View Full Version : True Mummification

2010-08-16, 07:48 PM
'He weren't nothing like them fancy bandaged zombies I'm used ta dodgin', I swer to Oli' he smiled at me when I ran out of his tomb. The dead king smiled!' ~ Little Elly, the Desert thief.

Mumification is an ancient technique that was originally used to resurrect servants to the God-Kings, Many of the Mummies and Mummy Lords one might run into are the results of failed rituals, and poorly translated texts. True Mummies are more intelligent, and much more difficult to kill. Great scholars of Dark Arcana and Religions all but forgotten believe the true mummification ceremony was the basis for the rituals used in creating a lich's phylactery.

- Homebrew Notes
I am struggling with the language on this template/paragon like class, and was hoping the playground could give me a hand.

If you are familair with the Tome of Necromancy (http://community.wizards.com/go/thread/view/75882/19527634/Tome_of_Necromancy) I have stated this out similar to Vampire Template and Paragon like class.

True Mummy

Character Modifications:
•Type: The character's type changes to Undead and the character's former type becomes a subtype with the "augmented" modifier. The character also gains the Dark Minded and subtype. (See tome of Necromancy)
•Hit Dice: The character's Hit Dice, BAB, Saves, and skills are all unaffected. Even though they are Undead, their Hit dice do not increase to D12s.
•Ability Scores: The character's Strength increases by +2.
•Speed: Land speed drops by 10 feet.
•Alignment: The character's alignment changes to Lawful Evil.
•Special Attacks: The character gains a Slam attack that inflicts an amount of damage appropriate to her size, 1d6+1½ strength damage for medium sized creatures. He also is a carrier of Lesser Mummy Rot, Any creature that comes in direct contact with a True Mummy is subjected to Mummy Rot and must succeed on a Fortitude save (DC 10+Half Hit Dice + Dark Constitution Modifier) or contract Lesser Mummy Rot. The incubation period is 1 day, and the disease deals 1d3 points of Constitution damage. Lesser Mummy rot is not a supernatural disease, and does not persist like Mummy Rot does.
•Special Qualities: The True Mummy gains Turn Resistance of +2. The True Mummy gains a 'Dark Constitution Score.' While True Mummies technically have no constitution score, they still receive the following bonuses (or penalties) from their constitution as long as the Canopic jars are in tact. They retain their bonuses to Hit points, Fortitude saves, Skill Checks, and Special ability DCs. True Mummies recover hp, as if they had slept for 8 hours, every 24 hours at Midnight.
Level Adjustment: +0 [Level 3 required or ‘Shambaling’ Mummy.]

Canopic Jars
As long as a True Mummy’s canopic jars exist the True Mummy cannot be destroyed by direct damage to hp, however if the True Mummy suffers more damage than he has hp he is rendered unconscious until his hp is restored. The True Mummy’s constitution is divided by four, and distributed into the canopic jars. Should any one of the jars be destroyed the True Mummy suffers damage to their Dark Constitution score equal to one fourth of their Dark Constitution Score. Should all four canopic jars be destroyed, so is the True Mummy.

Each Jar is Tiny and has 10 hit points, hardness 10, and a break DC of 20.

As that most True Mummys are dead before they are created, or die in the process of removing the organs, someone else must prepare and craft the canopic jars for the True Mummy. This requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 8th or higher. Each jar costs 5,000 gp and 200 XP to create and has a caster level equal to that of its creator at the time of creation.

Hit Die: d12

True Mummy Paragon
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+2|Despair, +2 Natural AC

+3|Improved Mummy Rot, +2 Natural AC

+3|Greater Mummy Rot, +2 Natural AC[/table]

Class Skills: The True Mummy Paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), , Use Magic Device (Cha), and Use Rope (Dex).
Skills/Level: 2 + Intelligence Bonus

Weapon and Armor Proficiencies: The True Mummy Paragon gains no new armor or weapon proficiencies.

Despair (Su): At first level the mere sight of a True Mummy Paragon causes the viewer must succeed on a Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that True Mummy’s despair ability for 24 hours. DC 10+Half the True Mummy’s HD+ Wisdom modifier.

Improved Mummy Rot (Su): At second level, the True Mummy Paragon’s Rotting disease becomes unnaturally persistent, and can not be completely overcome, unlike other diseases it will not end when a character has made 2 consecutive successful saves against it. Also Improved Mummy Rot deals 1d3 charisma damage as well as the 1d3 constitution damage. Further, any character attempting to cast any conjuration (healing) spell on a creature afflicted with Improved Mummy Rot must succeed on a caster level check with a DC equal to the True Mummy’s HD +4, or the spell has no effect on the afflicted character.

Greater Mummy Rot(Su): At third level, the True Mummy Paragon’s rotting disease deals immediate damage upon infection of 1d3 Charisma and 1d3 Constitution Damage. All other damage from the disease is increased to 1d6 damage. To eliminate Greater Mummy Rot, the curse must first be broken with break enchantment or remove curse (requiring a caster level check equal to the True Mummy’s HD+4 for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of Greater Mummy Rot shrivels away into sand and dust that blow away into nothing at the first wind.