Risen Dead Foundation [Archive] - Wizards Community

Post/Author/DateTimePost
Von Crown

10-07-04, 03:42 PM
Hi, VC here hoping to start of a foundation for fellow Undead players (just in time for the release of Libris Mortis)
I figure we'll probably cook up feats, spells, and of course, new monsters and templates.
So, If your dead and haven't stop going yet, join on up!

Members list:
Von Crown (Me)
Thasis
Dyne
Pharun
Flaiquiri-:b:
Karn-:b:
Chosen of the Dark Sun
Xen155-:b:
Demonfey
He Who Shall Not Be Named

Members marked with a :b: haven't posted since joining and may be removed from the list soon.
thasis

10-09-04, 08:01 PM
I am so in. I love undead. After I finish working on the Dungeon Lord Prc I'll start working on my first undead based class: The Death Knight (based of warcraft II, not the lame ones from the other books).
Von Crown

10-10-04, 10:40 PM
Here's a new Item for undead

Mordred steps forward and places an unusual object on the table. The device appears to be some sort of harness, with several six inch metal rods jutting out from it on the back and shoulders, with wires connecting them and running down where the arms would be placed, connecting to a row of shorter rods (about 4" long) on bracers. The overall effect seems to look like some bizzare torture device.

Necrolytic Converter: This unusual Item converts electrical energy to negative energy. Any undead wearing a Necrolytic Converter that would take electricity damage is instead healed 1 point of damage for ever 2 points the effect would otherwise deal. Likewise, a creature (other than undead) with immunity to electricity wearing a Necrolytic Converter that is subject to electricity damage takes one point of negative energy for every two points of damage the effect would otherwise deal. If a Necrolytic Converter absobs more than 50 points of electricity damage from one attack, the item must make a fortitude save (DC= 1/2 damage dealt) or overload, ceasing to function and stunning the wearer for 1d4+2 rounds, after which the Necrolytic Converter continues to protect the wearer.

Moderate Necromancy and Evocation; CL 12th; Craft Wondrous Item, Blackbolt*, Chain Lightning; Price ? gp; Weight 15 lbs.

*new spell, see below

Also, two of my spells I posted a CoA:

Blackbolt
Necromancy [Evil]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions like magic missile, except that the bolts are comprised of negative energy, healing undead creatures instead of harming them. However, since it is not comprised of force, it has no effect against incorporeal creatures (unless they are incorporeal undead, in which case they are healed)

Mordred's Morbid Marionette
Necromancy [Evil]
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 standard action
Range: Close (10 ft)
Effect: 1 corpse plus one additional corpse per five levels (maximum +4 corpses)
Duration: concentration, up to 2 rounds/level
Saving Throw: None
Spell Resistance: No

This spell temporarily turns one corpse plus one additional corpse per five levels (maximum 5 corpses total) into either a skeleton or a zombie, depending on the condition of the corpses. They remain active and follow commands for the duration of the spell, at the end of which they become uncontrolled and begin losing two hit points per round until destroyed.
Arcane Focus: Two of those wooden thing used to control puppets, one in each hand.
thasis

10-11-04, 11:24 AM
Very intressting. I wish I thought of those. Som whats going on here? Are we going to participate in the Guild Wars. I say we should.
Von Crown

10-11-04, 12:48 PM
I was thinking about it, But we should try to get a few more members before getting involved.
thasis

10-11-04, 02:39 PM
True, very true. More members aye. I wonder who would join? You should have stated this guild on the day of the opening of Libris Mortum. That might have attracted more members.
Von Crown

10-11-04, 04:19 PM
I would of, exept I wasn't sure what the exact date was. By the way, have you gotten that yet?
thasis

10-11-04, 04:35 PM
What? Got what? Libris Morum? Not yet. I'm going to get it soon.
Von Crown

10-11-04, 09:32 PM
I bought it a couple of days ago. It's really good.

Anyways, just posting a link to a PrC that I'm working on

The Master of the Black Sands (http://boards1.wizards.com/showthread.php?t=321149)

I need ideas for Dark Gifts (you'll see what I mean)
Von Crown

10-15-04, 12:57 AM
new feat time

Necromantic Studies [General]
Prerequisites: Ability to cast arcane spells, ability to aquire a Familiar
Benefit: You add the following spells to your spells known list at the indicated level:
1st- Chill Touch
2nd- Command Undead
3rd- Gentle Repose
4th- Animate Dead
5th- Revive Undead*/Magic Jar**
6th- Create Undead
7th- Awaken Undead*/Control Undead**
8th- Create Greater Undead
9th-Plague of Undead*/Soul Bind**
*If you have Libris Mortis, use this spell
**If you don't have Libris Mortis, use this spell
Special: this counts as an Arcane Bloodline feat. If you already have an Arcane Bloodline Feat, you cannot take this feat. If you have this feat, you cannot take an Arcane Bloodline Feat. If you prepare spells from a spellbook, you count as having spell mastery for the listed spells.
thasis

10-15-04, 09:44 AM
@Von Crown Sweet stuff

@Everyone I got some more feats big time. Did a magor run of feat creating last knight. I'll post them sometime. I might be absent a while though. I'm not hanging out at me house on the weekand. Going on a trip.
thasis

10-15-04, 09:49 AM
By the way, these feats are for my book of corruption. I accidently wrote what I said up there thinking that this is my book of corruption (I'm kinnda tired). Nice feat though Von Crown.
Von Crown

10-17-04, 03:48 PM
If you want, feel free to use that feat in the BoC
Von Crown

10-24-04, 09:47 PM
Come on, there have to be more people interested in undead than this! We need more members!
thasis

10-24-04, 11:02 PM
I know some people who have some intresst in the undead. I'll see if they want to join.
Dyne

10-24-04, 11:07 PM
Does it count if you're a necromancer? (or, if one of your characters is a necromancer)
Pharun

10-24-04, 11:10 PM
I'll join, alwas liked UNdead and Necromancer, I also Have Libris Mortis, It's a great book.
Von Crown

10-26-04, 08:39 PM
Yes, It's okay if your a necromancer! New people! I'm happy!
Anyhoo, here's a major artifact from my campaign setting

Skull of Akuma
This potent artifact is a opaque black gem through which lines of red light runs (think computer chip type effect), which always remains slightly cold to the touch. It's bearer need not supply any material components for a spell that creates undead if they use it as a focus component. Also, the bearer can create skeletons and zombies with more than 20 hit dice with the animate dead spell, but still no more than their caster level would allow, and they can create any type of undead with less hit dice than their own with a create greater undead spell. Lastly, they gain a +10 insight bonus on spellcraft checks made to cast an epic spell of the necromancy school and any undead you create with a necromancy spell are automatically under your control.
thasis

10-26-04, 09:13 PM
Oooo... fuzzy. I like alot. This looks cool. *snatches it for his campaign and runs of*
Dyne

10-27-04, 12:11 AM
Skull of Akuma: Niiice.... maybe it should do something for controlling undead. Otherwise, Wizards and Sorcerers would be at a disadvantage when it comes to undead higher than skeletons and zombies.
flaiquiri

10-27-04, 07:44 PM
I wanna join..please?
Von Crown

10-28-04, 12:02 AM
yeerin! yes! members! this is good!

Here's a new skill, epic in nature, the pinnacle of the necromancer's craft

FLESHCRAFT(INT;TRAINED ONLY)
Check: Fleshcraft is used to stitch things together for the creation of undead creatures, to surgically reattach body parts, or possibly to attach (or replace with) new parts. Reattaching a lost body part requires a DC 15 check if the recipients' original limb is used and well preserved, for each day it has been deattached, increase the DC by +2. if the replacment limb is of the same species, but not the original, increase the dc by +5. If the limb is of a different species but the same creature type (humanoid, abberation, etc.), increase the DC by +10. If it is a different creature type, increase the dc by +15. If the creature the limb is from has a different strength score, increase (or decrease) the creatures' strength score by half the difference (this counts as an enhancment bonus that goes away if the limb is cut off again, but bonuses from up to four limbs stack). Do the same for dexterity, but with a -2 penalty to the base score. If the attached limbs have natural weapons, the recipient gains the use of these weapons but count as nonproficient unless their species normally has a natural weapon of that type, and they may take exotic weapon proficiency for it normally. If the natural weapon had a disease, the recipient must sucseed on a fortitude save with the normal DC to avoid infection. thereafter, they become immune to that disease from that limb, and gain a +4 competence bonus on saves against the same disease from other sources. If the natural weapon had any extrordinary qualities other than disease (such as poison), the recipient may automatically receive these (DM's discretion), or if not, the fleshcrafter may increase the DC by +10 to include these. Other supernatural qualities (such as energy drain) are not transferred, unless the fleshcrafter chooses to increase the DC by +20 for each such quality transferred. Other surgeries may be performed, such as adding new limbs, implanting organs, and other similar actions, but usually have high DCs (DM's discretion).
Action: Performing fleshcrafting takes one hour for every 5 points of the DC, maximum 5 hours.
Try Again: Yes, but if you the check by 5 or more, the subject takes 1 point of constitution damage. If you fail the check by 10 or more, the body part you were trying to graft is ruined and useless.
Special: Fleshcrafting checks are subject to critical failure as attack rolls and saving throws. On a critical failure, the recipient takes 1d6 points of constitution drain.
Synergy: if you have 5 or more ranks in fleshcrafting, you gain a +2 synergy bonus on heal checks. If you can cast at least five spells of the necromancy school a day or are undead, you gain a +5 synergy bonus on fleshcraft checks (you get a +10 if both apply).

Note: you take a -10 penalty to your check if trying to attach an undead part to a living creature. Oozes cannot be fleshcrafted, and neither can constructs. Although the name is fleshcraft, it can be used on skeletons and other things without flesh as well.
Von Crown

10-28-04, 12:42 AM
Lacedon with fleshcrafted adult red dragon claw

Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 12 (+0 Dex, +2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +7 melee (1d6+6 plus paralysis)
Full Attack: Bite +7 melee (1d6+6 plus paralysis) and 2 claws +5/+1 melee (1d3+3 plus paralysis/ 2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralysis
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance
Saves: Fort +0, Ref +0, Will +5
Abilities: Str 23, Dex 10, Con -, Int 13, Wis 14, Cha 12
Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Feats: Multiattack
Dyne

10-28-04, 12:43 AM
Von Crown, you haven't put Flaiquiri in the Members List yet.

Special: this counts as an Arcane Bloodline feat. If you already have an Arcane Bloodline Feat, you cannot take this feat. If you have this feat, you cannot take an Arcane Bloodline Feat.

What's an Arcane Bloodline Feat?

I'm working on a Necromancer character, but I'm not sure what class to make him. I was thinking of making him a Cleric for the Command Undead ability, but Wizards and Sorcerers might make good necromancers too. Any thoughts?
Von Crown

10-28-04, 01:03 AM
Arcane bloodline feats were introduced in a dragon magazine about spellcasters, they basically give spontanious casters one extra spell known per spell level, and you could only have one. This is slightly different in that It dosen't have the same prereqs as on of those, but it still counts so you can't have both. P.S. I'm updating it to give wizards more reason to take it instead of just learning the spells from scrolls

On your character... I would personally suggest sorcs, but that's just 'cuz I think they are better. If you want to do what I did is take 8 levels of sorc (or wizard) and 2 levels of cleric, then take the pale master PrC, that's a really good one. Or, you could just multiclass sorc or wizard and cleric.
Pharun

10-28-04, 10:22 AM
all this stuff is so good and has been yonked by me for my campaign/
Dyne

10-28-04, 09:57 PM
Will the Risen Dead Foundation be participating in the Inter-Foundation War Games? We need undead creatures and necromancers in the game to give flavor and variety.
Von Crown

10-28-04, 10:40 PM
Well, I've been planning that if we got enough members I would, and I think we do, so yeah

Also, I have a new race I'm working on. It isn't undead, it's more vermin related, but if you guys are interested, I can definatly post it
Dyne

10-28-04, 10:52 PM
I think I'll enter a second character as a Wizard/Cleric Necromancer. I don't have Libris Mortis yet :weep: so I'll be somewhat at a loss (I have some excerpts from it that I got off the site). I'm not sure what race to make him. I'm thinking of making him a Drow.

I have a new race I'm working on. It isn't undead, it's more vermin related, but if you guys are interested, I can definatly post it

By all means, post away.
Karn

10-29-04, 07:22 PM
I'll join, Undead rule.
thasis

10-29-04, 07:28 PM
Undead do rule.

@Dyne I don't have Libris Mortum yet so don't feel bad. I will be getting it very soon though :D (hopefully).

@All Good idea for a Artifact for the Guild Wars (we're preticipating right). We could have a machine that takes dead bodys and grinds them up and then converts them into spell slots. The spell slots can be taken from the Artifact by touching it and focusing on it's energy.
Demonfey

10-29-04, 09:19 PM
Monster Manual III has a few good new undead. My personal favorite from that book has to be the Charnel Hound.
Von Crown

10-29-04, 10:09 PM
@ demonfey- does this mean you want to join?

@ all- Here's the race. It's basically a race of humans from a far-off continent who used transmutation magic in an attempt to perfect themselves as a collective. The whole race is divided into castes by birth, which determines what class they take (although renegades who take classes outside their caste are not unheard of, these even are occasionally officialy accepted into the caste of the class they took ( around 15th level)). Also, they have different physical attributes by gender (Feminists don't get mad, it was a decision made to increase the whole "for the collective" specialization thing).

VAERMYL


- Medium: As Medium creatures, vaermyl have no special bonuses or penalties due to their size.
- Vaermyl base land speed is 30 feet, plus a climb speed of 30 feet when hands and feet are uncovered (see wall climbing)
- Tomb-tainted soul as a bonus feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any. When determining whether a multiclass vaermyl takes an experience point penalty, his or her highest-level class does not count.

Vaermyl have a number of other unusual traits, as determined by gender. In addition, all vaermyl are immune to acid.

Female:
Light Sensitivity: Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds, you take a -1 penalty on attack rolls, Search checks, and Spot checks as long as you remainin the affected area.
Thin Skin: Vaermyl take an additional 3 points of damage from all attacks.
Multiple Arms: As a creature with more than two arms, a vaermyl gains a +4 racial bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as ?off hands? (that is, you still have only one primary hand).In addition, a vaermyl can make one claw attack per five points of attack bons (maximum 4) that deal 1d6 points of slashing damage. As secondary natural weapons, a vaermyl's claw attacks all suffer a -5 penalty to attack rolls. A vaermyl's claws are treated as natural weapons and do not provoke attacks of opportunity. Having claws does not adversely affect a vaermyl's manual dexterity.
Wall Climbing: As long as a vaermyl's hands and feet are uncovered, they can climb perfectly smooth, flat, vertical surfaces at their base land speed. In addition, they gain a +4 racial bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.
They also gain a +4 racial bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.
Tail Sting: A vaermyl has a pehensile tail tipped with a wicked-looking barbed stinger. This prehensile tail grants a +2 racial bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature?s size category. The prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control.
A vaermyl can ?hang? from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. It's sharp stinger deals 1d6 points of piercing damage. If the vaermyl gets multiple attacks in a round, it can sting multiple times. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. In addition, the stinger injects poison into the target, requiring the target to make a fortitude save (DC=10+1/2 the vaermyl's hit dice+the vaermyl's constitution modifier) or take 1d4 points of strength and dexterity damage. In addition, they must save 1 minute later against the same DC or take 1d6 points of strength and dexterity damage.


Male:
Chitin Plates:A male vaermyl has a +3 natural armor bonus to AC.
Thin Skin: Vaermyl take an additional 3 points of damage from all attacks.
Massive: A male vaermyl is quite large (about 8 feet tall), and are capable of using this to their advantage. They function in many ways as if they were one size category larger. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger when it is advantageous to them. They are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect them. They can use weapons designed for a creature one size larger without penalty.
Resistance: A male vaermyl has fire and electricity resistance 10
Chosen of the Dark Sun

10-29-04, 11:16 PM
I'm in, undead rule from the lowliest zombie to a Gravewurm Dracolich sorcerer level 20. Undead are the perfect villainsand pc's. Any body else read the flavor text on the Magic The Gathering drudge skeletons card? :D
Chosen of the Dark Sun

10-29-04, 11:18 PM
@ all- Here's the race. It's basically a race of humans from a far-off continent who used transmutation magic in an attempt to perfect themselves as a collective. The whole race is divided into castes by birth, which determines what class they take (although renegades who take classes outside their caste are not unheard of, these even are occasionally officialy accepted into the caste of the class they took ( around 15th level)). Also, they have different physical attributes by gender (Feminists don't get mad, it was a decision made to increase the whole "for the collective" specialization thing).

We are the Vaermyl, prepare to be eliminated. Resistance is futile.
Von Crown

10-29-04, 11:35 PM
lol, nice. Your in. Btw, for everybody without Libris Mortis, the Tomb-Tainted Soul feat means that Vaermyl are healed by negative energy and harmed by positive energy like an undead creature.

This trait was considered advantageous because in my campaign setting, the material plane was created when the positive energy plane and the negative energy plane collided (kinda like the big bang), and as a result there are some areas that are positive-dominant and some areas that are negative-dominant. Since there are quite a few more areas that are negative-dominant, this was considered by the vaermyl's High Emperor to ba an advantagious trait.

In case you hadn't guessed, Vearmyl tend to be Lawful Evil in alignment, with lawful neutral being the other somewhat common outlook. Chaotic and or good vaermyl are almost unheard of.
Dyne

10-29-04, 11:38 PM
Von Krown, you changed your Avatar.

I don't understand the Thin Skin trait of Vaermyl. It seems like a pretty hefty penalty. And I don't understand why they would have thinner skin than humans.
Von Crown

10-29-04, 11:45 PM
I based the Vaermyl off the mutation rules from D20 Future in the SRD. I used that to balance out the other abilities to avoid a level adjestment. I rather meant it to be a sort of side-effect to all the alterations they made to themselves. They are slightly vulnerable in melee combat, but I'm working on a Vaermyl Warrior PrC that (among other things) gradualy reduces and eventually eliminates that. Also, remember that it's only 3 extra points of damage per attack, not per dice, and they can offset that with damage reduction.
Demonfey

10-30-04, 05:46 PM
Nah, I prefer to be living powerful beings. That way, I get to find loopholes for mortals finding power to make them more than they appear, without having to worry about necrophiliacs. :D
Shard of Suzail

11-01-04, 08:28 AM
Hello people, I play a death domain cleric and i`m interested in any discussions of undead and the new undead book. I`m intrigued by the possibility of becoming undead (perhaps a vampire) and am actively following up potential necromantic prestige classes that would fit a Neutral Cleric rather than the traditional evil arcanist.

If this place fits the bill, i would be interested in joining your group. :)
thasis

11-01-04, 09:34 AM
Welcome abourd Shard of Suzail. On my artifact... anyone like the idea. Basically it's a good idea for reciclying (damn bad grammer). You summon a zombie; the zombie collapses and is destroyed; you take the remains of the zombie; you chuck it into the artifact; it burns it up and turns it into a spell slot; we take the spell slot and raise a new undead. It could be called the Furnace of Damnation.
Chosen of the Dark Sun

11-01-04, 10:02 PM
Welcome abourd Shard of Suzail. On my artifact... anyone like the idea. Basically it's a good idea for reciclying (damn bad grammer). You summon a zombie; the zombie collapses and is destroyed; you take the remains of the zombie; you chuck it into the artifact; it burns it up and turns it into a spell slot; we take the spell slot and raise a new undead. It could be called the Furnace of Damnation.
I LIKE!
Von Crown

11-01-04, 11:02 PM
Two things- First off, I've already been working on a type of construct w/ undead creation spell-like abilities that it needs to burn corpses to power, and second, I thought we were going to use the Skull of Akuma for our artifact. IMO, being able to create any type of undead with less hit dice than you is a bit better than extra spell slots... Just my comments

[Half-Joke]
Another possible artifact idea is something that summons my main character, Mordred Von Crown, for some amount of time per some time period. Mordred is a Bloodstained Spellstitched Evolved (x2) Vampire Lord Swarm Shifter (x3) (Augmented outsider, Evil, Baatezu, Extraplanar, Shapechanger). His current class levels are Sorceror 8 (+28 caster levels from PrC's)/Cleric 3 (+5 Caster level from PrC's)/Pale Master 10/Master of the Unseen Hand 5/Lifedrinker 10/Master of the Secret Sound 10/Dragon Rider 5/ Shifter 11/Fiend of Possesion 6/ Horizon Walker 6/Erudite 20 (+21 Manifester level from PrC's)/Anarchomancer 1/Archpsion 3/Mind Mage 10/Body Leech 1/ Archmage 4/Doomlord 10/Illithid Savant* 10

*He qualifies because of a house rule that if you can assume otehr forms at will, you can choose one additional race (that you can transform into) to count as for qualifying for PrC's

How about that [/Half-Joke]
Chosen of the Dark Sun

11-01-04, 11:44 PM
Two things- First off, I've already been working on a type of construct w/ undead creation spell-like abilities that it needs to burn corpses to power, and second, I thought we were going to use the Skull of Akuma for our artifact. IMO, being able to create any type of undead with less hit dice than you is a bit better than extra spell slots... Just my comments

[Half-Joke]
Another possible artifact idea is something that summons my main character, Mordred Von Crown, for some amount of time per some time period. Mordred is a Bloodstained Spellstitched Evolved (x2) Vampire Lord Swarm Shifter (x3) (Augmented outsider, Evil, Baatezu, Extraplanar, Shapechanger). His current class levels are Sorceror 8 (+28 caster levels from PrC's)/Cleric 3 (+5 Caster level from PrC's)/Pale Master 10/Master of the Unseen Hand 5/Lifedrinker 10/Master of the Secret Sound 10/Dragon Rider 5/ Shifter 11/Fiend of Possesion 6/ Horizon Walker 6/Erudite 20 (+21 Manifester level from PrC's)/Anarchomancer 1/Archpsion 3/Mind Mage 10/Body Leech 1/ Archmage 4/Doomlord 10/Illithid Savant* 10

*He qualifies because of a house rule that if you can assume otehr forms at will, you can choose one additional race (that you can transform into) to count as for qualifying for PrC's

How about that [/Half-Joke]

(Makes loud wretching noises) :OMG! :OMG! :OMG!
Demonfey

11-02-04, 03:49 PM
Two things- First off, I've already been working on a type of construct w/ undead creation spell-like abilities that it needs to burn corpses to power, and second, I thought we were going to use the Skull of Akuma for our artifact. IMO, being able to create any type of undead with less hit dice than you is a bit better than extra spell slots... Just my comments

[Half-Joke]
Another possible artifact idea is something that summons my main character, Mordred Von Crown, for some amount of time per some time period. Mordred is a Bloodstained Spellstitched Evolved (x2) Vampire Lord Swarm Shifter (x3) (Augmented outsider, Evil, Baatezu, Extraplanar, Shapechanger). His current class levels are Sorceror 8 (+28 caster levels from PrC's)/Cleric 3 (+5 Caster level from PrC's)/Pale Master 10/Master of the Unseen Hand 5/Lifedrinker 10/Master of the Secret Sound 10/Dragon Rider 5/ Shifter 11/Fiend of Possesion 6/ Horizon Walker 6/Erudite 20 (+21 Manifester level from PrC's)/Anarchomancer 1/Archpsion 3/Mind Mage 10/Body Leech 1/ Archmage 4/Doomlord 10/Illithid Savant* 10

*He qualifies because of a house rule that if you can assume otehr forms at will, you can choose one additional race (that you can transform into) to count as for qualifying for PrC's

How about that [/Half-Joke]
Do you possibly mean arachnomancer?
Von Crown

11-02-04, 04:51 PM
No, anarchomancer is A PrC in a kinda old dragon magazine

And yeah, I have a lot of different prestige classes, bot what do you expect a 10000 year old vampire to do? Besides, I started as a 1st level human sorceror, and worked up from there. Undead are immortal, so...

If you think I'm bad, a friend of mine has some inane plot involving loopsholes in the Proper State spell from ghostwalk.

And remember, while you could have an Ankheg zombie, you can always cast polymorph any object to get a half-dragon Ankheg zombie. What's the difference? Higher strength score.
Chosen of the Dark Sun

11-02-04, 06:39 PM
Actually, the Arachnomancer PrC is also in the Underdark book.
Demonfey

11-02-04, 07:43 PM
That's why I asked.
Von Crown

11-03-04, 08:22 PM
I am going to say this to clarify, in case anyone dosen't quite get it
I have one Level of Anarchomancer- not Arachnomancer- which gives me the ability to perform a 24 hour ritual to make a new character that I change to. I count as that character would in all respects, but retain previos memories (but I can have a different alignment, It won't actually change my personality, just what I register as and stuff). So basically, I can become anyone. And yes, I can change back.

Also, for those with Libris Mortis, The forms I chose for the swarm shifter template are bat, leech, and beetle swarms, and the Spell-like Abilities I chose are Circle of Death and Creeping Doom
thasis

11-03-04, 08:41 PM
Cool. Recently I just created a Wizard (Necromancer). He's Lv1 so far and I have to get him to start summoning undead as soon as possible. Any suggestions.
Dyne

11-03-04, 09:32 PM
Cool. Recently I just created a Wizard (Necromancer). He's Lv1 so far and I have to get him to start summoning undead as soon as possible. Any suggestions.

Well, at LV 7, he'll be able to cast Animate Dead to create skeletons and zombies. He'll be able to gather his own little group of undead, controlling up to 28 HD of undead initially.

At LV 11, he'll be able to use Create Undead. But, the undead won't automatically be under his control, so you'd have to use something else to control them. As a Wizard, you could use Command Undead to keep them under control (somewhat), but you would have to constantly keep casting it to keep them under control. And, Command Undead only affects one undead at a time.

Once you get high enough level (LV 13 (heh, ironic eh?)), you can use Control Undead to control the undead more effectively and multiple undead at a time. But, it lasts for a much shorter period of time, so there's really no way to keep undead permanently under your control with it.

Levels in Cleric can really help for controlling higher level undead creatures. You can use the Cleric's Rebuke Undead power to control the undead. Plus, you could use it to bolster the undead. Also, if you take levels in Cleric, choose the Death domain for access to the Animate Dead, Create Undead, and Create Greater Undead domain spells.

Whoa, sorry for the long post. But, that's basically all my ideas for playing Necromancer characters. I don't have Libris Mortis or any of the other Source Books, so I can't really recommend any prestige classes (though I'm certain there are good ones out there for Necromancers).
Dyne

11-03-04, 09:34 PM
I'm working on my Necromancer character for this foundation, but I'm in a bit of a snag. I've decided on making his race Drow, but I'm not exactly sure how I'm going to allocate the levels. And I'm not sure if I want to make him a Vampire or not.

Are any of you guys playing Vampires in the IFWG? If so, then I'll probably make my character a Wizard/Cleric multiclass character. If not, I'll make him a Vampire (so that we'll have at least one Vampire in the guild wars).
Shard of Suzail

11-03-04, 09:42 PM
What are these guild wars?

As to necromancy, well, i heartily recommend taking the cleric route as opposed to the arcane. You get much better animation and control skills and the death domain gives the potent death touch ability. Necromancy is weak for arcane casters, though superior to the divine in terms of non animation spells.

Goons = divine necromancy
Spells = arcane necromancy

Also, with a cleric, you can get a bit of martial action in there. I play as a sort of death knight type, wading into combat with my skeletons by my side. Keeps them around for longer too, if it is you taking the hits primarily.
Von Crown

11-03-04, 09:55 PM
Mordred walks out and removes a small crystal from his pocket. Chanting under his breath, he holds the object up in the air. You can see it is a small black crystal. As you watch, the darkness in the room seems to grow deeper, and a shadowy cloud begins to form around the crystal. Then the shadowy substance begins extending into six wispy tenrils. At about ten feet out, the tendrils begin to descend to the ground. Where they touch down, a massive pillar of darkness erupts from the ground. When the shadows dissipate, the whole room is filled with fog, but somehow, you manage to see fairly well. At the center of where the pillars where stand six tall figures, clad in heavy armor and carrying wickedly sharp looking blades and tower shields. They are the DreadWard, Mordred's elite guard, and they have come.

DreadWard
Medium Undead
Hit Dice: 90d12+330 (870 hp)
Abilities: Str 40/+15, Dex 38/+14, Con -/+0, Int 30/+10, Wis 36/+13, Cha 38/+14
Initiative: +27 (+14 Dex, +13 Wis)
Speed: 90', Fly 80' (Perfect)
AC: 54 (+14 Dex, +20 Natural, +10 Deflection)
Base Attack/Grapple: +45/+60
Attack: Dreadblade +60 Melee (1d10 slashing+3d6 vile+15)
Full Attack: Dreadblade +60/+55/+50/+45 Melee (1d10 slashing+3d6 vile+15)
Space/Reach: 5'/5'
Special Attacks: Negative Discharge, Spell-like Abilities, Spellcasting, Rebuke Undead
Special Qualities: Fog Emission, Negative Burn, Fast Healing 10, Spell Resistance 40, Blindsight 120 feet, Runeshield, Turning Immunity, Vigilance
Feats: Improved Toughness*, Power Attack, Cleave, Great Cleave, Imporoved Sunder, Improved Critical (Dreadblade), Weapon Focus (Dreadblade), Violate Spell**, Lifesight***, Corpsecrafter, Deadly Chill****, Tenacious Magic (Polymorph any Object), Tenacious Magic (Awaken Undead), Spell Stowaway (Time Stop), Spell Stowaway (Dimension Door), Spell Stowaway (Door to Great Evil*****), Epic Spellcasting, Epic Skill Focus (Spellcraft), Epic Skill Focus (Knowledge (Arcana)), Epic Toughness (x12)
*+1 hp per hit dice
**spell deals half vile damage, gains evil descriptor
***living creatures emit 30-foot light if medium or smaller, x2 for each size category larger
****any undead created by it get extra 1d6 points of cold damage to natural weapons
*****see ghostwalk web enhancment for spell description
Skills: Spellcraft 90 (+110), Knowledge (Arcana) 90 (+110), Spot 93 (+106), Listen 93 (+106), Search 90 (+100), Hide 93 (+107), Move Silently 93 (+107), Sense Motive 93 (+106), Concentration 93 (+108), Intimidate 93 (+108), Craft (Any) 9 (+19)

Combat:
DreadWards are the Elite Servants of Mordred Von Crown. At the present time, only six are known to exist, and the process of creating them is still unknown. What is known, however, is that six mighty paladins were known to have gone missing at the time of their initial creation.

Spellcasting: A DreadWard casts spells as a 30th level sorceror.
Rebuke Undead: A Dreadward can rebuke or command undead as a cleric with a level equal to three less than it's hit dice.
Fog Emmision(Su): In combat, a DreadWard begins to give off a small amount of fog that hampers the performance of living creatures, so that in the first round, all living creatures' attacks suffer a 10% miss chance. This miss chance increases by 10% each round, to a maximum of 50%. This fog does not, however, impair vision in any other way.
Negative Discharge(Sp): A DreadWard can spend a standard action to infuse a creature or object within 10 feet with negative energy. If the target is a living creature or an object or construct, it takes 1d8 points of negative energy damage per 10 hp the DreadWard chooses to sacrifice if they fail a fortitude saving throw (DC 69). If the target is undead, they are instead healed the same amount of damage.
Negative Burn(Sp):The body of a DreadWard is wreathed in flames of negative energy. Anyone grappling a DreadWard takes 6d6 points of negative energy damage each round this ability is active. Each round it is active,the DreadWard looses 5 hp. Activating this ability is a free action.
RuneShield(Su): A DreadWards' shield is inscribed with potent runes. Any attach that fails to penetrate a DreadWards' AC by 10 or less triggers a Symbol of Death effect. Whenever these runes would be dispelled, they are only suppressed for 1d4 rounds instead.
Turning Immunity: A DreadWard is not affected by turning, rebuking, commanding, or destroying (by the Clerics' turn undead ability)
Vigilance(Ex): A DreadWard is sworn to serve their master, Mordred Von Crown. As such, they are constantly on the lookout. This allows them to add their Wisdom modifier to initiative. Also, they can use the full defense action to protect an adjacent ally.
Spell-Like Abilities: At will- Blasphemy, Animate Dead, Create Undead, Create Greater Undead, Necrotic Cyst*, Hide From Living (as hide from undead, but any living creature), Darkness, Desecrate, Bestow Curse, Dimesion Door, Necrotic Bloat* 3/day- Necrotic Domination*, Necrotic Burst*, Necrotic Scrying*, Necrotic Empowerment*, Door to Great Evil** 1/day- Necrotic Tumor*, Necrotic Eruption*, Time Stop 1/week- Necrotic Termination*, Polymorph any Object, Awaken Undead
*Spell from Libris Mortis
**see ghostwalk web enhancment for spell description
Dyne

11-03-04, 09:59 PM
Divine spellcasters have certain advantages over arcane spellcasters: ability to Rebuke Undead, better combat ability. But, arcane spellcasters also have advantages over divine spellcasters: more spells per day (from your specialty school), access to some cool arcane spells (like fireball) even though that really has nothing to do with Necromancy. It depends on your style. In my opinion, the ultimate Necromancer has the benefits of both classes. A multiclass Cleric/Wizard won't be a focused as a full Cleric or Wizard, but they can be awesome characters (especially at higher levels).

The Inter-Foundation War Games (aka the Guild Wars) are basically a competition between the different foundations in the Guild House forum. Each participant creates their own character and sends them against the other foundations. The Guild Wars are beginning. We just need to work out a few kinks before we start full-on. Visit the IFWG threads for more info. Also, visit the Player Character and Statistics thread to post your character(s) for the Guild Wars.

Mordred walks out and removes a small crystal from his pocket. Chanting under his breath, he holds the object up in the air. You can see it is a small black crystal. As you atch, the darkness in the room seems to grow deeper, and a shadowy cloud begins to form around the crystal. Then the shadowy substance begins extending into six wispy tenrils. At about ten feet out, the tendrils begin to descend to the ground. Where they touch down, a massive pillar of darkness erupts from the ground. When the shadows dissipate, the whole room is filled with fog, but somehow, you manage to see fairly well. At the center of where the pillars where stand six tall figures, clad in heavy armor and carrying wickedly sharp looking blades and tower shields. They are the DreadWard, Mordred's elite guard, and they have come.

DreadWard
Medium Undead
Hit Dice: 90d12+330 (870 hp)
Abilities: Str 40/+15, Dex 38/+14, Con -/+0, Int 30/+10, Wis 36/+13, Cha 38/+14
Initiative: +27 (+14 Dex, +13 Wis)
Speed: 90', Fly 80' (Perfect), Burrow 20' (Scarab Beetle swarm form only)
AC: 54 (+14 Dex, +20 Natural, +10 Deflection)
Base Attack/Grapple: +45/+60
Attack: Dreadblade +60 Melee (1d10 slashing+3d6 vile+15)
Full Attack: Dreadblade +60/+55/+50/+45 Melee (1d10 slashing+3d6 vile+15)
Space/Reach: 5'/5'
Special Attacks: Negative Discharge, Spell-like Abilities, Spellcasting, Rebuke Undead
Special Qualities: Fog Emmision, Negative Burn, Fast Healing 10, Spell Resistance 40, Blindsight 120 feet, Runeshield, Swarm Form, Turning Immunity, Vigilance
Feats: Improved Toughness*, Power Attack, Cleave, Great Cleave, Imporoved Sunder, Improved Critical (Dreadblade), Weapon Focus (Dreadblade), Violate Spell**, Lifesight***, Corpsecrafter, Deadly Chill****, Tenacious Magic (Polymorph any Object), Tenacious Magic (Awaken Undead), Spell Stowaway (Time Stop), Spell Stowaway (Dimension Door), Spell Stowaway (Door to Great Evil*****), Epic Spellcasting, Epic Skill Focus (Spellcraft), Epic Skill Focus (Knowledge (Arcana)), Epic Toughness (x12)
*+1 hp per hit dice
**spell deals half vile damage, gains evil descriptor
***living creatures emit 30-foot light if medium or smaller, x2 for each size category larger
****any undead created by it get extra 1d6 points of cold damage to natural weapons
*****see ghostwalk web enhancment for spell description
Skills: Spellcraft 90 (+110), Knowledge (Arcana) 90 (+110), Spot 93 (+106), Listen 93 (+106), Search 90 (+100), Hide 93 (+107), Move Silently 93 (+107), Sense Motive 93 (+106), Concentration 93 (+108), Intimidate 93 (+108), Craft (Any) 9 (+19)

Combat:
DreadWards are the Elite Servants of Mordred Von Crown. At the present time, only six are known to exist, and the process of creating them is still unknown. What is known, however, is that six mighty paladins were known to have gone missing at the time of their initial creation.

Spellcasting: A DreadWard casts spells as a 30th level sorceror.
Rebuke Undead: A Dreadward can rebuke or command undead as a cleric with a level equal to it's hit dice.

:OMG! :OMG! :OMG! :OMG! :OMG! :OMG! :OMG! :OMG! :OMG! :OMG!
Von Crown

11-05-04, 08:42 PM
Six 100th level fallen paladins, so I decided to make a new type of undead for my elite guard

quite frankly, I've fought worse...

*Thinks about old archnemisis, Frehd the Terrible*
Von Crown

11-05-04, 11:01 PM
Undead Shield(General)
Prerequisites: Dodge, some way of having undead under your control (animate dead, command undead, create spawn, etc.)
Benefit: When you are attacked and are adjacent to a corporeal undead you control, you may make a reflex save (DC atk roll+attackers str or dex modifier) to make the attack hit the undead instead. If you choose to do this, the undead is automatically hit. If the undead also has this feat and controls undead, it cannot transfer the attack again.

Ghostblade
This weapon can be used to make incorporeal touch attacks against living creatures. If the attack hits, the target is counted as if hit by a ghost's corrupting touch attack, taking 1d6 points of damage (you do not add your strength or dexterity modifier). This is a one-handed weapon.
Requires: Ethereal Jaunt Price: 6,000

Spiritbinding
by making a fleshcraft or knowledge (Religion) check equal to the challenge rating of an incorporeal undead, they may bind a willing incorporeal undead into a weapon. When the undead is bound,the weapon is counted as an intelligent magic item with mental ability scores equal to that of the undead and all comunication modes.In addition, the weapon does whatever the undead's incorporeal touch attack does when it strikes. The undead gains +6 turn resistance, but if turned, is forced out of the item and forced to retreat as normal.

Also, are we gonna use the Skull of Akuma for our artifact or what?
Dyne

11-06-04, 12:17 AM
(DC 10+atk roll+attackers str or dex modifier)

Get rid of the 10. Without counting the attack bonuses, the DC would be 20 (which is already pretty difficult). Add on all the attack bonuses, and it would be impossible to use this feat (especially since attack bonuses tend to be much larger than save bonuses).
thasis

11-06-04, 11:59 AM
I like the new stuff. Good stuff.
Pharun

11-06-04, 04:07 PM
I've got an Idea for a feat

Improved Endure Sunlight
Prequisite: Endure Sunligh
Benifits: You double the amount of time you can be in sunlight from Endure Sunlight

How is that, Overpowered underpowered?
Von Crown

11-07-04, 06:52 PM
@ pharun- not bad. definatly quite balanced. Awesome to see other people posting feats n stuff. Keep up the good work.
@ dyne- consider it done. I was just using the standard DC format and didn't really give it much thought
@ all- so, it's time we decide what our artifact should be. everyone who cares vote sometime before thursday, and then sometime on thursday I'll tally the votes and we'll see which one wins. I vote Skull of Akuma.
Possibilities so far-

Skull of Akuma:
This potent artifact is a opaque black gem through which lines of red light runs (think computer chip type effect), which always remains slightly cold to the touch. It's bearer need not supply any material components for a spell that creates undead if they use it as a focus component. Also, the bearer can create skeletons and zombies with more than 20 hit dice with the animate dead spell, but still no more than their caster level would allow, and they can create any type of undead with less hit dice than their own with a create greater undead spell. Lastly, they gain a +10 insight bonus on spellcraft checks made to cast an epic spell of the necromancy school and any undead you create with a necromancy spell are automatically under your control.

Furnace of Damnation:
You summon a zombie; the zombie collapses and is destroyed; you take the remains of the zombie; you chuck it into the artifact; it burns it up and turns it into a spell slot; we take the spell slot and raise a new undead

So far we have
Skull of Akuma- :devil::devil::devil:
Furnace of Damnation- :devil:
Dyne

11-07-04, 07:02 PM
I vote Skull of Akuma.
thasis

11-07-04, 07:37 PM
I vote for the Furnace.
Pharun

11-08-04, 08:51 PM
Hard to decide, But I think Skull
Dyne

11-11-04, 06:53 PM
Just one more vote, and the Skull of Akuma wins....

Come on guys, post!

By-the-way, how many of you guys are participating in the IFWG, and what types of characters are you using? I'm participating with both the Risen Dead Foundation and the Council of Archmages. For the Council of Archmages, I'm running a Wizard/Fighter. For the Risen Dead Foundation, I'm running a Drow Vampire with levels in Cleric.
Von Crown

11-11-04, 11:11 PM
Well, it's thursday night, and it looks like the skull won, so I'm going to go put it in our foundation statstics for the IFGW
thasis

11-12-04, 10:55 AM
Well, I'm in alot of Foundations so it's hard to figure out wich ones this guy is in and isn't. I think that he is in the Risen Dead Foundation, the Guild of Ultimate Evil, Planetouched Foundation, and a couple other evil ones. I forget. I'm in to many. On what I am. I'm a male Tiefling who uses a magical illlusion to make himeself look like a pit-fiend. I'm thinking that for my levels I'm going to go with 15 Cleric but I don't know yet. My other Option is 10 Cleric/5 True Necromancer.
Dyne

11-12-04, 05:22 PM
My character is a Drow Vampire Cleric 5. He uses his Cleric spells for necromancy, but he has some decent combat power from being a Drow and a Vampire. His AC will come out to be around 36, so he'll be practically untouchable. He also has a Rapier of Puncturing which damages the Constitution of those it strikes, complementing his Blood Drain and Energy Drain special abilities.
Von Crown

11-12-04, 11:02 PM
Nice synergy. My character is a brain in a jar sorceror with the undead leadership feat and an awakened fast zombie fighter cohort. The zombie is headless, so the brain attaches itself onto the neck to look like an odd head. And oh yeah, the Brain wears a bowtie and a tophat...
Dyne

11-12-04, 11:46 PM
Nice synergy. My character is a brain in a jar sorceror with the undead leadership feat and an awakened fast zombie fighter cohort. The zombie is headless, so the brain attaches itself onto the neck to look like an odd head. And oh yeah, the Brain wears a bowtie and a tophat...

That sounds strangely familiar. I think there was a character like that in the Teenage Mutant Ninja Turtles show. It was a robot or something with a brain in a jar where its stomach would be.

Shoot, I just remembered I need to figure out my character's spells....
Pharun

11-13-04, 10:11 PM
I'm confused whats the IFGW
Dyne

11-13-04, 11:04 PM
I'm confused whats the IFGW

IFWG stands for Inter-Foundation War Games, but it is also known as the IFGW, Inter-Foundation Guild Wars. It's a competition between the different foundations in the Guild House. It's just underway, and we are currently trying to solve a drow murder mystery in the Guilds of the Underdark: The Mines of the Rilla Mountains thread, but there is war brewing between the Half-Elven Foundation and the Guild of Ultimate Evil.
Demonfey

11-13-04, 11:48 PM
That I have managed to deflect so far.
Dyne

11-13-04, 11:53 PM
That I have managed to deflect so far.

Yes. Good job on your political maneuvering, by-the-way. I think the Risen Dead Foundation would support the Guild of Ultimate Evil, and I would have to fight against myself because I have two opposing characters (one a Vampire of the Risen Dead Foundation, the other a Wizard/Fighter that supports the Half-Elven Foundation).
Pharun

11-14-04, 10:44 AM
Is it to late to join?
Dyne

11-14-04, 11:26 AM
Is it to late to join?

It's never too late, all newcomers are welcome. We've just gotten underway. We are currently investigating a Drow Murder in the Underdark, and we've just started an Arena Battle (with myself as one of the combatants). Create a character and post it on the Player Character and Statistics thread. Here are the guidelines:

32 point buy system (for abilities) OR standard die roll
Total ECL 15
200,000 gp Starting Equipment

You are otherwise allowed any type of equipment/feat/spell/whatever a 15th level character has access to. You can also use any material, including homebrew material, but homemade stuff must be looked over by the GM's/Judges.

Come by the Mountain Top Arena to see the battle between myself and Droga. We're gonna start up the next round some time tomorrow.
Pharun

11-14-04, 12:49 PM
ok, WHat kimd of character should I make, I was thinking of maybe just a true Necromancer but that's kinda boring.

I think I'll be a true Neccromancer lich. how does that sound.
Von Crown

11-14-04, 07:55 PM
@Pharun- Sounds like it should be handy, by I'm not sure you can fit the requisite arcane and divine casting for the true necromacer with a lich in 15 ECL. Plus, You'll have to have one caster level at atleast 11 to become a lich, remember. I would say you could set yourself up for true necromancer, But I'm not sure you'll be able to take any levels yet. Don't worry, you should be able to level up quite a bit eventually.

@All- If the murder of the half-elf were to escalate to a war, I would beleive we should remain neutral for that conflict. I defer to the High King's judgement*, and would not like to displease him**. That is my stance.




*For now :devil:
**Also for now
Pharun

11-14-04, 08:01 PM
Decided not to be a lich just a human True Necromancer, and what is the Skull fpr. Is it an artifact that anyone can use or does it have nothing to do with the IFGW.
Dyne

11-14-04, 08:04 PM
@All- If the murder of the half-elf were to escalate to a war, I would beleive we should remain neutral for that conflict. I defer to the High King's judgement*, and would not like to displease him**. That is my stance.

Good. I have a character for the Risen Dead Foundation and a character for the Council of Archmages, the Guild of Pure Good, and the Half-Elven Foundation. I wouldn't want my two characters to have to fight against each other.

@Pharun- Sounds like it should be handy, by I'm not sure you can fit the requisite arcane and divine casting for the true necromacer with a lich in 15 ECL. Plus, You'll have to have one caster level at atleast 11 to become a lich, remember. I would say you could set yourself up for true necromancer, But I'm not sure you'll be able to take any levels yet. Don't worry, you should be able to level up quite a bit eventually.

Lich are LA +4. I don't know what the requirements for True Necromancer are, but if you can meet them by at least level 10, you should be able to take at least 1 level in True Necromancer.

and what is the Skull fpr. Is it an artifact that anyone can use or does it have nothing to do with the IFGW.

Each foundation has one artifact. We still haven't figured out everything about the artifacts (such as when we obtain them, or if we start out with them), but we're sure to use them in the near future.
Pharun

11-14-04, 10:45 PM
Ok and as stated above got a Human True Necromancer, Just need to buy stats and equipment, DO we roll or own hitpoints or use average. and were can I go to read about al this stuff, like the half elf murdur and were do I post my character.
Von Crown

11-14-04, 10:58 PM
Character statistics should be posted here (http://boards1.wizards.com/showthread.php?t=328114)
Dyne

11-15-04, 12:07 AM
Ok and as stated above got a Human True Necromancer, Just need to buy stats and equipment, DO we roll or own hitpoints or use average. and were can I go to read about al this stuff, like the half elf murdur and were do I post my character.

We do not yet have rules set in stone. We are, afterall, just underway. But, here are the rules for characters up to this point:

32 point buy for Ability Scores OR standard dice roll

Total Equivalent Character Level must not exceed 15. Meaning, you cannot be higher than level 15 (and Level Adjustment can't push your ECL above 15).

200,000 gp worth of starting equipment

Averages for Hit Points (for example: if you Hit Die is d8, you gain 4 HP for each HD; if the HD is d10, you gain 5 HP for each HD).

Post characters on the Player Character and Statistics thread.

Most of the rules and such so far are mixed into a Rules Discussion for the game. As soon as possible, we'll have a Sticky thread that will display the IFWG rules and FAQ

The Half-Elf murder is a controversy between the Half-Elven Foundation and the Guild of Ultimate Evil. A member of the Guild of Ultimate Evil has been accused of murder of a Half-Elf, and the High King Lord Frostbite has declared a Gladiatorial Deathmatch to settle the dispute. The Deathmatch will be between the accused and a champion of the Half-Elven Foundation, and it will take place at the Mountain Top Arena thread. The first round of the Deathmatch has already commenced, but was cut short. The Deathmatch will be settled at 11:00 pm GMT (23:00 GMT) on the 15th of November 2004 at the Mountain Top Arena. Both combatants will fight to the death.

The Drow murder is a mystery that is taking place in the Guilds of the Underdark: The Mines of the Rilla Mountains thread. Drow citizens of the Underdark have been turning up dead, and each Foundation must solve a mystery to further a trade agreement between the Underdark and the surface.

The rules discussion for the Inter-Foundation War Games is currently taking place on the Inter-Foundation Exchanges Meta-Thread.

I think that's everything. Let me know of any questions you might have.

EDIT: Whoops, made a little mistake. The final round will take place on the 15th, not the 14th.
Pharun

11-15-04, 12:07 PM
Thanks, when i get home I'll post my Necromancer. and read up on some of the stuff
Pharun

11-15-04, 10:24 PM
POsted My Necromancer so far on the Character thread. TO late to finish.
Von Crown

11-16-04, 09:51 PM
Igor
Description: Igors are about as tall as short humans, but their hunched backs and stooped stature usually puts them at about eye-level with dwarves. They always have a stiched-up gash somewhere on their face, and the number of stitches indicates the igors age up until about age twenty.
Males are ALWAYS named Igor, females are named Igorina

Medium: As Medium creatures, igors have no special bonuses or penalties due to their size.

Igor base land speed is 30 feet.

1 extra feat at 1st level.

4 extra skill points in Fleshcraft at 1st level and 1 extra skill point in Fleshcraft at each additional level.

Helping Hand: When an Igor takes an aid another action to aid someone in fleshcrafting, they add their ranks in the skill as a bonus if sucsessful.

Need a Hand?: Igors are skilled at retreiving corpses, and they know it. An Igor gets a +2 Morale Bonus on all skill checks to get a corpse (DM's Discretion). For example, an Igor get a bonus to hide and move silently when sneaking into a gravyard to retreive a corpse, or bluff to get someone to believe he is taking the corpse to have speak with dead cast on it.

Precise Strike: Because of their great knowledge of anatomy, an Igor gets +1d6 precise strike (see duelist prestige class)

Spell-Like Abilities: Preserve Organ once per day per class level.

Automatic Language: Common, Igor. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

Favored Class: Fleshcrafter (Variant Wizard) or Wizard. When determining whether a multiclass igor takes an experience point penalty, his or her highest-level class of those two does not count.

Level Adjustment: +2


Igor Feats
Igors have a couple of tricks they typically teach their young. Feats with the Igor descriptor can only be taken by an Igor as their first-level bonus feat unless otherwise noted.

Death Attack
Benefit: You can use a death attack as an assassin of half your character level (rounded up). However, unless you gain death attack from assassin levels later, it takes 4 rounds of study before you can complete the death attack.

Handyman [Igor]
You can use [I]create crawling claw as a spell-like ability once per day per character level.

more Igor feats coming soon
Xen155

11-17-04, 11:10 AM
Nm
Chosen of the Dark Sun

11-17-04, 10:30 PM
Sorry I haven't posted in a long time. i was thinkin' I didn't wanna do the IFWG, but I finally decided what the heck. I'll make a character, but first one question, can we play as races in Savage Species? I was thinking of a Succubus or Barghest, each of them with 3 levels in Clreric of Orcus. If not, I'll be a kobold lich necromancer 11. He he he...
Von Crown

11-17-04, 11:40 PM
Yeah, you can use any race as long as the ECL fits
So, whta does everybody think of Igors?
Xen155

11-18-04, 12:40 AM
nm
Dyne

11-18-04, 02:51 AM
So, whta does everybody think of Igors?

:rofl: It truly does the Frankenstein tales justice. An Igor is a necessary addition to any Necromancer's staff.

Precise Strike: Because of their great knowledge of anatomy, an Igor gets +1d6 precise strike (see duelist prestige class)

I'm not sure about this. I've never heard of Igor being particularly good at combat.

Death Attack [Igor]
Benefit: You can use a death attack as an assassin of half your character level (rounded up). However, unless you gain death attack from assassin levels later, it takes 4 rounds of study before you can complete the death attack.

Same as above. I never pictured Igor as being a particularly good assassin. He would, however, make a good Necromancer/Necromancer's Assistant because of his good abilities at preserving corpses/obtaining corpses.
Von Crown

11-18-04, 08:07 AM
The general thought behind those was that they'd be sneaky for graverobbing, and it might make sense if they knew how to make their knowledge of anatomy work in combat. I might change it to sneak attack though.
Xen155

11-18-04, 10:46 AM
nm, i am sorry for all the unnessecary posts, i have had a change of heart
Pharun

11-18-04, 05:37 PM
Igors are funny, but as stated they would be a good cohort for a necromancer.
Von Crown

11-18-04, 07:53 PM
:D that was the general Idea :D
Demonfey

11-19-04, 11:09 PM
Greetings. I am an advertiser for "Igors R Us". Would you like an Igor helper? They are good at all mad scientist jobs, and grafting. :D
Demonfey

11-28-04, 09:12 PM
:bump: doken!
Dyne

11-29-04, 10:08 PM
:bump:
What happened to this foundation? Where did everybody go? We can't have the Guild Wars without Undead, especially since we seem to be running low on villains.
Demonfey

11-29-04, 10:14 PM
That's what I want to know. Where'd Von Crown go? And the others? On that note, where did the Children of the Planes go? :(
Dyne

11-29-04, 10:18 PM
That's what I want to know. Where'd Von Crown go? And the others? On that note, where did the Children of the Planes go? :(

Let's just take turns bumping them until new people join to keep them alive. But, we can only bump a thread once every 24 hours (at least, according to the CoC). I know! Let's have meaningless conversation on the threads, which will have the effect of bumping them! :P
Demonfey

11-30-04, 06:54 PM
That could work.
Demonfey

12-01-04, 09:54 PM
See any good movies?
Demonfey

12-02-04, 07:18 PM
I must revive the thread.
Von Crown

12-02-04, 07:30 PM
Suddenly, there is dark greenish flash and a portal open. Mordred steps out, and the portal slams shut just befor a giant slug-like creature was about to get through. "I am sorry for my absence, but my prescence was required at my previos Hive Worlds, it seems the Dwarves and the Elves had finally overcome their differences and forged an alliance. This would not have been a problem, had it not happened on twenty-five different hive worlds all at the SAME TIME! But exucse me, where are my manners? How have things been while I was gone? How goes the war with the Half-Elves, and What of the Silmarien's Mysterios gift?"
Demonfey

12-02-04, 07:34 PM
The GoUE has given us the Karse Stone. The war is about to start, and both sides are preparing. I need your help to create and cast a spell to allow us to infuse ourselves with a portion of the power of the Karse Stone. I have quit the HEF, and Dyne was temporarily dead after fighting Droga. There are laws now. Also, Droga wants to show some of us his homeland, and so I am heading with him. Do you want to come with us?
Von Crown

12-02-04, 08:20 PM
"It seems that in my absence, much has occured, but little has progressed. Or perhaps little has occured, but much has progressed. It is not of any importance. And I beleive a trip to Droga's home would be quite ... educational..."
Pharun

12-03-04, 04:12 PM
sorry I havn't had time to post, Been busy wuth school might be able to start more now though.
Demonfey

12-03-04, 08:28 PM
On the topic of the Risen Dead Foundation's revival:
IT LIVES!!!!!!! :evillaugh
:dancin: :w00t: :cheer:
Von Crown

12-03-04, 09:22 PM
Those dancing smileys are REALLY creeping me out. They put new smileys up while I was gone, right? then it is my turn to use new smileys randomly

:dancin::dragon::dancin: :coolcthul:evillaugh:coolcthul :dancin::dragon::dancin:
Demonfey

12-03-04, 09:53 PM
Von Crown, your message box is full. I've been trying to PM you.
Von Crown

12-03-04, 10:20 PM
Sorry, cleared it out
Demonfey

12-05-04, 12:01 PM
Thank you.
Von Crown

12-09-04, 05:20 PM
For those who are interested, only four more days until my latest creations hatch. Also, a new plant I use to send in to diplomatic meetings I'm unsure of the safety of- the Doppelvine

Doppelvine
Medium Plant (Shapechanger)
Hit Dice: 1d8
Initiative: +0
Speed: 30 ft., Burrow 20 ft.
Armor Class: 10
Base Attack/Grapple: +0/+0
Attack: Vine Lash (1d6 nonlethal plus poison)
Full Attack: 2 Vine Lashes (1d6 nonlethal plus poison)
Space/Reach: 5 ft./15 ft.
Special Attacks: Poison
Special Qualities: Hive Node, Nonstandard Reception Range, Impersonation, Plant Traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills:-
Feats:-
Environment: Any
Organization: Any
Challenge Rating: 2
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: None
Level Adjustment:-

Combat
Hive Node (Ex): Master Rank 1
Nonstandard Recetion Range (Su): A Doppelvine has the ability to receiv commands from any Hive Node on the same plane as it, as long as the nod is high enough rank.
Impersonation (Ex): When a Doppelvine is being controlled, it takes on the exact appearance of the creature commanding it as long as that creature is no bigger than large and no smaller than small.. This ability creates an exact duplicate, but is because on an innate flexibility and abiliy to change color, rather than magic, so True Seeing and other divinations cannot detect it, nor do they see through it.
Poison (Ex): DC 10, initial and secondary damage 1d10 dex.
thasis

12-09-04, 07:26 PM
Back in the Undead/Necromancer feel so I'm back here to. Whats up?
Von Crown

12-09-04, 07:35 PM
Not terribly much. As you probably know, I has inactive for a week or so, and Dyne and Demonfey did a super job of trying to keep the RDF's head above water.... although being an undead foundation it'd have probably just walked along the seabed to the shore... :D
Dyne

12-09-04, 07:53 PM
Those Doppelvines remind me of that alien lady from MIB2.

I still have my character for this foundation, but I haven't used him at all. He's a Drow Vampire with 5 levels in Cleric.
Von Crown

12-09-04, 08:19 PM
You should meet the real Mordred some time. He's actually quite like that alien lady from MIB2 if you see his "third" form.
(Like every good overvillan from video games (esp. dragon warrior games), Mordred has three forms. The first is as you normally see him, the second is a Huge-sized demonic thing (looks kinda like evil Illidan from warcraft III), and the third is like the fist, exept a giant mass of tentacles fro mwaist down, where he usually grapples people and drains they're blood)
thasis

12-09-04, 09:58 PM
Man, the real Mordred sounds cool. I want to meet him some day.
Von Crown

12-09-04, 10:01 PM
Yeah... If you get AIM we could adventure together. Although, Mordred's ECL is around 160ish, so It's more likely that you'd work for him. (When I DM, most of the PC's usually do)
He Who Shall Not Be Named

12-09-04, 10:05 PM
I'm so in guys.

Especially since my evil guild char is undead...

God that subtype's amazing... :plotting:

LA +2 = Immune to everything... :eek:
Dyne

12-09-04, 10:07 PM
I'm so in guys.

Especially since my evil guild char is undead...

God that subtype's amazing... :plotting:

LA +2 = Immune to everything... :eek:

What type of undead is he? My character is a Drow Vampire, with LA +10 (man, those LA's can really kill you when they get too high, though).
He Who Shall Not Be Named

12-09-04, 10:09 PM
Oh, btw, the one issue I have with undead is their low HP. With an average of 6.5 HP per HD, and no Con...

So I suggest making an undead toughness feat that's a little better than imp toughness. Maybe a feat that gives 2 HP per HD, but requires a throw-away feat?

Or, how bout making the boneclaw's 'unholy toughness' ability (from LM) a feat? (It gives you CHA x HD extra HP)
He Who Shall Not Be Named

12-09-04, 10:12 PM
Originally posted by Dyne:
What type of undead is (your character)?
Human, with the Death Knight Template from MMII...

That's LA +3, but I was just referring to the undead subtype. SS says the subtype itself alone is worth LA +2.

The char is 3 Fallen Pal/4Ftr/5BG, with LA +3.

He'll be posted on the thread, and in my sig, very soon...
Von Crown

12-09-04, 10:15 PM
I think the Boneclaw is from the MM3, not LM, but I know that 'cuz it's in the exerpt. I hink that would be interesting, but what throw away feat would you have in mind? I would love a feat that gave me that for the real Mordred (with his Cha score of 74)
He Who Shall Not Be Named

12-10-04, 11:58 AM
Originally posted by Von Crown:
I think the Boneclaw is from the MM3, not LM, but I know that 'cuz it's in the exerpt. I think that would be interesting, but what throw away feat would you have in mind?
Hmm... self-mutilation, from VD?
Originally posted by He Who Shall Not Be Named:
Human, with the Death Knight Template from MMII...

That's LA +3, but I was just referring to the undead subtype. SS says the subtype itself alone is worth LA +2.
Actually, I'm dumb, death knights are LA +5.
He Who Shall Not Be Named

12-10-04, 02:24 PM
My character's up!

Click the link in my sig... :devil:
thasis

12-10-04, 06:07 PM
Asome character One Who Shall Not Be Named!!!
Von Crown

12-12-04, 03:41 AM
*Checks BoVD* I don't think self mutilation was a feat, hold on a sec...

No, not a feat, but probably one of the willing deformities might work...
bgt

12-14-04, 10:55 AM
Ifanyone here can cast True Ressurection, the psionics foundation is willing to pay a cleric 26555 for the true ressurection of Timothae (The Vorpal Tribble's charachter). 25025 of this gold is for material components, meaning a profit of 1530 for whoever does this.
Von Crown

12-14-04, 02:05 PM
"Mordred walks out of a corner. Well, I'm pretty sure we could cast clone for you. Stop by my shop at the Mechant's Guild.
Dyne

12-14-04, 05:30 PM
"Mordred walks out of a corner. Well, I'm pretty sure we could cast clone for you. Stop by my shop at the Mechant's Guild.

I don't think Clone works on creatures that are already dead. The description says that you have to have a sample from the creature's living body.
anglar

12-14-04, 06:31 PM
The sound of alarms snap you to attention. In a secluded part of your domain 4 of your servants have been found dead. There is a note. It reads "Pay or Pay".
Dyne

12-14-04, 06:33 PM
The sound of alarms snap you to attention. In a secluded part of your domain 4 of your servants have been found dead. There is a note. It reads "Pay or Pay".

What the? Another challenge, I take it?
He Who Shall Not Be Named

12-14-04, 09:57 PM
*Checks BoVD* I don't think self mutilation was a feat, hold on a sec...

No, not a feat, but probably one of the willing deformities might work...
Duhhh...

I'm dumb.

Yes, I meant willing deformity.
Dyne

12-29-04, 07:04 PM
Whatever happened to this foundation? We need to have undead in our game.
Demonfey

12-29-04, 08:07 PM
{The crypt doors open, and through them walks a being that appears to be a demonic dragon standing on two legs. As it approaches, you recognize him as a necropolitan, and one that looks almost alive. The creature stops before you, and two great black wings unfold from behind his back, and it removes the hood. You see red eyes, and a face with demonic, draconic, and elven features. In a rasping voice, you hear him say...}
I wish to join this foundation on behalf of my boss, Crowley.
Von Crown

12-31-04, 04:13 PM
"Welcome, uhh.. whoever..."
XD no names...
Demonfey

12-31-04, 06:45 PM
Sorry. I am Sulkyr. I believe you know my boss, Crowley.
Von Crown

01-02-05, 10:43 PM
"Ah, yes. I seem to recall seeing you around the guild of Ultimate Evil once or twice, now that I think about it... Well, welcome anyways. I'm currently working on a spell to improve turn resistance, but I've hit a few snags in development, so it may be a while."

I can't decide what level to make it. I'm thinking it'll be +1 Turn Resistance for every two or three caster levels, and probably a sorceror/wizard spell.
grimclaw

01-03-05, 12:01 AM
Just dropping by to let you all know that the new setting for the guildwars is up and running. Also there is an abandoned graveyard in the city that would be perfect for your guilds headquarters. The thread is called Common Ground.
Demonfey

01-03-05, 03:12 PM
Just dropping by to let you all know that the new setting for the guildwars is up and running. Also there is an abandoned graveyard in the city that would be perfect for your guilds headquarters. The thread is called Common Ground.
Thank you. We'll think about it.
Von Crown

02-07-05, 12:44 PM
Well guys, I'm back again.
I've been really busy with finals a while ago, and a new puppy, so everythings gotten kinda hectic around here. I'm back, but don't expect me to post with amazing regularity, or even necessarily too often. We'll have to see how things go.
Demonfey

02-07-05, 04:38 PM
Well guys, I'm back again.
I've been really busy with finals a while ago, and a new puppy, so everythings gotten kinda hectic around here. I'm back, but don't expect me to post with amazing regularity, or even necessarily too often. We'll have to see how things go.
The puppy makes it excusable. ;)
I have a dog too, so I understand exactly what you mean. Even though he is seven, I still call him puppy.
Rurik "The Silent"

02-25-05, 07:43 PM
you guys looking for another? i was going to make a lich character sometime, and depending on your motives this might be the spot for him.
Demonfey

02-26-05, 10:31 AM
Our motives I believe are WORLD DOMINATION ( :evillaugh ), and sure, we could always use more people.
Rurik "The Silent"

02-27-05, 01:41 PM
Our motives I believe are WORLD DOMINATION ( :evillaugh ), and sure, we could always use more people.

Sweet ill consider putting him in here. This build is goign to be power hungry lol. You guys dont seem very active...whats goin on everyoen still present?
Dyne

02-27-05, 06:15 PM
Some of us are still around.

Von Crown, on the turn resistance spell, I would make it 5th-level, for no other reason than I can rarely find a useful 5th-level spell.
Von Crown

03-01-05, 10:58 PM
I kindalike nightmare, but you're right- level 5 is lacking in really usefully spells. Okay, I'll throw this up and see what you guys think-

Negative Energy Flux
Necromancy
Level: Sorc/Wiz 5
Components: V,S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/level)
Targets: Any number of undead creatures within range
Duration: 1 minute/caster level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

When this spell is cast, a flow of negative energy is created to fortify you or your undead allies. You can bestow up to 1 point/2 caster levels of turn resistance, divided up as you see fit among undead within range.

Overpowered, underpowered, too shor of a duration too long of a duration, what?
Rurik "The Silent"

03-08-05, 07:47 PM
I kindalike nightmare, but you're right- level 5 is lacking in really usefully spells. Okay, I'll throw this up and see what you guys think-

Negative Energy Flux
Necromancy
Level: Sorc/Wiz 5
Components: V,S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/level)
Targets: Any number of undead creatures within range
Duration: 1 minute/caster level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

When this spell is cast, a flow of negative energy is created to fortify you or your undead allies. You can bestow up to 1 point/2 caster levels of turn resistance, divided up as you see fit among undead within range.

Overpowered, underpowered, too shor of a duration too long of a duration, what?

that looks fair to me, being a higher level protection spell. Also i was wondering if characters can be in more than one foundation?
Demonfey

03-08-05, 07:55 PM
Also i was wondering if characters can be in more than one foundation?
Yes. Mine have been appearing everywhere, and are part of multiple groups, so I can back this up.
turalisj

03-08-05, 08:09 PM
you know, now i don't regret getting libris mortis. now i can post a ghoul ranger!
Rurik "The Silent"

03-08-05, 09:35 PM
sweet if i can be in two foundations at once then ive got one to ad to your ranks.

Arcinis steps into the area. His leathery skin tight around his face. Aged with decay and withering. He does not to appear to even have attempted to hide the fact that he is a lich. "Fellow unholly creatures. I see we have gathered here. I come on behave, of the Citadel of the Hopeless. Our agendas might nto be so different and i wish to join your ranks and thus strike an allience between the powerful beings of undead." Streaching his bony arms and awaiting a response he gives a low bow. "I'm at your service as an equal."
Dyne

03-13-05, 08:22 PM
Does anyone know how to create a Revived Fossil from Libris Mortis?
Von Crown

03-27-05, 11:20 PM
I don't think it says, but here's how we do it in my campaign setting-
1. you need to have fossilized remains (I've come up with an epic spell to provide this. I'll post it soon for any who are interested.)
2. You cast animate dead, but x1.5 to the cost of the material component.
Demonfey

07-18-05, 02:28 PM
Looks like time for a revival.
Clear!
*sends shock through foundation's heart
thasis

07-18-05, 05:28 PM
I was rather missing this foundation, especialy since I run heavy undead campaigns.
Von Crown

11-09-05, 10:00 PM
Well, I think it time to revive this but to get a few things clear-
We're keeping out of the IFGW this time. I'd like to see if this thread can ever agin be as productive as it once was. We churned out some hand stuff, and we never finished that extra hp feat. One interesting possibility- we could use something from Heroes of Horror. Maybe this might work-

Unnatural Toughness [Monstrous]
Prerequisites: Unnatural Will, Toughness, Undead Type
Benefit: You gain bonus hit points per HD equal to you charisma modifier in addition to any you may gain from other abilities.

Look good?