Lix Lorn
2012-08-17, 08:00 PM
TRESMORTIC-THOSE WHO DIE THRICE
No-one knows the origin of the Tresmortic. They, as well as many proponents of undeath, insist that they are a natural development, an example of necromancy that is at peace with nature. Most druids, and those that despise the powers of necromancy, claim instead that they are the creation of a mad wizard, a corruption of the natural order and a mimicry of all that should be using the dark, evil powers of undeath.
TYPICAL TRESMORTICS
Against most expectations, Tresmortics tend to be a very cheerful race. They can be a little superior, their constantly superior smirk grating on those around them, but they are brave, tough, and rather foolhardy. Their difficulty in dying permanently often makes them a little blasé towards death, and they have dual racial tendencies towards foolhardy stunts and the dispensing of unwanted advice.
PHYSICAL DESCRIPTION
In their initial state, Tresmortics appear similar to humans, albeit often being thin and lithe, even the strongest among their number being relatively small. However, after their first death their flesh slowly turns to the grey of death. Most Tresmortics remain in that state, appearing as a badly coloured being, but some cast off pretenses of life and keep only a skeletal form. After their second death, a Tresmortic appears ghostly, often looking identical to their original form, although some become fond of their second form.
Relations With Other Races
Only the most free of races can get past the common dislike of undeath, and treat Tresmortics with a degree of fairness. Generally, only races with their own proclivity for necromancy ever manage to do so-even if the savants of a country understand that Tresmortics are no threat, persuading the people is a herculean task.
Alignment
Contrary to popular belief, Tresmortics have no real leanings on the alignment spectrum, but a single Tresmortic raised in a place that despises him often drive the victim to the extremes of good or evil.
Tresmortic Lands
Most Tresmortics would be perfectly content to live among the other races, but are rarely accepted. Their lands are often dark, spellcasters blocking out the sun above them, due to a racial dislike of bright sunlight. However, they have a fondness for impressive architecture, often using marble. Some communities embrace their dark reputation, creating dark castles. Tresmortics can be a very superficial, aesthetic species.
Religion
Against most expectations, many Tresmortics are religious. Evening Glory is common, but generally more ‘acceptable’ deities of creativity are the favoured of the night loving race.
Language
Most Tresmortics simply speak Common, but those that embrace the darkness attributed to them often use Abyssal, Infernal, or other ‘evil’ languages.
Common Names
Tresmortic naming conventions are similar to those of humans, but often favour dramatic names-Mannfred, Johann, Vlad, Edward, Isabella and Ulrika are good examples.
Adventurers
Tresmortics often take on the mantle of adventurer. Their long lives, natural proclivities, and a desire to prove themselves heroic often combine to make them leave their home for fame and fortune.
Tresmortic’s First Life’s Racial Traits
Abilities: +2 Cha, +2 Con
Size: Medium
Type: Humanoid
Movement Rate: 30ft land
Touch of Death: A Tresmortic is naturally inclined to the power of death. She gains +1 to caster level, class level, and character level relating to necromantic spells and effects. By an increase to class level, effects that grow in power as you grow in levels treat your level as one higher. A good example would be the Ebon Initiate's Netherchannel. A Tresmortic with two levels of Ebon Initiate would deal 2d6 damage with their Netherchannel.
In addition, a First Life Tresmortic is healed equally well by negative and positive energy.
First Life: A Tresmortic using these rules has never ‘died’, or has been returned to this state with powerful magics. If she would be slain, for any reason, she reforms and returns twenty four hours later in the Second Life. On her return, she begins with half her new hit point total, and no prepared spells. She appears at the spot where she was killed.
The Revolving Door: No matter how many times you do it, they keep coming back. Spells that return life to the dead require only half the material components they usually would when cast upon Tresmortics.
Favoured Class: Druid*, Dread Necromancer or Ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297). A Tresmortic’s highest level in one of these classes does not count towards multiclassing penalties.
*Tresmortics with at least five levels of Druid qualify for the Children of the Mausoleum (http://www.giantitp.com/forums/showpost.php?p=6123947&postcount=6) class at sixth level and beyond, even if they do not meet prerequisites. However, if they do NOT take it, they no longer treat Druid as a favoured class.
LA: +3
Tresmortic’s Second Life’s Racial Traits
Abilities: +2 Cha, Con -
Size: Medium
Type: Undead. As a special benefit, a Tresmortic improves all hit dice he possesses while undead by one size, to a maximum of d12.
Movement Rate: 30ft land
Touch of Death: A Tresmortic is naturally inclined to the power of death. She gains +1 to caster level, class level, and character level relating to necromantic spells and effects. By an increase to class level, effects that grow in power as you grow in levels treat your level as one higher. A good example would be the Ebon Initiate's Netherchannel. A Tresmortic with two levels of Ebon Initiate would deal 2d6 damage with their Netherchannel.
Knitting Bones: A Tresmortic has Fast Healing 2, and a very limited form of regeneration. She does not treat damage as nonlethal, but can reattach lost limbs and survive in pieces.
Second Life: A Tresmortic using these rules has died but once, or has been returned from the third state with powerful magics. If he would be slain, for any reason, his spirit reforms and returns twenty four hours later in the Third Life. On his return, he begins with half his new hit point total, and no prepared spells. He appears at the spot where he was killed.
A Tresmortic in their Second Life can be targeted with Raise Dead, Resurrection, or similar spells. if they are, they return to their First Life with no level or con loss.
The Revolving Door: No matter how many times you do it, they keep coming back. Spells that return life to the dead require only half the material components they usually would when cast upon Tresmortics.
Favoured Class: Druid*, Dread Necromancer or Ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297). A Tresmortic’s highest level in one of these classes does not count towards multiclassing penalties.
*Tresmortics with at least five levels of Druid qualify for the Children of the Mausoleum (http://www.giantitp.com/forums/showpost.php?p=6123947&postcount=6) class at sixth level and beyond, even if they do not meet prerequisites. However, if they do NOT take it, they no longer treat Druid as a favoured class.
LA: +3
Tresmortic’s Third Life’s Racial Traits
Abilities: +2 Cha, Con -, Str -
Size: Medium
Type: Undead (Incorporeal). As a special benefit, a Tresmortic improves all hit dice he possesses while undead by one size, to a maximum of d12.
Movement Rate: 30ft land
Movement Rate: 30ft land, 15ft flight (Poor)
Touch of Death: A Tresmortic is naturally inclined to the power of death. She gains +1 to caster level, class level, and character level relating to necromantic spells and effects. By an increase to class level, effects that grow in power as you grow in levels treat your level as one higher. A good example would be the Ebon Initiate's Netherchannel. A Tresmortic with two levels of Ebon Initiate would deal 2d6 damage with their Netherchannel.
Ectoplasm: A Tresmortic has Fast Healing 1, and is Incorporeal, gaining all effects of that type, including a deflection bonus to AC equal to their Charisma, immunity to nonmagical attack, and the ability to make many attacks as touch attacks.
Third Life: A Tresmortic using these rules has died twice. They must be careful if they wish to stay in the realm of life. Third Life Tresmortics die when they are killed.
A Tresmortic in their Third Life can be targeted with Raise Dead, Resurrection, or similar spells. if they are, they return to their Second Life with no level or con loss.
Even a truly dead Tresmortic is a valid target for Raise Dead and the like, returning only to the third life, with the normal effects.
The Revolving Door: No matter how many times you do it, they keep coming back. Spells that return life to the dead require only half the material components they usually would when cast upon Tresmortics.
Favoured Class: Druid*, Dread Necromancer or Ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297). A Tresmortic’s highest level in one of these classes does not count towards multiclassing penalties.
*Tresmortics with at least five levels of Druid qualify for the Children of the Mausoleum (http://www.giantitp.com/forums/showpost.php?p=6123947&postcount=6) class at sixth level and beyond, even if they do not meet prerequisites. However, if they do NOT take it, they no longer treat Druid as a favoured class.
LA: +3
Feats
Controlled Return
Prerequisites: Tresmortic
Benefit: When killed, you may reform in as little as twelve hours, and may do so anywhere you had been up to a day before your death.
No-one knows the origin of the Tresmortic. They, as well as many proponents of undeath, insist that they are a natural development, an example of necromancy that is at peace with nature. Most druids, and those that despise the powers of necromancy, claim instead that they are the creation of a mad wizard, a corruption of the natural order and a mimicry of all that should be using the dark, evil powers of undeath.
TYPICAL TRESMORTICS
Against most expectations, Tresmortics tend to be a very cheerful race. They can be a little superior, their constantly superior smirk grating on those around them, but they are brave, tough, and rather foolhardy. Their difficulty in dying permanently often makes them a little blasé towards death, and they have dual racial tendencies towards foolhardy stunts and the dispensing of unwanted advice.
PHYSICAL DESCRIPTION
In their initial state, Tresmortics appear similar to humans, albeit often being thin and lithe, even the strongest among their number being relatively small. However, after their first death their flesh slowly turns to the grey of death. Most Tresmortics remain in that state, appearing as a badly coloured being, but some cast off pretenses of life and keep only a skeletal form. After their second death, a Tresmortic appears ghostly, often looking identical to their original form, although some become fond of their second form.
Relations With Other Races
Only the most free of races can get past the common dislike of undeath, and treat Tresmortics with a degree of fairness. Generally, only races with their own proclivity for necromancy ever manage to do so-even if the savants of a country understand that Tresmortics are no threat, persuading the people is a herculean task.
Alignment
Contrary to popular belief, Tresmortics have no real leanings on the alignment spectrum, but a single Tresmortic raised in a place that despises him often drive the victim to the extremes of good or evil.
Tresmortic Lands
Most Tresmortics would be perfectly content to live among the other races, but are rarely accepted. Their lands are often dark, spellcasters blocking out the sun above them, due to a racial dislike of bright sunlight. However, they have a fondness for impressive architecture, often using marble. Some communities embrace their dark reputation, creating dark castles. Tresmortics can be a very superficial, aesthetic species.
Religion
Against most expectations, many Tresmortics are religious. Evening Glory is common, but generally more ‘acceptable’ deities of creativity are the favoured of the night loving race.
Language
Most Tresmortics simply speak Common, but those that embrace the darkness attributed to them often use Abyssal, Infernal, or other ‘evil’ languages.
Common Names
Tresmortic naming conventions are similar to those of humans, but often favour dramatic names-Mannfred, Johann, Vlad, Edward, Isabella and Ulrika are good examples.
Adventurers
Tresmortics often take on the mantle of adventurer. Their long lives, natural proclivities, and a desire to prove themselves heroic often combine to make them leave their home for fame and fortune.
Tresmortic’s First Life’s Racial Traits
Abilities: +2 Cha, +2 Con
Size: Medium
Type: Humanoid
Movement Rate: 30ft land
Touch of Death: A Tresmortic is naturally inclined to the power of death. She gains +1 to caster level, class level, and character level relating to necromantic spells and effects. By an increase to class level, effects that grow in power as you grow in levels treat your level as one higher. A good example would be the Ebon Initiate's Netherchannel. A Tresmortic with two levels of Ebon Initiate would deal 2d6 damage with their Netherchannel.
In addition, a First Life Tresmortic is healed equally well by negative and positive energy.
First Life: A Tresmortic using these rules has never ‘died’, or has been returned to this state with powerful magics. If she would be slain, for any reason, she reforms and returns twenty four hours later in the Second Life. On her return, she begins with half her new hit point total, and no prepared spells. She appears at the spot where she was killed.
The Revolving Door: No matter how many times you do it, they keep coming back. Spells that return life to the dead require only half the material components they usually would when cast upon Tresmortics.
Favoured Class: Druid*, Dread Necromancer or Ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297). A Tresmortic’s highest level in one of these classes does not count towards multiclassing penalties.
*Tresmortics with at least five levels of Druid qualify for the Children of the Mausoleum (http://www.giantitp.com/forums/showpost.php?p=6123947&postcount=6) class at sixth level and beyond, even if they do not meet prerequisites. However, if they do NOT take it, they no longer treat Druid as a favoured class.
LA: +3
Tresmortic’s Second Life’s Racial Traits
Abilities: +2 Cha, Con -
Size: Medium
Type: Undead. As a special benefit, a Tresmortic improves all hit dice he possesses while undead by one size, to a maximum of d12.
Movement Rate: 30ft land
Touch of Death: A Tresmortic is naturally inclined to the power of death. She gains +1 to caster level, class level, and character level relating to necromantic spells and effects. By an increase to class level, effects that grow in power as you grow in levels treat your level as one higher. A good example would be the Ebon Initiate's Netherchannel. A Tresmortic with two levels of Ebon Initiate would deal 2d6 damage with their Netherchannel.
Knitting Bones: A Tresmortic has Fast Healing 2, and a very limited form of regeneration. She does not treat damage as nonlethal, but can reattach lost limbs and survive in pieces.
Second Life: A Tresmortic using these rules has died but once, or has been returned from the third state with powerful magics. If he would be slain, for any reason, his spirit reforms and returns twenty four hours later in the Third Life. On his return, he begins with half his new hit point total, and no prepared spells. He appears at the spot where he was killed.
A Tresmortic in their Second Life can be targeted with Raise Dead, Resurrection, or similar spells. if they are, they return to their First Life with no level or con loss.
The Revolving Door: No matter how many times you do it, they keep coming back. Spells that return life to the dead require only half the material components they usually would when cast upon Tresmortics.
Favoured Class: Druid*, Dread Necromancer or Ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297). A Tresmortic’s highest level in one of these classes does not count towards multiclassing penalties.
*Tresmortics with at least five levels of Druid qualify for the Children of the Mausoleum (http://www.giantitp.com/forums/showpost.php?p=6123947&postcount=6) class at sixth level and beyond, even if they do not meet prerequisites. However, if they do NOT take it, they no longer treat Druid as a favoured class.
LA: +3
Tresmortic’s Third Life’s Racial Traits
Abilities: +2 Cha, Con -, Str -
Size: Medium
Type: Undead (Incorporeal). As a special benefit, a Tresmortic improves all hit dice he possesses while undead by one size, to a maximum of d12.
Movement Rate: 30ft land
Movement Rate: 30ft land, 15ft flight (Poor)
Touch of Death: A Tresmortic is naturally inclined to the power of death. She gains +1 to caster level, class level, and character level relating to necromantic spells and effects. By an increase to class level, effects that grow in power as you grow in levels treat your level as one higher. A good example would be the Ebon Initiate's Netherchannel. A Tresmortic with two levels of Ebon Initiate would deal 2d6 damage with their Netherchannel.
Ectoplasm: A Tresmortic has Fast Healing 1, and is Incorporeal, gaining all effects of that type, including a deflection bonus to AC equal to their Charisma, immunity to nonmagical attack, and the ability to make many attacks as touch attacks.
Third Life: A Tresmortic using these rules has died twice. They must be careful if they wish to stay in the realm of life. Third Life Tresmortics die when they are killed.
A Tresmortic in their Third Life can be targeted with Raise Dead, Resurrection, or similar spells. if they are, they return to their Second Life with no level or con loss.
Even a truly dead Tresmortic is a valid target for Raise Dead and the like, returning only to the third life, with the normal effects.
The Revolving Door: No matter how many times you do it, they keep coming back. Spells that return life to the dead require only half the material components they usually would when cast upon Tresmortics.
Favoured Class: Druid*, Dread Necromancer or Ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297). A Tresmortic’s highest level in one of these classes does not count towards multiclassing penalties.
*Tresmortics with at least five levels of Druid qualify for the Children of the Mausoleum (http://www.giantitp.com/forums/showpost.php?p=6123947&postcount=6) class at sixth level and beyond, even if they do not meet prerequisites. However, if they do NOT take it, they no longer treat Druid as a favoured class.
LA: +3
Feats
Controlled Return
Prerequisites: Tresmortic
Benefit: When killed, you may reform in as little as twelve hours, and may do so anywhere you had been up to a day before your death.