Reanimation

Rank 1

Feats

Rank 2

Rank 3

Create Undead

Undead Type Minimum Rank Reagent Cost Role Basic Description
Skeleton 1 100 cp/level Tank Basic, dependable guardian that can't talk back.
Ghoul 1 100 cp/level DPS Clever and ravenous hunter with a taste for living flesh.
Shadow 1 100 cp/level Utility Simple, but effective incorporeal undead.
Mummy 2 250 cp/level Tank Powerful, brutal, and well-preserved.
Wraith 2 250 cp/level Utility An advanced incorporeal with a taste for life energy.
Hemophage 2 250 cp/level DPS A vampire-like creature with a thirst for blood.
Abomination 3 500 cp/level Tank A monstrosity cobbled together from many pieces.
Entropic Reaper 3 500 cp/level DPS A minor incarnation of death itself.
Geist 3 500 cp/level Utility A murderous spirit that possesses corpses.
Bone Golem 4 1 gp/level Tank Bone Storm, Wall of Bones, Bone Spikes, siege damage.
Blee 4 1 gp/level DPS Blee
Banshee 4 1 gp/level Utility Blee
Dracolich 5 2.5 gp/level DPS Undead dragons shall rule the world!
Winterwight 5 2.5 gp/level ? Yikes

Necrogenesis

You can create unique undead, or add new traits to existing undead.

To create an undead, first choose one of the base classes: guardian, skirmisher, artillerist, brute, controller.

There are five categories of ability: general, offense, defense, utility, and class-specific. Each ability has a point score. The total point cost of all abilities chosen must not exceed 1 per Necromancer level. Furthermore, the cost of any individual ability taken cannot exceed your Necromancer rank.

Once statted out, the new undead is a template, not a real creature. You must still create it using Create Undead. The cost to do so is determined by the total point cost (for now, just assume that 5-9 = rank 2, 10-14 = rank 3, etc).

General Abilities (x) Custom Power: Gains a custom power of rank x as an innate spell-like ability. (x) Incorporeal: The creature gains incorporeal traits. Melee attack converted into touch attack, inflicting shadow damage. Various levels: (1): Creature is incorporeal, but cannot fly or phase through walls. (2): Can fly and phase through up to 5' of solid matter. (3): Is naturally ethereal; can manifest as a rank 2 incorporeal. (1) Large: Large size. (1) Small: Small size. (1) Feat: Gain a Feat. (1) Skill: Gain training in one skill (max ranks). (2) Huge: Huge size. (2) Tiny: Tiny size. etc... Offensive Abilities (1) Disease: Each melee attack inflicts one stack of a chosen Witch disease. (1) Ability Damage: Each melee attack inflicts 1d3+1 damage to a chosen ability score. Stacks to increase damage: 1d4+2, 1d6+3, 1d8+4, 1d10+5. Can also stack to add multiple ability score types. (2) Energy Drain: Each melee attack drains 1 level. Can increase by 1 point to add +1 level. Defensive Abilities (1): Toughness: Gain +50% Hit Points. Stackable. (1): Resistance: Gain Resist 50% to a chosen type. Can take multiple times, but like types do not stack. (3): Immunity: Gain Immunity to a chosen damage type. Not Holy. Utility Abilities (1) Speed: Increase base speed by 100%. Can stack with itself. (2) Fly: Gain flight at same speed as walking speed. Class-specific Abilities (Guardian 1): Taunt: r33 sw mr; taunt (We). (Skirmisher 1): Sneak Attack: +100% damage when attacking with Combat Advantage. (Controller x): Spells: Learns a spell from any list of rank x. All spells known must be of the same list.

files
  • (up)
  • (cur)
  • Animate Weapon
  • Antimagic
  • Blood
  • Color
  • Death
  • Divinity
  • Drain
  • Emotion
  • Fire
  • Frost
  • Gravity
  • Polymorph
  • Protection
  • Radiance
  • Reanimation
  • Runecarving
  • Shield
  • Summon Fey
  • Telekinesis
  • Teleport
  • Void
  • heritage
  • ideas