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LordErebus12
2013-11-19, 09:26 PM
Graveblessed Zombie
http://www.l4dmaps.com/img/ss/stubbs-the-zombie-soundtrack_43943.jpg

ENTRY REQUIREMENTS
Level: Undead 5th
Special: Must be an awakened zombie, via the Awaken Undead spell (Libris Mortis pg 62).

GAME RULE INFORMATION
Graveblessed Zombies have the following game statistics.

Abilities: Strength and Constitution are important to the melee capabilities and a few skills. Wisdom holds some importance to saves and the remaining skills.
Alignment: Any, Usually Neutral Evil

Hit Die: d12

Class Skills
The Graveblessed Zombie’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Swim (Str).
Skill Points per Level: 4 + Int modifier


Prestige Class Table: Graveblessed Zombie
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Vigor Mortis

1st| +0 | +0 | +0 | +2 | BRAINS!!!, Gut Grenade (2d6), Organs | ---
2nd| +1 | +0 | +0 | +3 | Putrid (Acid Resist 10), Vigor Mortis | +2
3rd| +1 | +1 | +1 | +3 | Plague Bringer, Stench | +2
4th| +2 | +1 | +1 | +4 | Creepy Crawler (Dominate Person) | +4
5th| +2 | +1 | +1 | +4 | Gut Grenade (4d6), Putrid (Acid Resist 20) | +4

6th| +3 | +2 | +2 | +5 | Noxious Gas, Thick Flesh | +6
7th| +3 | +2 | +2 | +5 | Death Burst, Raise The Dead | +6
8th| +4 | +2 | +2 | +6 | Creepy Crawler (Dominate Monster) | +8
9th| +4 | +3 | +3 | +6 | Gut Grenade (6d6), Putrid (Acid Immunity) | +8
10th| +5 | +3 | +3 | +7 | Heads Will Roll | +10
[/table]

Class Features
All of the following are class features of the Graveblessed Zombie.

Weapon and Armor Proficiency:
Graveblessed Zombies are proficient with all armors and weapons that they were proficient with in life.

1st - BRAINS!!! (Su):
For some strange supernatural reason, devouring fresh brain matter from a living, intelligent creature seems to restore strength and vitality to Graveblessed Zombies. Graveblessed Zombies gain a primary bite attack, dealing damage equal to a zombie's slam attack plus one point of acid damage per two levels of Graveblessed Zombie (1 at 2nd, 2 at 4th, 3 at 6th, etc).

Furthermore, if the bite is used on a living intelligent creature and it proves fatal, it gains fast healing 10 for a number of rounds equal to it's Graveblessed Zombie level and regenerates one organ point (See organs below).

1st - Gut Grenade (Su):
That appendix looks inflamed... better get rid of it... Starting at 1st level, by spending an organ point, a Graveblessed Zombie can reach into their torso and rip out a gut covered organ. The organ seems to sizzle and swell in its hand, looking like it could explode at any minute.

As a ranged attack, the Graveblessed Zombie can throw the organ at a target or random surface, as a ranged touch attack using a 20 ft. ranged increment. If it hits, the organ grabs on to the surface/target and detonates, dealing 2d6 acid damage in a 20 ft. radius. Targets in range, other than the one its clinging to (if any), are offered a reflex save (DC 10 + Graveblessed Zombie Level) to take half damage. This damage increases by +2d6 at 5th level (4d6 total) and again at 9th level (to a total of 6d6).

1st - Organs (Su):
Graveblessed Zombies have several abilities to shed organs to use as weapons or tools and later to regrow organs, similar to regeneration except that it doesn't allow reattaching limbs. Because of this, the Graveblessed Zombie has a pool of 'Organ Points', equal to 5 + Graveblessed Zombie level.

Every time the Graveblessed Zombie feeds on brains, it regenerates one organ point. Organ points are used to regenerate body parts or organs, so it can reuse its abilities indefinitely, as long as the Graveblessed Zombie keeps feeding.

2nd - Vigor Mortis (Su):
Graveblessed Zombies are both stronger and tougher than normal zombies. Starting at 2nd level, a Graveblessed Zombie gains a +2 profane bonus to its strength and charisma score, which increases by +2 every two levels thereafter (4th, 6th, 8th and 10th).

Graveblessed Zombies also gain bonus hit points, just like living creatures do from having a high constitution modifier, except they use their charisma modifier instead of constitution. If their charisma score is less than 10, they do not receive a penalty to hit points.

2nd - Putrefy (Ex):
Starting at 2nd level, be it a byproduct of eating so much brain matter, becoming infested with strange bacteria or from its foul body slowly putrefying, Graveblessed Zombies slowly become immune to acid. It begins as Resistance 10, increasing to 20 at 5th level and finally immunity at 9th level.

3rd - Plague Bringer (Ex):
Starting at 3rd level, the rotten flesh and necromantic powers make a Graveblessed Zombie a beacon for diseases. Being undead, a Graveblessed Zombie is completely immune to diseases already; however, it can still contract diseases and spread them to others. A Graveblessed Zombie begins with one disease, known as Plague Rot, and can gain more given the opportunity.

Plague Rot
Graveblessed Zombies spread a unique disease, known as Plague Rot. The damage dealt by this disease cannot be healed while the creature is infected. Anyone who dies while infected rises as a zombie in 2d6 minutes.


Mode of Infection |
Fortitude Save DC |
Onset |
Frequency |
Effect |
Cure
Injury | 10 + Graveblessed Zombie's level | 1d4 hours | 1/hour | 1d2 Con | 2 consecutive saves


3rd - Stench (Ex):
Starting at 3rd level, a Graveblessed Zombie's body has begun to release foul odors that nearly every form of animal life finds offensive. All living creatures within 30 feet of a Graveblessed Zombie must succeed on a Fortitude save (DC 11 + Graveblessed Zombie level) or be sickened for 10 rounds.

Creatures that successfully save cannot be affected by the same Graveblessed Zombie's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

4th - Creepy Crawler (Su/Sp):
Starting at 4th level, the Graveblessed Zombie can rip off one of its arms and hurl it. Doing so requires a couple of things; a move action, a free hand to do the ripping and three organ points. Once detached, it can be thrown in 10 ft. increments.

Once it lands, it immediately stands up, using its fingers like spider legs and begins to wander around under the control of the Graveblessed Zombie. The detached limb has 10 hit points and a base speed of 30 feet. It shares all sensory information with the Graveblessed Zombie, functioning as if it had tremorsense 30 ft. It can scale nearly any surface perfectly, acting as if it were under a constant spider climb effect.

It cannot attack, but if it can leap onto a living intelligent creature and grab onto the creature's head (melee touch attack), it can establish control as a free action. The creature gets a will save or fall under the direct, mental control of the Graveblessed Zombie. If it fails its save, it immediately forgets the limb is attached.

This functions as dominate person at 4th level (Will save DC 15 + Graveblessed Zombie level) or as dominate monster at 8th level (Will save DC 19 + Graveblessed Zombie level). The control lasts for as long as the limb stays attached. If the limb is removed (Strength check, DC 20) or destroyed, the target is freed from control. After its destruction, the Graveblessed Zombie's arm grows back instantly.

6th - Noxious Gas (Su):
Eating a steady diet of brains causes a lot of gas to build up within the Graveblessed Zombie. Starting at 6th level, by spending 7 organ points and a standard action, the Graveblessed Zombie can release all the built up fumes in one mighty blast. Treat it as a Stinking Cloud effect, initially centered on the Graveblessed Zombie. Those within the cloud are offered a fortitude save (DC 13 + Graveblessed Zombie level) to resist the nauseating effects of the cloud. Those who fail their save against the nauseating gas take 1 point of constitution damage per round of exposure and become nauseated (as per Stinking Cloud).

6th - Thick Flesh (Ex):
Starting at 6th level, a Graveblessed Zombie's skin becomes even tougher. The Graveblessed Zombie's natural armor increases by three and their damage reduction increases to 10/Slashing.

7th - Death Burst (Ex):
When a Graveblessed Zombie dies, it explodes in a burst of decay. All creatures adjacent to the Graveblessed Zombie are exposed to its diseases and must make Fortitude saves or contract each of them.

7th - Raise The Dead (Su):
Starting at 7th level, whenever a Graveblessed Zombie kills a living creature with any of its natural attacks or its Graveblessed Zombie's special abilities, it has a 35% of becoming a zombie a round later, as per animate dead (treat your class level as your caster level for the purposes of creating/controlling them). If such a creature cannot be made into a zombie, then it does not reanimate.

10th - Heads Will Roll (Su):
Starting at 10th level, the Graveblessed Zombie can detach its head and roll it like a bowling ball. Doing so requires both hands, eight organ points and a full round action. The head rolls out to a maximum of 100 feet and then explodes, dealing 15d6 acid damage to all those within 40 feet of the head. Those caught within the blast can make a reflex save (DC 13 + Graveblessed Zombie level) for half damage. After the head explodes, the Graveblessed Zombie's head grows back instantly.

LordErebus12
2013-11-21, 12:49 AM
any opinions or advice?

nonsi
2013-11-21, 01:48 AM
Not sure what you mean by "Must have acquired the taste for brains".

Gut Grenade - make it explode on impact, otherwise you'd lose the benefit of AoE more often than not.

Heads Will Roll - I'm guessing you meant "Starting at 10th level". I'd make this one more potent (range, AoE and damage). Ten organ points is a lot, and it's a 15+ HD capstone feature.


The rest seems solid to me.


P.S. consider giving it Cha-bonus to HP, just to make it last longer.

Demidos
2013-11-21, 02:22 AM
Note the capstone is strictly inferior to fireball.

Think about it. :smallwink:

LordErebus12
2013-11-21, 06:36 AM
Not sure what you mean by "Must have acquired the taste for brains".

Gut Grenade - make it explode on impact, otherwise you'd lose the benefit of AoE more often than not.

Heads Will Roll - I'm guessing you meant "Starting at 10th level". I'd make this one more potent (range, AoE and damage). Ten organ points is a lot, and it's a 15+ HD capstone feature.


The rest seems solid to me.


P.S. consider giving it Cha-bonus to HP, just to make it last longer.

I've fixed much of what you've suggested, with the exception of Cha mod to HP. The problem with that is that zombies have a Cha score of 1 (Cha mod of -5).

Edit: I added in a note to Vigor Mortis, stating that a penalty to Cha does not amount to loss of hit points.

LordErebus12
2013-11-21, 06:45 AM
Note the capstone is strictly inferior to fireball.

Think about it. :smallwink:


Before: Range 50 ft.; Damage 10d6 acid; Radius 20 ft.
After: Range 100 ft.; Damage 15d6 acid; Radius 40 ft.

The range will never match/exceed a fireball. after all, its a rolling head, not a flying bead of fire. That being said, its damage and radius exceeds a fireball.

LordErebus12
2013-11-21, 07:33 AM
made some changes and additions to the class.

nonsi
2013-11-22, 01:21 AM
made some changes and additions to the class.

I actually liked the previous pic more, because it presented a zombie with personality (smiling, smoking...)

nonsi
2013-11-22, 01:22 AM
I've fixed much of what you've suggested, with the exception of Cha mod to HP. The problem with that is that zombies have a Cha score of 1 (Cha mod of -5).


Right on. Nice catch.

nonsi
2013-11-22, 01:34 AM
Consider a feature that will allow it to rise again if destroyed under certain circumstances (maybe taking over one of the victims of Death Burst or something).

Also, you need more infections for Plague Bringer - especially if you choose to adopt the above suggestions.

I'd also reduce the cost of Heads Will Roll to 8, so that at full strength, is just 1 organ point short of using it twice in a row (you usually don't have time to feed off of brains during combat).

LordErebus12
2013-11-22, 08:11 AM
I actually liked the previous pic more, because it presented a zombie with personality (smiling, smoking...)

Changed it back, the photo, I mean.


Consider a feature that will allow it to rise again if destroyed under certain circumstances (maybe taking over one of the victims of Death Burst or something).

Not sure about that one...

Also, you need more infections for Plague Bringer - especially if you choose to adopt the above suggestions.

Well, there are a whole page of them in the DMG. All those apply if you can contract them. Explain more, please...

I'd also reduce the cost of Heads Will Roll to 8, so that at full strength, is just 1 organ point short of using it twice in a row (you usually don't have time to feed off of brains during combat).

Agreed, cost is now 8.

LordErebus12
2013-11-22, 08:21 AM
Switched Raise the Dead and Plague Bringer. now you can collect diseases earlier on and spread them around. Raise the Dead seems like it is more powerful, overall.