Draconi Redfir
2010-02-28, 07:45 PM
So I’m trying to make my own campaign for me and my friends to play, but it requires undead player characters. I’ve already posted this on another message board, but for one reason or another, the people on that one have become unresponsive, so id like another opinion.
note: these are templates for races, not classes.
note2: criticism is encouraged, as it helps me make more balanced templates.
Skeleton:
Skeleton:
Abilities: Str: –2, Dex: +2, Con: none
Medium size
Land speed of 30 Ft
Known languages: Common. Bonus languages: Elven, Infernal, Dwarven, Goblin
Skill bonuses: +3 to climb, +2 to intimidate.
Special skills: Damage reduction: 3/bludgeoning (-3 to all attacks not made with bludgeoning weapons) Darkvision to 60 Ft, +1 bonus feat
Undead use Charisma score in place of constitution
Ghost:
Ghost:
Abilities: Str: none, Con: none, int +2, Wis +4
Medium size
Flight speed of 30ft (no land speed)
Known languages: Common. Bonus languages: Elvin, Dwarven, Celestial
Skill bonuses: +4 perception and stelth.
Special skills: AC deflection bonus =Cha modifier, Darkvision 60 Ft, immunity to weather, DR 5/magic & holy water, Can not give, or be affected by trip or grapple attacks. Weightless. Dexterity modifier applies to a ghosts melee, and ranged attacks. may lift or wear a total of 10xCha (mod) pounds of items, weapons, and armor without the ghost touch bonus. Ghostly copy.
Ghostly copy:
Any item, weapon, or armor placed onto the remains of the ghosts once-living body will be useable by the ghost as a ghostlike version of itself. Weapons wielded by the ghost in this way receive a -2 to hit due to being ghostly. Rings and armours worn this way act as if having the “ghost touch” bonus. Tools such as ropes, bottles, and ladders become useless to any non-ghost that dose not possess at least one item with the ghost touch bonus.
vampire:
Vampire:
http://www.d20pfsrd.com/bestiary/monster-lists-and-details/-v/vampire
Abilities: Str +2, Wis -2 Cha +2, Con: none
Medium size
Land speed of 30
Known languages: Common. Bonus languages: Abyssal, Goblin, Draconic, Undercommon
Skill bonuses: +2 on bluff, and stealth
Special skills: Scent, darkvision to 60 Ft, +3 natural armour, uses Charisma score in place of constitution
Other: must feed on the blood of the vampire’s original race at least once per day. Not doing so will result in –1 Str and –2 maximum HP per day until blood is drank. After 10 days without blood, the vampire will die.
Vampires must say 5ft (one square) away from mirrors or holy symbols. Vampires may not make touch, melee or grapple attacks on characters holding a holy symbol or mirror.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Lich:
Lich
Abilities: Str –2, int +2, Wis +2, Con: none
Medium size:
Land speed of 30
Known languages: common, Abyssal, infernal, Ignan
Skill bonuses: +2 Knowledge (arcana), and spellcraft.
Special skills: Darkvision 60 Ft, Dr 3/bludgeoning and magic, Rejuvenation: when lich is destroyed, it will regenerate itself via its Phylactery for 1d10 days.
Other: a Lich must select an object of its choice to be its phylactery. This object must be an artificial item, and may not be an object such as a rock or plant. Should this object be destroyed, the lich has until its next death to create a new one.
phylactery
Phylactery:
Upon creation, a Lich gets one free phylactery of his choice, the phylactery will continue to revive the Lich upon death until such a time that the Lich has reached level 5, upon which, the phylactery may only revive the lich 1d4+Dex more times before it crumbles to dust. The Lich must then create a new phylactery, which will last until the next level divisible by 5.(5, 10, 15, ETC)
Creation of a 2nd level phylactery (working until level 10) requires:
1 artificial item of small or tiny size
2 hours time
5000 GP
200 EXP
Caster level of 1
Gold, experience, and caster level costs are multiplied by five for every level phylactery made. So the GP cost of a level 3 phylactery is 25000, 4th level is 125000, ETC.
Ghoul:
Ghoul:
Abilities: Str+4, Dex+2, Con: none, int-2, wis–2,
Medium size
Land speed of 30
Known languages: common. Bonus languages: none
Skill bonuses: +2 on acrobatics and climb,
Special skills: darkvision 60 Ft. bite.
Bite: Ghoul disease: once per round a ghoul may opt to use a bite attack as a free action. The targeted organic opponent must make a fortitude save. If the total amount is less then 15, the opponent will suffer 1d4 damage per turn until it reaches zero hit points, or a cure disease is cast. Target must be within melee range to bite.
Mummy:
Mummy
Abilities: Dex:+4, Con: none, int-2, wis-2,
Medium size
Land speed of 30
Known languages: common. Bonus languages: Giant, Gnoll, undercommon
Skill bonuses: +2 on survival and escape artist.
Special skills: darkvision 60 Ft. dehydration.
Dehydration: if a mummy rolls a natural 20 when attempting to hit an organic opponent, it may opt to exchange its normal attack for a Dehydration attack. Roll 1d8+Dex modifier for damage, if the attack winds up dealing the killing blow, said enemy will crumble to dust. Should the mummy opt to use Dehydration, it forfeits any damage multipliers granted by a standard critical attack. (Ex: a critical hit done with a Club multiplies damage rolled by 2. Dehydration has no such multiplier, despite being done on a natural 20.
Thoughts? Suggestions for improvements?
note: these are templates for races, not classes.
note2: criticism is encouraged, as it helps me make more balanced templates.
Skeleton:
Skeleton:
Abilities: Str: –2, Dex: +2, Con: none
Medium size
Land speed of 30 Ft
Known languages: Common. Bonus languages: Elven, Infernal, Dwarven, Goblin
Skill bonuses: +3 to climb, +2 to intimidate.
Special skills: Damage reduction: 3/bludgeoning (-3 to all attacks not made with bludgeoning weapons) Darkvision to 60 Ft, +1 bonus feat
Undead use Charisma score in place of constitution
Ghost:
Ghost:
Abilities: Str: none, Con: none, int +2, Wis +4
Medium size
Flight speed of 30ft (no land speed)
Known languages: Common. Bonus languages: Elvin, Dwarven, Celestial
Skill bonuses: +4 perception and stelth.
Special skills: AC deflection bonus =Cha modifier, Darkvision 60 Ft, immunity to weather, DR 5/magic & holy water, Can not give, or be affected by trip or grapple attacks. Weightless. Dexterity modifier applies to a ghosts melee, and ranged attacks. may lift or wear a total of 10xCha (mod) pounds of items, weapons, and armor without the ghost touch bonus. Ghostly copy.
Ghostly copy:
Any item, weapon, or armor placed onto the remains of the ghosts once-living body will be useable by the ghost as a ghostlike version of itself. Weapons wielded by the ghost in this way receive a -2 to hit due to being ghostly. Rings and armours worn this way act as if having the “ghost touch” bonus. Tools such as ropes, bottles, and ladders become useless to any non-ghost that dose not possess at least one item with the ghost touch bonus.
vampire:
Vampire:
http://www.d20pfsrd.com/bestiary/monster-lists-and-details/-v/vampire
Abilities: Str +2, Wis -2 Cha +2, Con: none
Medium size
Land speed of 30
Known languages: Common. Bonus languages: Abyssal, Goblin, Draconic, Undercommon
Skill bonuses: +2 on bluff, and stealth
Special skills: Scent, darkvision to 60 Ft, +3 natural armour, uses Charisma score in place of constitution
Other: must feed on the blood of the vampire’s original race at least once per day. Not doing so will result in –1 Str and –2 maximum HP per day until blood is drank. After 10 days without blood, the vampire will die.
Vampires must say 5ft (one square) away from mirrors or holy symbols. Vampires may not make touch, melee or grapple attacks on characters holding a holy symbol or mirror.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Lich:
Lich
Abilities: Str –2, int +2, Wis +2, Con: none
Medium size:
Land speed of 30
Known languages: common, Abyssal, infernal, Ignan
Skill bonuses: +2 Knowledge (arcana), and spellcraft.
Special skills: Darkvision 60 Ft, Dr 3/bludgeoning and magic, Rejuvenation: when lich is destroyed, it will regenerate itself via its Phylactery for 1d10 days.
Other: a Lich must select an object of its choice to be its phylactery. This object must be an artificial item, and may not be an object such as a rock or plant. Should this object be destroyed, the lich has until its next death to create a new one.
phylactery
Phylactery:
Upon creation, a Lich gets one free phylactery of his choice, the phylactery will continue to revive the Lich upon death until such a time that the Lich has reached level 5, upon which, the phylactery may only revive the lich 1d4+Dex more times before it crumbles to dust. The Lich must then create a new phylactery, which will last until the next level divisible by 5.(5, 10, 15, ETC)
Creation of a 2nd level phylactery (working until level 10) requires:
1 artificial item of small or tiny size
2 hours time
5000 GP
200 EXP
Caster level of 1
Gold, experience, and caster level costs are multiplied by five for every level phylactery made. So the GP cost of a level 3 phylactery is 25000, 4th level is 125000, ETC.
Ghoul:
Ghoul:
Abilities: Str+4, Dex+2, Con: none, int-2, wis–2,
Medium size
Land speed of 30
Known languages: common. Bonus languages: none
Skill bonuses: +2 on acrobatics and climb,
Special skills: darkvision 60 Ft. bite.
Bite: Ghoul disease: once per round a ghoul may opt to use a bite attack as a free action. The targeted organic opponent must make a fortitude save. If the total amount is less then 15, the opponent will suffer 1d4 damage per turn until it reaches zero hit points, or a cure disease is cast. Target must be within melee range to bite.
Mummy:
Mummy
Abilities: Dex:+4, Con: none, int-2, wis-2,
Medium size
Land speed of 30
Known languages: common. Bonus languages: Giant, Gnoll, undercommon
Skill bonuses: +2 on survival and escape artist.
Special skills: darkvision 60 Ft. dehydration.
Dehydration: if a mummy rolls a natural 20 when attempting to hit an organic opponent, it may opt to exchange its normal attack for a Dehydration attack. Roll 1d8+Dex modifier for damage, if the attack winds up dealing the killing blow, said enemy will crumble to dust. Should the mummy opt to use Dehydration, it forfeits any damage multipliers granted by a standard critical attack. (Ex: a critical hit done with a Club multiplies damage rolled by 2. Dehydration has no such multiplier, despite being done on a natural 20.
Thoughts? Suggestions for improvements?