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    Default Ultimate Corpsecrafting: A Treatise on Applied Necromancy

    Ultimate Corpsecrafting

    Beyond the ken of erudite sage and petty spellcaster alike, unnatural things grow and thrive in the dark. Mysterious and ancient creatures pioneered the creation of new breeds of undead being, no longer stagnant and stale, like most of their type, but adaptive, responsive to change, a kind of evolving undead. The gap between living and dead shortened considerably that day.

    Over time, like all empires, those ones fell, but the knowledge that they possessed was too insidious to be forgotten, and it was not long that ignorant treasure hunters discovered some of the most basic of these secrets, and traded them away to fledgling necromancers and other beings of dark intent.

    The ancient art, or Corpsecrafting, as it is called, has thus spread throughout the world, much coveted by those who would build a better manservant.


    courtesy of minx_summerstorm

    This is a simpler and more powerful version of Deluxe Corpsecrafter, there is no longer a dc check, and the cost system has changed, as well as several new traits, a more robust allowance system and is generally less fiddly.


    Corpsecrafter [General]

    You know secrets about undead metabolism better left unknown, and can empower your creations beyond their normal capacities.

    Benefit: You learn 3 corpsecrafter traits from the list below, and can apply any of these to undead you create or animate using necromancy spells. These traits cost material components to apply: 25gp/hd of the undead, per trait applied, and undead can only support so many traits- see table 1-01. You may take this feat multiple times, each time learning 3 more traits.


    Specialist Corpsecrafter [General]

    Extensive research and exhaustive experiment has yielded the very best results from undead you create.

    Prerequisites: Knowledge of 3 or more traits; able to cast 5th level necromancy spells

    Benefit: Choose 2 corpsecrafter traits that you know, you may now apply the specialist benefit to undead that you apply these traits to, as well. Each specialist benefit costs as an additional trait (for purposes of hd maximum), but costs 50gp/hd instead. You may take this feat multiple times, each time learning the specialist traits of 2 more traits you know.


    Master Specialist [General]

    None can match the sheer power of your undead, they are truly a terror to behold.

    Prerequisites: Knowledge of 5 or more traits, including 3 specialist traits; able to cast 8th level necromancy spells

    Benefit: Choose any one trait you also know the specialist benefit of. You now automatically apply this (basic) trait to any undead you create or animate using necromancy spells. This does not take up a trait slot, or cost any additional gold. You may take this feat only once.


    courtesy of pharoah_02


    Corpsecrafted undead can only support so many traits, as they are powered by the life energy (negative energy) of the undead themselves. Larger undead require more energy, ans so have more to spare, while smaller undead have less and need to be more efficient with it.


    Code:
    Table 1-01: Slot maximum
    HD-------------Limit
    1-5------------3
    6-10-----------4
    11-15----------5
    16-20----------6
    Variant Class Features

    Undead Mastery

    change- in addition to being able to control more hd at a time, you learn 2 corpsecrafter traits, one of which may be specialised. You may treat this traits as if they cost half their normal material component cost.

    Enhanced Undead

    change- you begin play with knowledge of 2 traits, and the first trait you apply to an undead costs no gold, if chosen from these two.
    Last edited by katarl; 2007-11-17 at 02:47 PM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    Traits


    courtesy of CrimsonHawke

    Power

    Big, burly and bulging with what couldn't be muscle, your undead can lift well beyond their normal limits, and strike harder than ten fully grown men.

    Benefit: Undead recieves +6 enhancement bonus to strength

    Specialist: Undead is treated as one size category larger than normal for all beneficial purposes.

    Grace

    Dancing and dodging through the battlefield, your undead laugh at the coordination of the living, and react faster than any elf.

    Benefit: Undead recieves +6 enhancement bonus to dexerity

    Specialist: Undead is always treated as having partial cover (20% miss chance).

    Durable

    All undead are tough, but your undead put nails to shame, they can endure almost any blow, and keep on swinging.

    Benefit: Undead recieves +4 hp per Hit Die.

    Specialist: Undead starts with maximum possible hitpoints.

    Hardy

    Leathery callouses form on your undead, and bones twist and harden, now nearly impervious to harm.

    Benefit: Undead recieves +4 racial bonus to natural armour

    Specialist: Your undeads current damage reduction increases by 5/x, x being the current damage reduction. If the undead does not have damage reduction, it gains 2/-.

    Intuitive

    Like a monk, your undead can dodge blows that seemingly come out of nowhere. Nothing's going to hit them now.

    Benefit: Undead recieves +4 racial bonus to dodge armour

    Specialist: Undead can take an additional move action as an immediate action.

    Enduring

    Like a bad cold, your undead keep on trucking through any attempt to kill it. The bane of trigger-happy mages everywhere.

    Benefit: Undead recieves a +4 profane bonus to all saving throws.

    Specialist: Undead may choose to automatically pass on any save 1/round as an immediate action.

    Regenerative

    Difficult to keep down, these creatures are. Bones knit and reform themselves, totally implacable.

    Benefit: Undead recieves Fast Healing 2

    Specialist: Undead killed reanimates 1d4 rounds later with 1 hit point. Can only be permanently killed by good or light effects or holy water.

    Skilled

    Professional tradesmen have nothing on your undead, they really are good at what they do.

    Benefit: Undead recieves +10 racial bonus to any one skill. Mindless undead cannot take intelligence based skills, and incorporeal undead cannot take strength based skills.

    Specialist: Undead recieves the class features, but not spellcasting of any PC class as if they had levels in that class equal to half their level, except those that would be impossible or improbable for undead-eg. paladin or druid.

    Unlike other traits, this may be applied more than once, each time for a different skill.

    Alacrity

    Faster than a speeding bulette, these undead may not know how to do much, but they can do it fast.

    Benefit: Undead gain an extra attack when making a full round attack. Zombies instead lose the single actions only quality.

    Specialist: Undead gains +30ft insight bonus to speed, and +1 insight bonus to attack rolls, reflex saves and to ac.

    Elemental

    Imbued with the primal forces of nature, your undead are a blend of energy and necromancy.

    Benefit: Undead deal +1d6 energy damage (your choice, chosen at creation) with melee attacks, and gain resistance 20 to the requisite energy.

    Specialist: Undead gains immunity to the requisite energy type, and gains all the qualities of an elemental of that type, medium size.

    Vicious

    Malice pours from your undead as it brandishes its wicked claws.

    Benefit: Choose one natural attack the undead possesses. Its damage goes up one grade (eg. 1d6 to 1d8), and its critical threat doubles (eg.20 to 19-20).

    Specialist: The natural attack chosen gains the wounding quality, which constantly drips blood.

    Combative

    Stepping in formation, your undead are ruthless military machines. They know how to make war.

    Benefit: Undead gains armour and weapon proficiencies of a warrior of its level. Additionally, it gains 2 bonus combat feats it fulfils the prerequisites for.

    Specialist: Undead gains base attack equal to its level instead of 1/2 its level, and they gain 1 additional feat per 4 hit die.

    Reserved

    Deep within your undead lies the secret of their power. They don't share it with anyone.

    Benefit: Undead gain +6 turn resistance.

    Specialist: Undead can no longer be affected by turning or rebuking.

    Sorcerous

    Combining magic and negative energy, your undead can tap into the weave to power its spells.

    Benefit: Undead may cast any one arcane spell (chosen at creation) up to 2nd level, 3 times a day. The caster level equals the undeads hd. You cannot choose a spell that requires a higher caster level than your undead has hd.

    Specialist: Undead may cast any one arcane spell (chosen at creation) up to 4nd level, 2 times a day. The caster level equals the undeads hd. You cannot choose a spell that requires a higher caster level than your undead has hd.

    Unlike other traits, you may apply Sorcerous more than once, picking different spells each time. Undead, of course, must supply expensive material components or foci (1gp or more). They may not use spells with an xp component.

    Cerebral

    Not possessing a mind does not hinder your undead's latent psionics in the slightest.

    Benefit: Undead may manifest any one power (chosen at creation) up to 2nd level, 3 times a day. The manifester level equals the undeads hd. You cannot choose a powerthat requires a higher manifester level than your undead has hd.

    Specialist: Undead may manifest any one power (chosen at creation) up to 4nd level, 2 times a day. The manifester level equals the undeads hd. You cannot choose a power that requires a higher manifester level than your undead has hd.

    Unlike other traits, you may apply Cerebral more than once, picking different powers each time. You may not choose powers with an xp component. These powers cannot be augmented, and are not considered augmented.

    Shade

    Your undead possess an innate understanding of shadow and the dark.

    Benefit: Undead may cast any one mystery (chosen at creation) up to 2nd level, 3 times a day. The shadowcaster level equals the undeads hd. You cannot choose a mystery that requires a higher shadowcaster level than your undead has hd.

    Specialist: Undead may cast any one mystery (chosen at creation) up to 4nd level, 2 times a day. The shadowcaster level equals the undeads hd. You cannot choose a mystery that requires a higher shadowcaster level than your undead has hd.

    Unlike other traits, you may apply Shade more than once, picking different mysteries each time. You may not choose mysteries with an xp component.

    Bound

    Calling out to beings beyond imagining, your undead become gateways to the impossible.

    Benefit: Your undead are permanently bound to any 1st level vestige (chosen at creation). They always manifest the sign, and if applicable, are always influenced.

    Specialist: Your undead are instead permanently bound to any 3rd level vestige (chosen at creation). They always manifest the sign, and if applicable, are always influenced.

    Detonation

    Your undead can explode, much to everybody's surprise (hopefully not yours).

    Benefit: Your undead explode on death or when ordered (which kills them), dealing 1d6 negative energy damage per 2 hit die in a 10ft burst. You may not combine this trait with the specialist regenerative trait.

    Specialist: Your undead can make a melee touch attack to deal 1d6 negative per 2hd, once a round.

    Sacrilegeous

    Your undead revel in their profane nature, so much that the forces of evil and blight sometimes lend a hand.

    Benefit: Undead may cast any one divine spell (chosen at creation) up to 2nd level, 3 times a day. The caster level equals the undeads hd. You cannot choose a spell that requires a higher caster level than your undead has hd. It may not be a spell with the good, healing or light descriptor.

    Specialist: Undead may cast any one divine spell (chosen at creation) up to 4nd level, 2 times a day. The caster level equals the undeads hd. You cannot choose a spell that requires a higher caster level than your undead has hd. It may not be a spell with the good, healing or light descriptor.

    Unlike other traits, you may apply Sorcerous more than once, picking different spells each time. Undead, of course, must supply expensive material components or foci (1gp or more). They may not use spells with an xp component.





    You may only apply a trait of each type once, unless noted. DCs are always charisma based.



    courtesy of Darkspawn93
    Last edited by katarl; 2007-11-14 at 04:54 AM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH


    courtesy of necromancer777

    Chapter 3

    Examples

    Sisyphus the necromancer wants a medium size unarmed bruiser to act as a personal bodyguard. He's a 10th level dread necro and possesses the traits: Power; Bound; Combative; Regenerative and Alacrity. Combative and Power are specialised.

    He chooses a ghaele eladrin, preserving it with timeless unguent and other methods, before setting out to animate it. It's 20hd (zombie), which requires 500gp of onyx to animate.

    He wants something that'll pass for a monk, so first he binds her to ronove, a 1st level vestige, giving her sprint, monks fists, strikes as cold iron and magic, feather fall, and telekinetic fists. This costs a further 500gp and 1 slot.

    Zombies are slow, anyone could spot a zombie in combat, so he adds the alacrity trait, which removes the undeads single actions only. That costs 500gp and 1 more slot.

    He decides to further enhance her with the power trait, giving her +6 str, as well as specialising, giving her (effectively) powerful build. This costs 1500gp and 2 slots, leaving 2.

    He uses these on combative, and regenerative, costing 1000gp more.

    Thats 6 slots, her maximum, and costs 4000gp. Not bad considering you now have a 20hd regenerating monk zombie with flying!


    courtesy of Dark_Millicent
    Last edited by katarl; 2007-10-22 at 03:48 PM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH


    courtesy of legendary_library

    Chapter 4

    For Players

    Equipment

    Control Crystal

    Prestige Classes

    Thrall of Rang'os

    Deadwalker Guildmaster

    Spells

    Undead and Magic

    Discharge Undead
    Necromancy
    Level: Sorc/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Duration: Instantaneous
    Range: Close
    Saving Throw: Will (harmless)
    Spell Resistance: Yes

    The necromancer reaches out to you with an open hand, as if giving you something. You eagerly accept the subtle wisps of power that surround you. You feel... in control.

    This spell will transfer control of one undead from yourself to another willing spellcaster, neither needs to be able to cast animate dead or any similar spells, but the caster must be in control of the undead to be given (that is, it's hd must count towards your maximum). The spellcaster is now considered it's master, and it's hd now counts towards his maximum instead (usually 4hd/caster level). If the spellcaster is unwilling, the undead simply becomes uncontrolled.

    Necromancers use this spell to trade undead in return for gold, goods or other undead.

    Material Components: a sliver of onyx worth 5gp/hd to be transferred


    courtesy of necromancer777
    Last edited by katarl; 2007-11-03 at 01:55 PM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH


    courtesy of eldergm

    chapter 5

    Additional Material

    THE DEADWALKERS SOCIETY

    Symbol: A white circle surrounding a smaller, black circle, inside which is a white, skeletal hand.

    Background, Goals and Dreams: The society was founded deep in the ruins of a Banite temple by a secretive cult of liches and other undead who grew tired of what they saw as the oppression of the living. They set up a school there, to train talented necromancers, with the intention of selling their capabilities to the highest bidder, while remaining protected by their power. They regard morality with contempt thinking as logically and pragmatically as possible, and punishments are shockingly draconian even by the standards of the underdark. Despite this, their school is among the greatest of its type, and it's creations and alumni are highly sought after.

    Enemies and Allies: As a necromantic cult-like group, the deadwalkers have many enemies, most notably the church of Pelor, whose clerics ceaselessly attempt to destroy the deadwalkers. The society has a particular hatred for the Seldarine, the origins of which remain unknown.

    Type: Cabal (Social)
    Scale: 11 (Multi-regional)

    Criterion Affiliation Score Modifier
    Character level +1/2 level
    Corpsecrafter Feat +1/feat
    Tomb-tainted Soul feat +1
    Ability to cast animate dead +1
    Ability to cast create undead +2*
    Ability to cast create greater undead +3*
    Donates undead to organization +1 per 10 hd
    Goodly Aligned -4
    Chaotic Aligned -10

    Affiliation Score Title: Benefits and Duties
    3 or lower No affiliation or junior member with no benefits
    4 - 10 Neophyte: Member of the society, may attend lectures and has a dormitory where he may stay free of charge, and free meals. Must pay a tuition of 100gp/month.
    11 - 15 Acolyte: Undead show more respect to the student, he is treated as possessing the lich-loved feat (boVD)
    16 - 22 Adept: Unrestricted access to the animation chambers, which allow undead created there an extra trait slot.
    23-29 Master: Gains benefit of Master Corpsecrafter feat if he does not already possess it. You must now spend at least 40 hours a week teaching younger deadwalkers. Each failure to do so causes you to lose 2 from your affiliation score.
    30 or higher Grand Master: No longer loses a level from dying.


    courtesy of v_vega007
    Last edited by katarl; 2007-10-24 at 01:21 PM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH


    courtesy of Tobe-Sean

    more to come.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    It's great, but what's with all the pictures?

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    there'll be more text eventually. it's easier to get the pics up first. any thoughts on the system?
    Last edited by katarl; 2007-10-12 at 10:50 AM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    I'm liking it quite a bit. I always felt that undead were throw away minions without some extra kicker. The Corpsecrafting feats in LM were a step in the right direction, but with only a limited number of feats available to casters, they don't do quite enough still.
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    Toho has retroactive powers of awesome. He makes things that he hasn't done, and have already happened, better by his existence
    Quote Originally Posted by Ganurath View Post
    If anything, the term should be What Would Toho Do?
    Of course, in all situations the answer is Be A Badass.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    Elven skeletons with the Grace and Combative traits, and Weapon Finesse to boot. Sounds like fun. Expensive (a minimum cost of 75 gp per skeleton, + rapiers is you want better armaments) and not necessarily very effective, but skeleton fencers. Awesome. . would be proud. Not that that is necessarily good, what with him being evil and all, but still.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    Oooh shiny. :D Is this a revised Corpsecrafter outlook on it? I think this one works better; setting it up like the skill tricks, kinda. May I propose a few?

    Guardian
    These special undead are highly adept at bodyguard duty.
    Benefit: Undead gains a +2 bonus to attack and damage against any creature that has attacked its creator within three rounds.
    Specialist: Once per encounter per Guardian undead, as an immediate action, the creator may redirect an effect or attack to an adjacent Guardian undead that could have been hit as well, typically an adjacent one; this only works on effects or actions specifically targeting the creator (not area of effect spells).
    Example: A finger of death spell aimed at the creator can be redirected, as well as a melee attack against the creator while the Guardian is also adjacent to the attacker.

    Integrated
    The bond between creator and created just got stronger.
    Benefit: While within one mile, the creator of the undead may see through its eyes up to 60 feet with darkvision; this may be barred by spells, treat the effect as scrying when doing so.
    Specialist: The creator gains a permanent status and telepathic bond effect towards its undead creations and is roughly aware of where they are.

    Stalker
    Though undead, the senses of many such creatures only get sharper when hunting the living.
    Benefit: Undead gains the Tracking feat.
    Specialist: Undead gains the Scent ability when tracking a living creature.

    Incarnum-fused
    The energy of souls bonds with the undead to create a formidable enemy.
    Benefit: Undead may shape one evil soulmeld from the Incarnate or Soulborn soulmeld list; it has an essentia pool of 1 plus 1 more per five HD; the DC of any save is 10 + 1/2 HD + Cha modifier.
    Specialist: The soulmeld is bound to a chakra of the creator's choice.

    Treacherous
    Sometimes, the greatest enemy was once an ally.
    Benefit: Undead's natural weapons gain the bane property against its original race; an elven zombie will deal extra damage against elves.
    Specialist: On a critical hit against a creature of its original race, the victim must succeed on a Fortitude save or be slain instantly. The save DC is equal to the damage dealt.

    Deceitful
    Any necromancer knows that to gain the upperhand, one must stay out of their enemies' suspicions.
    Benefit: The undead gains max ranks in Disguise, or is treated as such for mindless undead, allowing it to evade detection by sight (opposed by a Spot check).
    Specialist: The undead is immune to detect undead and detect evil spells of a caster level less than 4 + undead's HD.

    Artisan
    The undead have nothing but spare time, and some, with training, develop extraordinary skill.
    Benefit: Intelligent undead gains max ranks in one of your class skills. It takes an additional week to create this undead creature (to train it). It cannot use a skill that requires the expenditure of XP (Crafting, etc.).
    Specialist: Gains Skill Focus in the relevant skill.

    Wartorn
    Your undead minions are infused with the natural element of war.
    Benefit: Undead receives proficiency and Weapon Focus with a one-handed martial weapon.
    Specialist: Undead with the Wartorn trait gain an additional +2 attack bonus when flanking when the other flanker is Wartorn as well. It gains a +1 bonus to AC for each Wartorn undead adjacent to it, to a maximum of +2.
    Last edited by Maerok; 2007-10-12 at 03:29 PM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    I can see Regnerative undead being a very dangerous thing, especially since they get Fast Healing too.

    Think of a necromancer's army filled with them. You take one down, and it stands up a couple rounds later. The longer you take to kill it again, the more it returns to it's initial state. Meanwhile, you've got all the other undead as well. An unending wave.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    Can you define 'starts' in the Specialist Durable trait?

    Intuitive's specialist ability is above and beyond improved uncanny dodge, was this purposeful?

    Elemental traits seem a fair bit more powerful comparatively with the others.

    For combatively, define 'combat feats'.

    The reserved specialist ability is a little over the top in my mind. Why not just give it a large bonus. Also I can't imagine why any necromancer would grant an undead that.

    Mysteries are generally slightly more powerful than spells of an equal level. You may want to take that into account for your shade progression.

    Clarify how one orders an undead to explode?
    Whatsoever that be within us that feels, thinks, desires, and animates, is something celestial, divine, and, consequently, imperishable.

    -The Gates of Heaven-
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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    Quote Originally Posted by Jaerc View Post
    Clarify how one orders an undead to explode?
    Easy.

    "YOU! Skeleton! Expload NOW!"

    For vampires? not so sure.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    Quote Originally Posted by Lyinginbedmon View Post
    I can see Regnerative undead being a very dangerous thing, especially since they get Fast Healing too.

    Think of a necromancer's army filled with them. You take one down, and it stands up a couple rounds later. The longer you take to kill it again, the more it returns to it's initial state. Meanwhile, you've got all the other undead as well. An unending wave.
    "Ninety-nine bloodthirsty zombies on the hill,
    Ninety-nine bloodthirsty zombies!
    Take one down! Stab it around!
    Ninety-eight bloodthirsty zomb- Oh... Well that su- *splortch*"
    -Kelmar, the Short-Lived

    Maybe make it so that the undead are revived after 3d10 minutes or so; it'll keep it out of battle, but at least it allows the necromancer to preserve most of his/her investments. I'd like the image of the bones slowly tumbled back together, reforming a skeleton from the toes up, with the skull finally tumbling up its back and locking into place on top of its neck...

    All in all, I think a DM is a lot more likely to allow this as it is more simplistic than the original improved Corpsecrafter you proposed, though both are quite impressive. I'd allow it, though I am necromancy-inclined. :D Any possibility of some prestige classes or something? You've got a lot of chapters set up here, and I'd like to see what else you have planned.
    Last edited by Maerok; 2007-10-12 at 05:16 PM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    Seems alittle overpowered some combinations.

    Grab Strong, Durable and Regenerative, slap it on some orc zombies and you have a 200gp MONSTER with +12 Strength, Fast healing and more hitpoints than the party barbarian... and consider that this can all be aquired at first level with alittle extra funding.

    Grab some levels under your belt and Regenerative Skeletons.. I mean at 50gp each they are a bargin, especialy when only holy water, good aligned attacks or damaging light spells can kill them.. and how often do creatures have stuff like that on hand exept when your raiding a pelorian church.
    Last edited by Yeril; 2007-10-12 at 05:19 PM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    I'd like to know the effects of Adding/Updating Traits? Eg. a spellcaster has a very nice Ogre Skeleton hanging around with him, he finaly specalises in Power and Durablity, Can he add these new effects to the ogre?

    and say he takes Coprsecrafter again and picks up Combative to give the ogre more feats, can he then Add this effect to him?

    Ps. Sorry if you have already gone over this and Ive missed it

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    wow, lots of questions, i'll do my best to answer them.

    Maerok Oooh shiny. :D Is this a revised Corpsecrafter outlook on it? I think this one works better; setting it up like the skill tricks, kinda. May I propose a few?
    Very nice list there, Maerok, i particularly like integrated, i may have to use it. One of the things i went for when writing this was to make it easily customisable, you can always just make up new traits for a necromancers 'signature move'.

    Can you define 'starts' in the Specialist Durable trait?
    The undead has maximum hit points per hit die when animated, in this case 12 per hit die, meaning on average, you're gaining 5.5 more per hd.

    Intuitive's specialist ability is above and beyond improved uncanny dodge, was this purposeful?
    Yes, rogues get uncanny dodge early on, so i felt it was too weak for a special trait when another might be powerful build or immunity to turning.

    For combatively, define 'combat feats'.
    Feats a fighter may take as bonus feats.

    The reserved specialist ability is a little over the top in my mind. Why not just give it a large bonus. Also I can't imagine why any necromancer would grant an undead that.
    I felt adding +12 or +14 turn resistance was unnecessary- no-ones going to turn that! A non-clerical necromancer may find a use for it, but yes, its as much a curse as it is a blessing.

    Mysteries are generally slightly more powerful than spells of an equal level. You may want to take that into account for your shade progression
    Thematically undead have a great deal in common with shadowcasting, so i felt it was unnecessary to make changes in the number per day. I may well be adding a 'needs to be able to cast said power/spell/mystery' in later edits, which will mitigate that somewhat anyway.

    Clarify how one orders an undead to explode?
    The undead has to be under your control, but yes, it just is:

    "YOU! Skeleton! Expload NOW!"
    or you could use codewords if you'd prefer, but they have to be set at creation. Its a free action either way.

    Maybe make it so that the undead are revived after 3d10 minutes or so; it'll keep it out of battle, but at least it allows the necromancer to preserve most of his/her investments. I'd like the image of the bones slowly tumbled back together, reforming a skeleton from the toes up, with the skull finally tumbling up its back and locking into place on top of its neck...

    All in all, I think a DM is a lot more likely to allow this as it is more simplistic than the original improved Corpsecrafter you proposed, though both are quite impressive. I'd allow it, though I am necromancy-inclined. :D Any possibility of some prestige classes or something? You've got a lot of chapters set up here, and I'd like to see what else you have planned.
    1. The reanimation time is 1d4 because i wanted to see the ability useable in an encounter against pcs, who would kill the skeleton, and find that it just keeps getting back up, and it was the original time proposed in the necromantic undead templates somewhere else on the web(the main idea was taken from there). Of course, if you're dming you can pick any time, or if you're a player you may justify increasing the time yourself as a sort of 'timer'.

    The best combo i can think of so far is a team spec. regenerative undead with detonation. With each kill you must take the damage, which heals the newly reconstructed ones in the team, over and over.

    2. Yes, i had just written my first corpsecrafter list, posted it and only then realised that i didn't really want to play it. Thats why i went and wrote a few more, and ended up with this one. There will be at least 1 small prestige class, since i need one to make my thread on wotc boards on topic, my post magic and spells has yet to get a single reply. It will probably be a themed prc, or a guild-based one.

    Other stuff lined up are two affiliations (deadwalkers and reavers), items, spells (incl. discharge undead) and examples. I may also add slightly modified versions of maeroks traits to the list, as well as others who may want to submit traits.

    Grab Strong, Durable and Regenerative, slap it on some orc zombies and you have a 200gp MONSTER with +12 Strength, Fast healing and more hitpoints than the party barbarian... and consider that this can all be aquired at first level with alittle extra funding.
    that would be a lot of extra funding (remember you have to *cast* the spell as well), but yes, that would work.

    Grab some levels under your belt and Regenerative Skeletons.. I mean at 50gp each they are a bargin, especialy when only holy water, good aligned attacks or damaging light spells can kill them.. and how often do creatures have stuff like that on hand exept when your raiding a pelorian church.
    Well, it would cost a bit more than that: 100gp each, because regenerative (25) and spec. regenerative (50) don't cancel out each other, but they are still a bargain if they don't have any magical support. The idea behind it was that armies would simply stock up extra holy water, which isn't too costly. It will give players a real shock though.

    I'd like to know the effects of Adding/Updating Traits? Eg. a spellcaster has a very nice Ogre Skeleton hanging around with him, he finaly specalises in Power and Durablity, Can he add these new effects to the ogre?

    and say he takes Coprsecrafter again and picks up Combative to give the ogre more feats, can he then Add this effect to him?
    No, sorry, the effects have to be applied at creation (apply when animating/creating using necromancy spells). The same thing with specialist traits, it has to be done during the animation.
    Last edited by katarl; 2007-10-13 at 10:19 AM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    Quote Originally Posted by katarl View Post
    Alacrity

    Faster than a speeding bulette, these undead may not know how to do much, but they can do it fast.
    I only just noticed this.. thats hilarias!

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    I used what's been provided so far to make this, the Disciple of Flame. These undead are sent to bring chaos to towns in the middle of the night. The villain in this adventure (a crazy old man who may or may not be the owner of the pub the heroes are staying in) will loose them in the middle of the night, using the touch attacks to catch people and buildings on fire so the undead blend in with the living.


    Disciple of Flame

    Size/Type: Medium Undead
    Hit Dice: 4D12+16 (56)
    Initiative: +3
    Speed: 30 ft.
    Armor Class: 13 (0+size, +3 Dex, +0 natural), touch 13, flat-footed 10
    Base Attack/Grapple: +2/+4
    Attack: Claw +4 melee (1d6+2)
    Full Attack: Claw +4 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Halo of Fire
    Special Qualities: Darkvision 60 ft., Undead Qualities, Halo of Fire, Fire Resistance 10, Ruinous Attack
    Saves: Fort +1, Ref +4, Will +4
    Abilities: Str 14, Dex 16, Con -, Int 0, Wis 10, Cha 2
    Skills: None
    Feats: Improved Sunder
    Traits: Bound (Vestige of Aym), Durable (Specialist)
    Alignment: Neutral Evil
    CR: 4

    Halo of Fire (Su): The undead is constantly surrounded by a layer of fire, dealing 1d6 fire damage to all who strike it in melee. In addition, the undead may make a melee touch attack dealing 1d6 damage, though is unlikely to do so unless commanded to.

    Ruinous Attack (Su): The undead deals double damage to objects with melee attacks.
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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    Heres my Goblin Clerics Bodyguard, Im soon gonner animate some Goblin Skeletons and get some nifty archers with Combative (Point blank shot, Rapid shot) Acelaritive (Extra attack on full attack) and Grace (More dex)

    for +4/+4/+4 to hit, costing 100gp & 1HD


    Name; "Whumpa the Skeletal Ogre"
    Class; Large Undead
    Hit dice; 4d12+16 (42hp)
    Initiative; +4
    Speed; 30ft. in Breastplate; Base speed 40ft
    AC; 20 (-1 size, +6 Natural, +5 Breastplate)
    Bab/gpl; +2/+14
    Attack; Greataxe +9 Melee (3d6+12 /X3)
    or Claw +9 Melee (1d6+8 /X2)

    Full attack: 2 Claws +9 Melee (1d6+8 /X2)

    Special Qualities; Immunity to Cold, DR 5/Bludgeoning, Fast Healing 2
    Saves; fort; +1 reflex; +1 will; +4
    Abilities; Str; 27 Dex; 10 Con; - Int; - Wis; 10 Cha; 1
    Feats; Improved Initiative
    Traits Applied: Hardy (Basic), Power (Basic), Regenerative (Basic).

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy; PEACH

    I'd like to see a CR modification for the use of traits, such as +1/2 per basic trait and +1 per specialist trait; for the purposes of a DM creating new undead such as those above (so they could be used as minor templates), or for XP and balancing a necromancer encounter as they are tougher than the normal versions.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy

    Some very nasty creatures there (27str!?), hopefully they'll be of use to your PCs (or in killing your PCs). What kind of undead are the disciples of flame? They don't have any natural armour, which is very strange.

    I'd like to see a CR modification for the use of traits, such as +1/2 per basic trait and +1 per specialist trait; for the purposes of a DM creating new undead such as those above (so they could be used as minor templates), or for XP and balancing a necromancer encounter as they are tougher than the normal versions.
    The examples you give seem about right, to be more useful to dms, i'll include this, or something like this in the next edit.

    I only just noticed this.. thats hilarias!
    Humour isn't usually my strong point, but glad you liked it!

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy

    They're mindless undead, just 4 HD of the Undead creature type (D12 HD, no CON, Undead Triats, etc.), 1 trait, and 1 specialist trait.

    They aren't all that threatening individually and are really pretty easy to kill, but in large groups around a bunch of humans running around on fire, I'm hoping they'll confuse my players.

    "Oh, no! That man's on fire! ELDRICHT BLAST!"
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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy

    I'd like to point out that Detonation seems to be very.. weak, considering its specialist trait is no better than Elementals basic trait, and detonations basic trait tends to be a one hit wonder of a few D6 of damage that kills your undead.

    Compared to say, Power, which grants +3 to hit and +3 damage, that piddly 1d6 damage kicker on your skeleton just doesn't cut it.

    Even on higher 20hd undead, +10d6 final kicker just doesn't match up to some of the other abilitys, such as +80HP.

    I would also like to see a trait that allows casting for Cleric spells, a priestly skeleton passing on negative healing to his zombie buddies seems nice

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy

    How about these:

    Blind Eye (unique)

    Your undead have no eyes to see. This trait is favoured by the ascetics of Ki'teneth

    Benefit: Undead loses its sense of sight and any sight-based abilities, but gains blindsight to a distance of 60ft.

    Specialist: Undead gains benefit of the spell foresight, only in relation to himself.

    Bonewrought (unique)

    Your undead never lack for a weapon. This trait is the signature ability of the bonemen mercenary company, legendary for their incredible archery and unlimited ammunition.

    Benefit: Undead may 'grow' a weapon that it is proficient with as a move action from it's bone (even zombies have bone underneath). If the undead relinquishes its grip on the weapon, it disintegrates a round later. The undead can only grow weapons of its size or smaller.

    Specialist: Weapons grown recieve a +1 enhancement bonus per 4 hit die (min +1). They still disintegrate after a round if relinquished.

    Necromantic lore holds that certain specialists have discovered how to add the 'profane' quality to their creations' bone weapons, but this is not available to PCs.
    Last edited by katarl; 2007-10-18 at 05:19 AM.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy

    Blind Eye seems too powerful...

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy

    Maybe blindsense equal to 2' or 3' per HD? That way a more powerful created undead like that would actually have more benefit from the use.
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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy

    Blind Eye seems too powerful...
    It does? Please elaborate. (Foresight is very high level, but it's pathetically weak)

    Maybe blindsense equal to 2' or 3' per HD? That way a more powerful created undead like that would actually have more benefit from the use.
    If i did do something like that (eg. 5ft/2hd), it would make 1hd undead completely useless, because they'd only be able to percieve a square around them. They'd be no point in applying the trait, or learning it, because it would weaken the undead who took it.

    You'd need a minimum (prob. 30ft) to allow this to work.

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    Default Re: Ultimate Corpsecrafting: A Treatise on Applied Necromancy

    Can we expect a 20-level necromancer class to go along with this?

    Or a necrologist prestige class for those who can't use magic (a class that makes a few more powerful, permanent undead companions, maybe)?
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