| Post/Author/DateTime | Post |
|---|---|
| Deathmond09-24-06, 04:51 AM | Could anyone tell me what exactly becoming a necropolitan does to you? I've read that you pay 3000g and immediately lose a level. Other than undergoing an extremely painful process does anything else happen? And what exactly are the benefits of becoming a Necropolitan? d12 HD, no constitution score...do you gain the undead type and everything listed in the SRD for it? |
| IceFractal09-24-06, 02:12 PM | Yup, you're a full undead. Also, you gain a couple minor benefits (small amount of turn resistance, IIRC). |
| Deathmond09-24-06, 02:26 PM | Thanks, then that's definately something my character's going to be looking into :) |
| Nickpire09-24-06, 02:43 PM | Just be careful of the penalty being an undead brings you. Any cleric is potential instant death or instant enslavement with no saving throw. Your Fort save will be terrible without any Con bonus so make sure to protect yourself as well as possible from Disintegration/Destruction/misc other painful spells. Depending on your DM, prepare for a lot of social stigma anytime you walk around the living without a disguise. |
| Deathmond09-24-06, 04:55 PM | I just got libris mortis and from what I read this is how a necropolitan changes ------------------------------------------------------------------------- Necropolitan: Features: An undead creature has the following features. —12-sided Hit Dice. —Base attack bonus stays the same —Saves stay the same —Skill points stay the same Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry). —No Constitution score. —Darkvision out to 60 feet. —Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). —Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. —Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. —Negative energy (such as an inflict spell) can heal undead creatures. Heals at the same rate as normal beings except Cure spells hurt it. —Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). —Uses its Charisma modifier for Concentration checks. —Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. —Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. —Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. —Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor. —Undead do not breathe, eat, or sleep. —+2 Profane bonus on Will saves to resist Control Undead. —+2 Turn Resistance ------------------------------------------------------------------------ Anyone see something I did wrong? That's the undead type from the SRD and the things the necropolitan template gives you. |