely are extremely devoted to their cause. However, as they advance, their undead nature tends to get the best of them and slowly turn them towards evil. This would make a nice tragic hero-turned-villain type character.
-Paladins of the Pale: This class represents a paladin who has had a brush with death or other harrowing experience that has left them somewhat jaded. However, their experience gives them a better understanding of the undead and new methods of combating them.
-Puppet: One of the more interesting classes, the puppet is character who has fallen under the permanent domination of an undead creature. They gain great resolve against anyone but their master, who hold's the puppet's life in their hands, and are empathically linked to their master, much as a familiar is bound to their master. Eventually, the puppet can gain the abilities to use their master's supernatural or spell-like abilities, but only at their master's pleasure.
-Raider: The raiders is an exceptionally stealthy cabal of undead creature, though the description does not explicitly state that they must be undead. Raiders act as slippery agents of darkness that can quietly gather information and sabotage their enemies' efforts.
-Risen: Somewhat similar to the knight of the eternal eye, the risen is a character that becomes undead. In the case of the risen, they rise again to fulfil a dying wish. However, like the knights of the eternal eye, they are slowly twisted towards evil.
-Sacred Therugist: Sacred therugists are arcane spellcasters who use their abilities to combat undead. They gain access to additional spells that help them combat undead, and can alter their spells to be more effective against undead.
-The Unbeating Heart: The unbeating heart are cultist assassins devoted to a deity of death. Unbeating hearts draw power from the death of others and gain powers that let them more effectively operate as assassins if undead.
-Wasteland Druid: Perhaps the most bizarre - and interesting - class of the bunch. The wasteland druid hails from devastated land, and have altered their view of the natural order to include undead. Wasteland druids slowly acquire access to spells not normally allowed druids, and learn to adapt their wild shape ability to undead forms.

There are some unusual classes here, and some of them overlap. However, there are some very interesting classes here. Classes like the knight of the eternal eye, the chirurgeon, the dying, and the wasteland druid could be the inspiration for moody adventures in and of themselves. For the first time since the Book of Eldritch Might, the selection of prestige classes made me want to stop reading, put down the book, and make up some NPCs.

There are some classes that do things mechanically that I consider flawed. The biggest annoyance seems to be with saving throws. For example, the knight of the eternal eye and the risen lack a saving throw advancement, on the assumption that undead creatures do not need to make fortitude saves. This is not true, though. Though undead are immune to most effects requiring fortitude saves, effects that can affect objects can affect undead. Accordingly, undead saves are still appropriate. Similarly, the puppet has no willpower save advancement, apparently on the assumption that they are too weak willed. I found that inappropriate as well and think that they should simply get a weak will save.

A section entitled hunter's kit provides a rundown of some common items and spells and how they can be used to combat the undead. A few new items are mentioned, such as Jolan's universal ungent, which can restore damage from or protect against a variety of undead attacks.

Chapter Three: Beyond the Flesh

Chapter three deals primarily with magic, both divine and arcane. The introduces some new deities that are concerned with death and the undead for use in your game. The new deities are divided into two camps: those concerned with death itself, and those concerned with undead. The former group includes Ral sul Vadoch (king of the dead), Lochai (the deathbringer or reaper), Necury (the guide or messenger of the dead), and Shofayt (the judge of the dead.) The latter group includes Demortus (lord of the corporeal undead), Gnawbone (the ghoul king), Necronius (the vampire king), and Selina (lady of spirits, incorporeal undead.)

Domains are defined for each of these deities, including some new domains. The rot and plague domains are reprinted from AEG's Evil. New domains introduced in this volume are rulership, spirit, and undead. For some reason, several domains possessed by these deities from the PHB are also reprinted here. I didn't mind the reprint of the stuff from Evil, as it is brief and all readers don't necessarily own it. I found the reprint from the PHB a bit of a waste of space, since you pretty much have to have it to play.

The chapter introduces several new spells that are of use either by necromancers or undead or against them. Examples include animation field (creatures that die in the area are animated as zombies after 1d4 rounds), feign life (gives an undead creature the appearance of life), and hold undead (immobilizes undead creatures).

The chapter introduces new magic items and artifacts. The magic item section is split into two subsections, one describing items for living creatures for use against undead, and the other for items forged for the benefit of undead. The items all have a paragraph or two of background before delving into game mechanics. Sample magic items are the medallion of courage (grants a bonus to willpower saves against undead abilities) and the cloak of darkness (merely lets gives living creatures a bonus to hide checks, but undead creatures with vulnerabilities to sunlight may be able to bypass those penalties.)

The artifacts section introduces several artifact level items. All of the items have a background associated with a powerful lich named Arksar, either used by him or against him. Most of these items would be treated as major artifacts per the DMG and (as is usually the case with such items) may require some DM ajudication and adjustment.

Chapter Four: More Than Flesh

Chapter four has a narrow focus: undead character archetypes from avenging undead to zombie servitor. There is little in the way of game mechanics here. The notes on each archetype include a general description of the archetype, how it can be utilized in a game, and notes on roleplaying. This section can be used both as a source of inspiration for undead PCs, or as ideas for the GM to use in creating undead NPCs.

Chapter Five: Beyond the Pale

As with the previous chapter, this chapter is rules-light. The chapter discusses considerations behind making a campaign involving or composed entirely of undead PCs. This includes such ideas behind the setting and situation of the campaign. The advice offered is sound, but this seems like a section that might have been able to use some rules insight, such as how to balance undead characters.

Chapter Six: Secrets of Undeath

The final chapter is composed entirely of exposition regarding the methods by which liches and mummies are made in the game. Nothing struck me as especially disappointing here, but nothing struck me as all that useful, either, unless you are seeking inspiration for running a campaign that involves one of these events.

Conclusion

I think that the prestige classes and other game material is probably the strongest part of the supplement. There are a lot of good character and campaign ideas contained in the material, and many of the presented classes could be the seed for an interesting PC or compelling villain.

The book is a little heavy on the exposition for my tastes. Further, I didn't find the expostion quite as interesting and useful as that in earlier AEG D20 system books like Dungeons and Evil. To its credit, Undead is probably the best organized of these books to date.

-Alan D. Kohler
 

This is not a playtest review.

Undead is an AEG sourcebook focused on undead and undeath, including feats, prestige classes, spells, magic items, domains, etc., as well as non-rules information such as roleplaying advice.

At $20 for a 128-page book and with no major layout problems, this appears good value for money based purely on amount of content.

The art ranges from poor to good, with most internal art being mediocre. The writing is a little dry and verbose. Editing is poor, with regular and numerous mistakes.

Chapter One: 'That Which Cannot Live, That Which Cannot Die', looks at the nature of undeath from somewhat of a philosophical perspective. It mainly discusses the general types of undead and looks at their interaction with the negative energy plane, as well as exploring the role of religion in relation to undead. The section also includes some sidebars giving seed ideas for possible campaigns, such as a religious organization of undead that seeks to control the kingdom by converting those in power to undead beings. This chapter seemed a little disorganised to me, and contained a lot of information that anybody with some experience of RPGs would already know as standard. The information that was comparatively original could have done with being expanded further - the section at the end of the chapter regarding returning an undead to true life is a good example: sentences like "several curative and purifying spells must be cast upon the corpse" and "the preparation of several unique and costly embalming liquids are involved in this process" left me wanting much more - which spells? how much are the embalming fluids? But this chapter teases without delivering the goods. The campaign ideas were the most interesting aspect.

Chapter Two: 'Hunters Of The Dead', is a rules-heavy chapter featuring mainly prestige classes. The chapter begins with a new skill - Craft (Autopsy) which functions in a similar way to the Gather Information skill, with higher DCs for more obscure information. There is also a brief discussion of new uses for old skills - Heal to prevent undead rising, Knowledge (Religion) for proper burial rites, and Spellcraft to ascertain how long an animate dead spell has been functioning and if the undead is still under its master's control. Personally, I felt that autopsy would have been better as a new use for Heal, rather than a new Craft skill. A Knowledge (Undead) skill, using something like the Creature Knowledge skill from Gaslight Press' 'Gryphon's Legacy', could have covered all three of the 'new uses for old skills' ideas. There are five new feats:
* Death Angel - gives the ability for critical hits and sneak attacks on undead. Pretty powerful for a feat you could gain at 1st level.
* Pure-hearted - if you make a Fort save against an undead attempting to deal you a negative level, you do 2d6 damage back to the undead in positive energy backlash. Again, pretty powerful for a feat you could gain at 1st level.
* Show Of Faith - limited Turn Undead for non-clerics. Available for 1st-level characters. The limits to this (you can only turn a number of Hit Dice of undead equal to your level, effect lasts only for a number of minutes equal to your Wisdom modifier, can't destroy undead, undead don't flee - only held at bay) make it not as overpowered as first appears.
* Sixth Sense - detects invisible or non-corporeal creatures. This would have been better as an alternative use for the Scry skill, as an additional power from this feat is that you can detect scrying, which the Scry skill should really cover. Sloppy.
* Stout-hearted - +4 bonus to saves against level loss. This seems more balanced than some of the other feats.
The main thrust of the chapter are the fourteen prestige classes:
* Champion Of The Dead - evil generals who lead undead armies for their masters.
* Chirurgeon - grafts flesh, bone and tissue to create undead and flesh golems.
* The Dying - dying from an undead curse or disease with no chance of cure.
* The Exorcist - concentrates on protecting others from the undead.
* Faith Hunter - vampire hunter.
* Hunter Of The Fallen - your basic hunter of the undead.
* Knights Of The Eternal Eye - literally, undying loyalty to a cause - undead who rise to perform a quest but slowly turn to evil.
* Paladins Of The Pale - paladins particularly effective against undead.
* Puppet - a mortal servitor of an undead master, given powers by the undead master.
* Raider - someone who steals from the lairs of intelligent undead.
* The Risen - creatures that rise from death to fulfill a dying wish, but turn towards evil as they progress.
* Sacred Theurgist - arcane magic user who specialises in destroying undead.
* The Unbeating Heart - cultists of evil death gods.
* Wasteland Druid - a druidic type who can shapechange into undead, and has some necromantic powers.
The prestige classes are nicely split between NPC-orientated and PC-orientated, cover a wide variety of takes on undead and undead hunters (though there is some overlap between prestige classes), and present some useful ideas for villains for GMs to throw at the PCs. The PC-orientated classes also strike a balance between the archetypal hunters (e.g. Faith Hunter) and the unusual ones (e.g. The Dying). I particularly liked the archetypal Hunter Of The Fallen, which should fit very nicely into any standard fantasy campaign. There were a few rules issues (e.g. one can achieve the Raider prestige class by 3rd level, and some other issues already noted by Psion in his review of this product).However, overall the prestige classes were interesting and well thought out. If Prestige Classes aren't your cup of tea though, they do take up a large part of the book. I also would have liked to have seen more detailed information on roleplaying these prestige classes.
The chapter ends with some descriptions of various equipment that can be used by the undead hunter such as holy symbol, stake, garlic, mirror, wood-tipped arrows, etc. There is also a new poison, ghoul toxin, discussed - which induces paralysis.

Chapter Three: 'Beyond The Flesh', looks at religion and magic related to Undead. Some deities, both evil and good, and dealing with both death and undeath, are introduced including domains and typical worshippers for each. Three new domains (Rulership, Spirit, and Undead) are presented along with domains from the PHB and AEG's Evil sourcebook. Nineteen new spells are offered up, including powerful spells such as mass animation, relevant spells to the subject matter such as restful death (prevents undead rising), and a few twists on old spells such as heal undead (a stronger version of inflict serious wounds). The section on magic items deals with both items for and against undead and include some nice atmospheric detail as well as the description and standard stats. The section on artifacts is introduced with the history of a lich called Ahksar, obsessed with the study of death and undeath, and the collection and creation of artifacts that reflected his penchant. Each artifact relates to Ahksar in some way, but could be modified for use in any campaign, with GM discretion as to the power of these items.

Chapter Four: 'More Than Flesh', charts eight undead archetypes, giving advice on skill and feat choices, and roleplaying tips:
* Avenging - think of the film The Crow - thats the avenging undead archetype
* Free Ghoul - a mercenary type
* Ghostly Advisor - think of Obi-Wan Kenobi's ghostly appearances to Luke in the later Star Wars films
* Guardian Mummy - discussion of a mummy's obsession for treasure
* Mad Wraith - insane archetype that can apply to other incorporeal undead
* Power-hungry Lich - the role of leader for the lich
* Vampire - a discussion of the vampire template in relation to the archetype
* Zombie Servitor - a discussion of the quiet rebellion of an undead slave
The discussions focus mainly on roleplaying background and advice for undead PCs, but on the whole could equally apply to a well-detailed NPC. There are no statistics for any of these archetypes. It seems a shame that the level of roleplaying advice here could not have been applied to the prestige classes, and more information provided in this section about statistically creating and developing undead PCs for an unusual all-undead campaign. As a GM, I was also disappointed that there wasn't more ideas for undead as nemeses for the PCs. There are a number of sidebars scattered throughpout this chapter giving further campaign and adventure ideas. There is also a rather nebulous discussion of the difference between flesh golems and zombies.

Chapter Five: 'Beyond The Pale', discusses undead campaigns, where one or more PCs are undead. It looks at campaign themes such as the idea that everyone in the world is undead. It also discusses how the PCs came to be undead, various settings (mainly levels of magic, and temporal period), and different locations (city, ruin, wilderness). A lot of questions are posed, presumably in an attempt to get the GM thinking instead of providing easy answers. I found this to be too nebulous and a little annoying. If I buy a book, it's to get ideas and twist them for my own use, so I expect that if questions are posed, answers are given - even if I don't agree with the answer, it can spark off my own ideas.

Chapter Six: 'Secrets Of Undeath', deals with the process required to become a lich or a mummy. It uses flavour text to portray each aspect of the ritual process, with a discussion of the elements portrayed following. Useful for PCs who wish to become liches or mummies themselves, and may spark a couple of adventure ideas, but this chapter is very narrow in focus and limited in its usability.

Conclusion: As Undead are one of my favourite creature types, I had high expectations of this book. I was particularly interested from a GMing point of view in ideas for using undead as villains, with perhaps a few well-developed NPCs and a welter of adventure and campaign ideas for using these undead villains. I was disappointed. I expected the usual feats, prestige classes, spells, and magic items. I was not disappointed. I did not expect a lot of nebulous chatter and annoying open-ended, unanswered questions or a lack of organization to the information provided. I was disappointed again.

I did enjoy some of the unusual ideas for adventures and campaigns stashed away in the sidebars scattered throughout the text (though these are adventure and campaign concepts or lead-ins). The Prestige Classes, although only a few were actually of use to me, seemed balanced and well-presented (although the roleplaying information used for the archetypes in Chapter Four would have been a welcome addition). Some of the other game information was a little weak (I was not particularly impressed with the skills or feats - I was more impressed with Defenders of the Faith with regard to Undead-related skills and feats).

Overall, there were some positive things to take from the book, but it could have been so much more.
 

This review is for Undead, a d20 sourcebook published by Alderac Entertainmnet Group (AEG). This 128-page book presents all manner of information about undead that a GM would want to use in his campaign. The book retails for $19.95.
Chapter one gives an explanation of undead and some of the reasons why creatures choose to become immortal. Some actually seek it out for a variety of personal reasons, but there are some who weren’t given the choice. They are damned and hate every minute of it.
Chapter two goes into the game mechanics that surround an undead campaign. A new skill, Craft (autopsy), adds an interesting flavor and can be used in any d20 setting. Five new feats are presented to assist a character in combating the living dead. They are well balanced and are ideal for a paladin. Thirteen new prestige classes make up the heart of this book. Some of these classes are designed for undead characters, while others are not. The Champions of the Dead are the undead field commanders of a necromancer’s undead army. Chirugeons are the Victor von Frankensteins of the d20 world. The Exorcist is your stereotypical undead slayer that has to react rather than go on the offensive. For the most part, the classes are put together well and with some really original special abilities.
Characters who hunt undead require special equipment. There are five pages that go into the different items and suggestions for using them. Personally, I’ve always preferred fire as a solution to undead problems. Nothing like a fireball to destroy those pesky zombies.
Chapter three covers the topic of death worship. Eight new gods are presented as is a comprehensive list of domains reprinted from the Player’s Handbook and AEG’s Evil. There are three new domains included with this list, Rulership, Spirit, and Undead. The remainder of the chapter outlines new spells and magical artifacts. I tend to like the Cloak of Darkness, Soul Reaper, and Staff of Legions.
Chapter four gives undead archetypes that can be attached to an undead character much like a kit. I like the Avenging archetype (think Eric Draven from The Crow) and the Vampire one. Each archetype comes with a paragraph providing some good role-playing tips.
Chapter five is a good chapter for running an undead-oriented campaign. There are several excellent ideas for adventures concerning a party of undead adventurers (your players). Not only are there good campaign themes, but also good time period setting options. I like the modern and ultramodern settings.
The final chapter gives an in-depth explanation of the processes of becoming a lich and a mummy. GMs or players can use this information as they see fit. Personally, I see using it as part of a story plot only and not for a character.
In conclusion, Undead is a decent offering for players and GMs who want more out of the undead in their world. Fans of Laurell K. Hamilton’s Anita Blake: Vampire Hunter series will find some good tidbits for running a modern undead/horror campaign. All in all, it’s a good book. It just has limited application in game terms. After all, if undead aren’t your thing, then neither will this book.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

I find your criteria for knocking it a little iffy: "If undead aren't your thing then neither will be this book"? If undead aren't your thing, then why would you buy this book? The tantamount question, IMO, is: how well does it address the topic?
 

The most extensive - and probably most creative - section of the chapter is the prestige classes. Fourteen new prestige classes are presented, all of which deal with the undead or are commonly taken by undead creatures. The prestige classes are:


.... broken! ;)
 



Remove ads

Top