| Post/Author/DateTime | Post |
|---|---|
| JStaton06-22-07, 11:44 AM | I'm starting to run a undead only campaign where a atropal takes over a entire plane and turns EVERYTHING into an undead. Anyone help me out with ideas on the playable races I should allow? I want it to be a HIGH powered campaign because oddly enough all the undead kept their intelligence and will eventually have to fight this epic+++ atropal. Please and Thank you |
| Majick06-22-07, 11:56 AM | Necropolitan: No level adjustement. No Con score. d12 HD. Awesome. |
| Lobsopdoy06-22-07, 12:18 PM | Anyone else reminded of the T'Lan Imass from Malazan? |
| Cypher_of_the_Eye06-22-07, 12:23 PM | Majick called the BEST!!! of the undead though he for got too tell you it's in LM.bad majick dont forget the more "core" undead Ghost LA+5 with a ghost touch sword(he can hold it...), lich LA+4, vampire(not spawn)LA+8 vampire spawn LA+5, maybe half vampire, some of the cool Vampire "Sub-races" also in LM and last one i can think of Death Knight LA+5 out of MM2. though to think about it Libris Mortis has a good chunk just about undead pcs and undead PrCs. personaly, my whole list is only useable if your starting at a relativly high level. hope we could help |
| Seldriss06-22-07, 12:36 PM | The minor undead, like Skeletons and Zombies, laking real sentience, don't have any free will, they are more like automatons under the control of their creator, a cleric or necromancer. But they can make fine followers. For characters, you should focus on the sentient undead, the ones who keep their free will : Ghouls, Liches, Vampires, Wights for the material ones. Ghosts, Shadows, Spectres and Wraiths for the immaterial ones. Note that most of the time, immaterial undeads are bound to a specific place, like the spot where they died, becoming guardians or avengers, so it restricts their mobility and freedom. Note also that material undead are easier to play as characters, to give them classes, and they can wear stuff (armor, weapons, magic items). |
| JStaton06-22-07, 12:57 PM | Well the campaign is going to go is im starting them at level 15, and the Atropal mentioned above somehow destroyed the entire plane and then cast some sort of planar raise dead but they all came out as undead of different types ect... The races Ive decided on so far are Mummy, Ghoul, Mohrg, Lich, Wights, and Vampires. Anyone think of anything else? |
| Vrael06-22-07, 01:00 PM | Curst are fun, but they're campaign setting specific, IIRC. Can't remember specifics, but their whole lot in un-life is trying to die- they just cant. The rules for it are fairly interesting (and manage to make their temporary deaths enough of a punishment to avoid), and they're just fun to play. |
| User512706-22-07, 01:04 PM | well, you could play an awakened zombie fighter. or skeleton archer. Look at the awaken spell from spell comendium. at 250xp a pop you can get a nice character. (though I doubt you'd be able to make an effective zombie wizard... |
| 1CentSage06-22-07, 01:05 PM | Necropolitan: No level adjustement. No Con score. d12 HD. Awesome. While this is technically correct, you loose one level + 1000XP upon becoming a necropolitan. So they are kind of LA+1-2, depending on the level at which you turn into one. |
| Rerecros06-22-07, 01:21 PM | Maybe the necromatic energies released by the atropal turned some into Nilthucians (check out my sig) |
| Rustmonster06-22-07, 01:47 PM | Do you have Libris Mortis? It has an entire section with undead PC info. |
| Velcro Zipper06-22-07, 01:47 PM | Maybe one of your more ambitious players can attempt to play a Caller in Darkness. Imagine trying to roleplay the combined souls of a village decimated by the atropal's magic. A Deathlok might make good PC for a wizard who didn't quite make it Lich status. I imagine any undead that needs to feed off of the living to survive is going to have a hard time in this campaign. If I remember correctly, vampires are one among those that do so I'd recommend against them. |
| Dyrrl06-22-07, 01:51 PM | Well the campaign is going to go is im starting them at level 15, and the Atropal mentioned above somehow destroyed the entire plane and then cast some sort of planar raise dead but they all came out as undead of different types ect... The races Ive decided on so far are Mummy, Ghoul, Mohrg, Lich, Wights, and Vampires. Anyone think of anything else? I am a huge fan of the Gravetouched Goul (LM). Maybe even allow some of the undead templates. I know all undead are templates unless you use the monster classes from LM (which would be silly), but their are some crazy templates such as swarm shifter (if you want to make up LA rules for it as it has none) and evolved undead (LA +1)that could be fun for a little twinked out flavor. Don't forget you could also use the LA buy off system(UA) to negate XP penalties if you are so inclined.... I think you can buy off an LA +4 at 14th level. D |
| ServanWolf06-22-07, 06:09 PM | oh yeah those books where good..labyrint magic :D..and those half-gods and...more *only read the two first one books of it :(, cause no more in dutch* T'Lan Imass from Malazan : let us say mhmh d12 Hit Die and a bonus to it depending on your charisma. undead treats, but not the maluses. Regenaration +5 Spell Resistance 12 + character level + char. mod. Predestinated class: you get two levels in a choicen class, you may choice between Fighter,Monk, Cleric, Chaman or Sorcerer. special power: primal labyrint or Bone Sand You are able at will to turn into sand and to walk in such a way instead of walking. You are immune to any form of damage, but still affected by Greater Dispel magic or mordenkains disjuction. You are able to flow through all kinds of material during in this form and can partially reform. level adjustment +3 |
| Roivas06-22-07, 06:22 PM | I would suggest the bone and corpse creature templates from BoVD. Neither has a LA but I estimate them both to be a +2 given they don't do much beyond give slightly adjust the stats of the base creature, give minor NA bonuses, and hand out the standard undead immunities. If you have the book just adjust the given information for 3.5 and you're good to go. Then players can be anything they want. Also how do you plan for the players be sufficiently challenged by an atropal? 90% of the danger it represents is from negative energy attacks. If a group of undead that it couldn't command/rebuke went at it they would take it down fairly easily. |
| Tenadros06-22-07, 06:37 PM | There's always the classic death knight template. And the Swordwraith from MM2 (I think) is interesting. |
| Jeriaus06-22-07, 09:36 PM | If your going high powered, ignore a set amount of LA. Say up to +7. Also Curst is a nice undead type if the base creature has no magical abilities. |
| Lobsopdoy06-22-07, 11:48 PM | oh yeah those books where good..labyrint magic :D..and those half-gods and...more *only read the two first one books of it :(, cause no more in dutch* T'Lan Imass from Malazan : let us say mhmh d12 Hit Die and a bonus to it depending on your charisma. undead treats, but not the maluses. Regenaration +5 Spell Resistance 12 + character level + char. mod. Predestinated class: you get two levels in a choicen class, you may choice between Fighter,Monk, Cleric, Chaman or Sorcerer. special power: primal labyrint or Bone Sand You are able at will to turn into sand and to walk in such a way instead of walking. You are immune to any form of damage, but still affected by Greater Dispel magic or mordenkains disjuction. You are able to flow through all kinds of material during in this form and can partially reform. level adjustment +3 Ouch, those are some tough Neanderthals :* |
| The_Shaman06-23-07, 04:09 AM | I think necropolitans and curst are the easiest to include, and the curst can easily be adapted. Also, iirc there was a template called juju zombie, in which the zombie retained some consciousness. |
| Grave_Accomplice06-23-07, 09:28 AM | Eleti, from FFG. Basically sentient skeletons. +2 to Dex, no penalties (although they don't get a Con score), +3 ECL. Racial feats that harden them against turning. Here's the wirte-up: -+2 Dex -No Con score -Can be Small or Medium (chosen during creation) with the appropriate bonuses/penalties/speed -Darkvision 60 ft -+2 to Hide and MS -Immune to cold damage -Half damage from piercing and slahing weapons -Standard undead immunities -Can be effected by turing or rebuking, using their class levels as their undead HD. However, if the turning would destroy them or awe them they are allowed a save (DC:10+cleric's class level+cleric's Cha). If they fail, they are destroyed or effected as per Dominate Person. If they succeed, they are turned or effected as per Charm Person.. -Turn Resistance is a General Feat for an Eleti. -Favored Class: FIghter -+3 ECL Here's a racial PrC for them as well: Eletum Aemidun Prereqs: -Must be eleti -Concentration: 10 -Knowledge (Arcana): 10 -Spellcraft: 10 -Feats: Iron Will, Turn Resistance HD: d6 Skill points: 4 + int Class skills: Concentration, Craft, Diplomacy, Disguise, Knowledge (all), Profession, Spellcraft Gains proficiency with all simple weapons, but no armor. Average BaB, all good saves Note: This PrC does not have a spell casting progression. 1st Level: Command Undead: You can Rebuke/Awe undead as per a cleric of your class level. This combines with levels in a previous class with the same abilitiy, and allows you to take the Extra Turning feat. 2nd Level: Illusion of Life: Alter Self. The total duration of the day cannot exceed 10 min per class level. 3rd Level: Shade Imps: You can manifest spectral critters that fly 50 ft per round and pass through solid objects. They communicate to you tlelpathis\clayy via empathic link. You may create 1/day/class level. They remain for 10 min per class level, and summoning any number of them takes a full round action. If one is destroyed, you take 1d6 damage. They may attack with a BaB equal to your own, + you Cha mod. They may deliver touch attacks for you or do dmamge (1d4 and make a Fort save [DC: 15] or be stunned for 1d6 rounds) They have an AC of 15 + your Wis mod, HD equal to your class levels, and 1/2 your totl hp (rounded down). They use your saves and benefit from Evasion. Greater Turn Resistance: Add 5 to your character level when targeted by Turning or Rebuking attempts. This stacks with the Turn Resistance feat. 4th level: Vampiric touch: 1/day using you class levels and any sorcerer or wizard levels you may have as the caster level. As this is a touch attack, your imps may touch for you. 5th level: Create Undead: You may create lesser undead, but the corpse must be present. You may create a total HD of undead equal to twice your class level. Each time you create an undead, you lose 1d6 hp per 2 HD the new undead has. The new undead are concidereder commanded as long as the total HD does not exceed the maximum. Even if this is exceeded, extra undead are concidered friendly to you. This does not pass to your friends. They have the same alignment as you at their creation. 6th level: Spell Resistance: 10+class level+Cha mod 7th level: Drain Life: When a living critter dies within 5 ft of you, you get 1 hp per HD of that critter (regardless of whether you killed them or not). These are temporary hit points, and last an hour. This is an extraordinary abilitiy. Vampiric Touch: 2/day 8th level: Drain Unlife: This is a touch attack (see imps). An undead target struck suffers 1d6 damage per 2 class levels (rounded down). A successful Will save (DC: 10 + class level) reduces the damage to half. These hp are not gianed by you. Greater Command: Add +3 when rebuking or commanding. This bonus also counts towards the total number of critters rebuked/commanded. Total HD that can be rebuked/commanded is 4d6+class level+Cha mod 9th level: Create Greater Undead: 1/week. You take 1d6 hp damage per HD of the creature created. You must pass a Will save (DC: 10+twice the creatures HD). Failure means the attempt failed. You cannot try again for another week. You may choose to retain the creatures original memories, personality and alignment. Those capable of doing so (ghosts and vampires specifically) will retain their class levels. They may act unexpectedly, per your DM. If you choose not to maintian the original personality, they gain your alignment and keep 1/2 their class levels (rounded down, you still take 1d6 per HD based on their full HD). 10th level: Vampiric Touch 3/day And just to be safe... THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST! OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. |
| ServanWolf06-23-07, 03:59 PM | @ lobsopdoy okey its true that what i wxriten was maybe not really balanced :p..i simply ave some possiblities :p but those books were good he :) ... surely the Chaos and illusion labyrint :D hehe making an illusion real too good :p |
| Lobsopdoy06-23-07, 08:06 PM | @ lobsopdoy okey its true that what i wxriten was maybe not really balanced :p..i simply ave some possiblities :p but those books were good he :) ... surely the Chaos and illusion labyrint :D hehe making an illusion real too good :p I liked it well enough. I don't think the T'Lan Imass are meant to be balanced. They're super-powerful undead with unbreakable swords and over 300 000 years of experience. |
| zeratulcraft06-23-07, 08:41 PM | Corpse and Bone creature from BOVD. Intelligent undead at no LA. Maybe LA+1 at most. |