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View Full Version : Let's Build a Table! Effects of Death



dragonfan6490
2010-02-17, 03:57 PM
Howdy fellow Playgrounders!

So I'm working on a Campaign Setting (in the Signature, any critiques and advice is more than welcome :smallsmile:). And it was pointed out to me that perhaps there should be a d100 table to roll on for the effects of death and ressurection.

So, I come to you, my fellow playgrounders, to ask for aid in coming up with 100 effects of ressurection.

I'll start off.

1-6: -1 penalty to main stats. One for each stat of course. :smallwink:
7. One negative level

I'm sure I could come up with a few more, but I'm a little short on time. What do ya'll have? I kind of want both good and bad effects, so there's a chance that you'll come back benefitting from your death. :smalltongue:

Niro
2010-02-17, 04:17 PM
8: Change into the opposit gender

(Or if there can't be comical effects just ignore my post ^^)

Scrapjack
2010-02-17, 04:20 PM
9. Your muscles relax, evacuating all waste from your body quite forcefully.

Edit: Whoops, that's more of a death one. But i guess it would make it quite amusing if somehow you were able to do so upon coming back to life haha.

Vaynor
2010-02-17, 04:20 PM
10. Ears grow to twice their normal size.

11. All hair is now pink.

12. All hair is now green.

13. Skin turns bright yellow.

LordZarth
2010-02-17, 05:15 PM
99. Die
100. DM's choice

Niro
2010-02-17, 05:23 PM
69: You are reborn with a bit of information that you got from a diety (information abut the future, a weapn, spell, family or something else or maybe something meaningless)

sciencepanda
2010-02-17, 05:29 PM
14. Your body crumbles into dust. A tree sapling is found growing in body's former location.

Realms of Chaos
2010-02-17, 05:30 PM
42: You gain a bit of otherworldly knowledge from your time spent dead, granting you a +10 bonus to your next knowledge check.

LOTRfan
2010-02-17, 05:37 PM
66. You endure an afterlife filled with torture. For every month you remain dead, subtract 1 from Charisma, Intelligence, and Wisdom scores (because of psychological damage).

Yakk
2010-02-17, 05:40 PM
15. You come back 1" taller.
16. You come back 1" shorter.
17. One limb (roll 1d4: even left, odd right, low arm, high legs) isn't properly resurrected, and is instead animated. It functions normally, except while you have this limb, you can be turned or rebuked as an undead, and detect undead spells detect you as undead.

dragonfan6490
2010-02-17, 06:12 PM
14. Your body crumbles into dust. A tree sapling is found growing in body's former location.

Wow. That would really suck.

Cleric: Ok, so I've all the necessary components and some spare xp to cast Raise Dead.
DM: Ok, you begin the ritual and...*rolls on table*...um. Jim.
Jim (AKA Dead Character): Yeah?
DM: Your body crumbles to dust. A tree sapling is found growing in body's former location.
Jim: ...
Cleric: ...
DM: ...guys?
Everyone leaps over the table and beats the DM with the DMG.

I kind of like this entry though. As long as I'm not the dead character, the cleric who cast the spell, or the DM.

ArcanistSupreme
2010-02-17, 06:20 PM
18. The resurrection fails to heal your eyes, and you are blind until you have them restored by regenerate or a similar effect.

DracoDei
2010-02-17, 07:03 PM
18.) The energy of the spell warps your frame horribly, yet the power of the spell wins out, granting you an unnatural vitality. Your body can't possibly function from a biological perspective, yet it does. Lose 2 points from Strength, and Constitution, and 4 points from dexterity. You also take a -6 penalty on all diplomacy and gather information checks due to the pitiful and horrifying warping of your frame. You are now immune to critical hits, wounding effects, ability drain, poison, and disease (except supernatural diseases). A Regeneration spell has a 10% chance per successful casting of ending all of these penalties and benefits.

Roderick_BR
2010-02-17, 07:07 PM
19. You are not fully "awake", and remains under a effect similar to a Slow spell, for 1 day for each day you remained dead (or every year in case of a ressurrection, or every 10 years for a true ressurrection), with a minimum of 1 day. A haste effect restores your speed for the duration of the spell, but you don't get the usual bonuses. After the minimum ammoun of days pass, you recover fully from this effect.

Latronis
2010-02-17, 07:30 PM
20) Your brush with death left you determined to stay amoungst the living, for 1 week affected by a deathward and treated as having the diehard feat.

98) Roll twice more, apply the affects of both results.

Jane_Smith
2010-02-17, 07:45 PM
77: You become pregnant. Dont ask.

waterpenguin43
2010-02-17, 08:15 PM
21) You are not properly ressurected, so you are returned as a spirit. You are now incorporeal but not undead.

Milskidasith
2010-02-17, 08:22 PM
57.) The magical energies that resurrected you stay within your body for a while, granting you strength. Treat yourself as being a first level caster in the class of the character that resurrected you. If you are already a member of that class, gain one caster level. This effect lasts for a week.

MoleMage
2010-02-17, 09:49 PM
57.) The magical energies that resurrected you stay within your body for a while, granting you strength. Treat yourself as being a first level caster in the class of the character that resurrected you. If you are already a member of that class, gain one caster level. This effect lasts for a week.

Some arbitrary number: Your body is not properly resurrected, and lacking a more available vessel, your spirit takes up residence in a random nearby (30 ft from your body) intelligent creature. Until you are properly returned to your own body, you must make opposed will checks against that creature, with the winner gaining control until the other wins. The caster of the spell which resurrects you is twice as likely to be affected as other creatures.

Latronis
2010-02-17, 10:02 PM
You are fully restored though not completely returned to life, you regain full points though die again in a number of rounds equal to your con score.

Dust
2010-02-17, 10:06 PM
Your time spent in the afterlife awakened your eyes to the 'truth' - change your worshipped Diety if applicable. For clerics who follow ideals instead, change your Domains drastically.

Masaioh
2010-02-17, 11:04 PM
100: Roll twice again.

Realms of Chaos
2010-02-17, 11:42 PM
22. The magic trying to bring you back requires assistance from your body. Only after you personally perform a complex ritual in thanks to the caster's god may your body return to life. You may recieve no outside assistance or instructions while performing the ritual.

sigurd
2010-02-18, 01:12 AM
Whispers in the Dark

In the weeks following your revival your hair and body become colourless, (Albino). If you speak more than 3 languages you must replace any language beyond your favourite 3 with dead languages.
You are not certain your dreams are your own.


Weakness of the Thread

You have returned to life but your hold on life is tenuous. You will die again if brought to -5 hit points (or the old value -5). Your natural healing is very slow and all your cure rolls are -1 (minimum 1).


Preparation is Obvious.
Certain of the need to prepare for death move your alignment one step towards Law.


It is all lies and vanity.
Death is not something to fear and it cannot be prepared for. Move your alignment one step towards chaos.


Message from beyond.
Over the next 3 months you are visited by dreams and perhaps ghosts with a message for you.

One with Death:
You appear to the undead as one of their own. So long as you don't attack them they are likely to leave you in peace.

Unnatural Fear
You may be turned as a vampire of your level. You may not enter holy places or shrines. If you are a cleric you must atone - see atonement spell - to reenter holy places. If you have turning abilities they are diminished or removed. (DM's discretion)

A place at Odin's Table
You have seen your afterlife and are content. +4 against all fear affects +2 vs death magic.


The Creek of Old Bones
You are unnaturally aged. Move one age category forward. You still do not enter the next age category until your appropriate time. You are effectively the next age category longer.


I shall not look on life.
You have a vivid memory of being dead but you shall not look upon the lands under the sun again. So long as you have not ........ you will remain blind.


My Fathers Marble Halls
You have seen the glory of what once was. +4 knowledge history, +2 knowledge Nobility. These are now class skills.

I am but a memory here.
You are infertile and shall never have a child.


Sigurd

You can add numbers when you build the table.

Sereg
2010-02-18, 11:16 AM
You lose your handedness. Both your hands are considered your off-hand.

You become convinced that you are meant to be a member of a different race.

You are alive, yet your body remains partially rotten. You are easily mistaken for undead and take a penalty to diplomacy and disguise checks (when disguising yourself as a living individual) of 2.

ScIaDrd
2010-02-18, 11:38 AM
You´ve seen the marvels of the afterilife and you now hate those that seek ti avoid their final fate and cling to the mortal coil with a passion. You gain a permanent +1 morale bonus to attack and damage when fighting creatures of the undead type.

-Whenever you fail a fortitude save, there is a 25% chance that you start to hack and wheeze, becoming flat-footed for 1d3 rounds and also coughing up a gob of pleghm that blinds the nearest creature for 1d3 rounds unless she makes a Reflex save. Save DC is Constitution based. This effect is the equivalent of a 1st level spell.

-The experience of being dead has deadened your organs and you get a +2 circumstance bonus on saves against poson and disease but you must eat again half as much that you would normally. Both effects last 1d20 days

-You get a couple of parmanent scars that can be removed only with greater restoration or reality altering magic.These scars also identify him as a prophesised hero or a vile bringer of doom in a certain region, kingdom of even a plane. Adjust starting atitude of NPC in that region accordingly by one step. Whether the prophecy is true or not depends on the DM.

- You may not enter private builidings unless you have explictit permission by the rightul owner of such a dwelling. This can be removed by having the atonement spell cast on you by a cleric of a lawful diety at no XP cost to the cleric.

-you have glowing ,slanted eyes or some other sinister looking feature that grants you a +2 circumstance bonus to Intimidate but a -2 penalty to Diplomacy

- You have an animal hoof in place of one or both of your feet

- Some bits of your skin become covered by fur, scales or lizard skin.

- You can cast the Burning hands spell once a day as a spell-like ability at CL 1 as long as you are not seeing or touching something mauve.

DracoDei
2010-02-18, 02:05 PM
-Whenever you fail a fortitude save, there is a 25% chance that you start to hack and wheeze, becoming flat-footed for 1d3 rounds and also coughing up a gob of pleghm that blinds the nearest creature for 1d3 rounds unless she makes a Reflex save. Save DC is Charisma based

Needs an effect level to know what to add to 10 and charisma modifier.

Anonymouswizard
2010-02-18, 02:37 PM
64: you become a half-troll
65: the resurrection fails, some centuries old soul comes from hell and inhabits your body (lvl 16+).
66: the resurrection puts to much energy into your body, some centuries old soul comes from hell and inhabits your body alongside you. Treat yourself as having an intelligent item with a alignment opposed to your own, with the item being a human with a level over 16.

Also, here are some more:
74: the spell uses to much energy, the caster now gains 1d4 negative levels.
75-80: the casters body is flooded with divine energy, giving them a +1 bonus to an attribute.
81: the caster gains an extra caster level.
82: the caster falls to -5 hp and is dying.
83: the caster dies.
84: the caster dies in 1d10 rounds.

Why can't the caster get a few bonuses/penalties for channelling a lot of divine energy.

If you have reanimation I suggest not having anything happen from it, you need another resurrection spell to truly live.

imp_fireball
2010-02-19, 02:47 AM
- Become partially undead until the cleric casts cure disease on you. Partial undeath is a magical disease.

- Madness score increases (or take sanity damage). The world beyond the material is unlike anything you could ever comprehend.

- Take 1d4 temporary constitution damage each day until a full two weeks of bed rest. Movement beyond base causes nausea and spending action points provokes a fortitude save or character falls unconscious.

- Multiple effects. Roll two more times and apply each of what you rolled. If you roll the same affect twice, roll again.

- Soul isn't fully bound to your body. You are lethargic (-4 penalty to constitution, strength, intelligence and charisma, require 12 hours of rest instead of 8) and risk demonic possession (will save or demon occupies body). Soul will fully bind in 4d20 days - wisdom modifier. If soul is half bound, then take sanity damage when demon binds to the other half. Also remember that even chaotic evil people can be horrified by demons and aren't immune to sanity damage.

- Same as above, except risk angel possession. Even an angel can cause sanity damage - however since they are generally good aligned, they will seek to make use of the adventurer's body regardless, usually to do good (or in other circumstances, carry out a stealth mission on behalf of an upper echelon deity). It could also be that the angel is punishing an adventurer for sins prior to death and is angered by their pre-emptive resurrection. Some angels may even go as far as to ambush a party of evil aligned when they resurrect one of their friends (via possessing the body). Certain particularly divine empowered characters (like LG paladins with fear immunity) may be immune to angel sanity damage. The same goes for particularly demon aligned characters in the above point (very very evil binders, summoners, negative energy clerics or what have you). For specific rules on possession, see the ghost's malevolence ability.

- The character is alive and well, but afflicted with wracking pain as symbol of pain. The symbol of pain follows them and affects only them (fluff states that it's a branding that was transferred to creature's body by spirits of the after life).

Jane_Smith
2010-02-19, 08:10 AM
91: You return to life, in a way. Your soul remains in the afterlife, but your body lives. Treat the ressurected characters body as if it were created by the clone spell, except that the soul needs outside assistance to be placed back inside.

waterpenguin43
2010-02-19, 09:23 PM
92: Whenever you take damage more than 1/4 your full hit points of lethal damage in one round, the caster must make a will save or you die. Once he suceeds the will save, he does not need to make another for the next 24 hours.
93: You and the caster swap souls, putting you in control of his body and him of yours, this effect can only be removed with a limited wish, wish or miracle.
94: You and the caster switch minds, you must now gain the others personality traits and lose yours, as well as swapping all mental stats with the caster.

imp_fireball
2010-02-21, 02:41 AM
- Hemophelia - Where the soul succeeds in binding to the body, the body must still cling to life. Eventually, it compromises. For every 10 slashing/piercing damage suffered, take 1d4 constitution damage. For every 20 bludgeoning damage suffered, take 1d4 constitution damage. The latter represents internal bleeding. Also every wound must be treated with a heal check or cured within 1d6 rounds, or result in 1 constitution loss per round.
Can be cured with a cure disease spell, but will return in 1d4 days every time until death.

AustontheGreat1
2010-02-21, 04:56 PM
Needs an effect level to know what to add to 10 and charisma modifier.

1/2 HD, I would assume. though i think that constitution modifier would be more appropriate.