• No results found

Table 4-4 Undead

In document Legend (Page 82-85)

ABILIT Y MODIFIER S

VARY BY T YPE MEDIUM

[Immunit y] to [Exhausted ], halves [Fat igued ] durat ion (minimum one [Round ])

[ Undead ] t ype (does not age, healed by damage from [Negat ive] effects and harmed by “ heal ing” from

[Posit ive] effects)

Level BAB Fort Ref Will Undead

1 +1 0 2 2 Consumption

12 +12 6 10 10 Necrotic Aura

13 +13 6 10 10

14 +14 7 11 11

15 +15 7 12 12 Heart Stopper

16 +16 8 12 12

17 +17 8 13 13

18 +18 9 14 14 No Requiem

19 +19 9 14 14

20 +20 10 15 15

Undead creatures are, simply put, creatures that in a previ-ous-and-irrelevant life were alive, and now are not. How-ever, they still manage to walk, talk, and break things.

Sentient undead (who can be played by PCs) come in one of five main kinds: mummies, ghouls, liches, skeleton champions, and vampires. Each one has its own racial statistics, detailed at the end of the track rules. Your Key Active StabilizersEX: You gain [Resistance] to physical

damage.

5th Circle – Auxiliary Systems: Select one of the following abilities (this choice is permanent):

Precise LogicEX: You gain [Immunity] to effects with the [Mind-affecting] descriptor.

Suppressive FireEX: As a move action, you deal 2d4 times your Key Offensive Modifier damage to every creature in a 5 ft wide line out to [Medium] range. Any creature dealt damage by this ability falls [Prone]. A successful Reflex save (DC 10 + ½ your level + your Key Offen-sive Modifier) negates the [Prone] conditon.

6th Circle – Upgraded Chassis: Select one of the following abilities (this choice is permanent):

Iron ConstitutionEX: You gain [Immunity] to the [Bleed-ing], [Sickened], and [Nauseated] conditions.

Charged AttackEX: Once per [Round], as a swift action, you may charge up energy. Whenever you do so, any time you hit an opponent with an offensive action that [Round], that offensive action deals additional damage equal to your Key Offensive Modifier, ig-nores 1 point of [Damage reduction] and [Resis-tance] per 2 levels you possess, and you may inflict the [Burning] and [Bleeding] conditions.

7th Circle – State of the Art: Select one of the following abilities (this choice is permanent):

Kinetic BombardmentEX: As a standard action, you may pick one square within [Medium] range. You deal 15d6 damage to all creatures within your [Close]

range from that square. Those creatures lose [Flying]

and the the Fly movement mode for two [Rounds].

In addition, creatures dealt damage by this ability are [Blown away] in a direction of your choice. A suc-cessful Fortitude save (DC 10 + ½ your level + your Key Offensive Modifier) negates being [Blown away].

Big FinishEX: Three times per [Encounter], as a move action, the next time you hit an opponent with an attack, that attack deals 4 additional fury damage per level and inflicts the [Battered] condition until the end of the [Encounter], and the [Slowed] condi-tion for two [Rounds]. A successful Fortitude save (DC 10 + ½ your level + your Key Offensive Modi-fier) halves the damage and negates the [Slowed]

condition. This is a [Death] effect.

Table 4-4

Undead

Track

Abilities

Ability Modifiers and abilities from the Undead track vary based on your race.

Special: The Undead track models creatures that have been stripped of their past life and many of their previ-ous physical and mental characteristics. Characters that access the Undead track via Guild Initiation or Full Buy-In must select an Undead race from the list below, but are not required to change a previously-acquired racial track, racial feats, or Key Ability Modifiers.

Optional Rule – Ritual of the Grave: Any creature pos-sessing the Undead track can grant the mixed blessing of undeath to a fallen creature. With a ritual lasting 30 min-utes, you can transform an [Unconscious] or willing living creature into an undead creature of the same kind that you are. This creature can be of any level up your own and must have Intelligence, Wisdom, and Charisma scores of 1 or greater. When you transform this creature, it loses one of its tracks of your choice and gains the Undead track.

1st Circle – ConsumptionSU: You gain an ability based on what kind of undead you are.

Ghoul – Horrible Bite: You draw strength from the flesh of sentient creatures. Once per [Round], when you hit an opponent with your Ghoul Bite natural attack, you may cause that opponent to become [Sickened]

for one [Round] and heal yourself 1 hit point per lev-el. A successful Fortitude save negates the [Sickened]

condition and the healing. This is a [Healing] effect.

You also gain the Ghoul Bite natural attack:

Ghoul Bite – Melee, range [Melee], [Brutal 3]

Lich – Undying Magecraft: You draw strength from am-bient magical energy. Whenever you cast a spell or spell-like ability, or whenever a magical effect within [Close] range is dispelled, you heal 1 hit point per 2 character levels, minimum 1. At will, as a standard action, you may also use magic missile, as the spell, as a spell-like ability.

Mummy – Growing Horror: You draw strength from the fear of surrounding mortals. Every time an op-ponent within [Close] range fails a saving throw against a [Fear] effect, you regain 1 hit point per level. The first opponent you hit each [Round] must make a Will save (DC 10 +½ your level + your Key Offensive Modifier) or become [Shaken] for one [Round].

Vampire – Bloodlust: You draw strength from feeding on blood. Whenever you deal damage with your Vam-pire Bite natural attack, you heal half the damage dealt, to a maximum of your Key Offensive Modi-fier. You gain the Vampire Bite natural attack:

Vampire Bite – Melee, range [Melee], [Magnum], [Brutal 1], [Unbalancing].

Skeleton Champion – Devastating Strike: You draw strength from the heat of battle. You gain one focus point every [Round] at the beginning of your turn.

In addition, you may spend 3 focus points during an attack action to make a [Bonus attack] and heal 1 hit point per level.

2nd Circle – Strength in DecayEX: You gain powers that few mortals can rival.

Ghoul – Unholy RegenerationEX: You gain [Fast healing]

equal to your Key Defensive Modifier.

Lich – Sorcerous EnduranceEX: Choose either [Cold] or [Electricity]. You gain [Resistance] to the chosen element. At 6th circle, this improves to [Resistance]

to energy damage.

Mummy – Well EmbalmedEX: You gain [Lesser resis-tance] to physical damage.

Vampire – DiscorporationSU: At will, as a swift action, you can turn into a swarm of bats or into a mist to move between opponents and around obstacles (and even through cracks in walls) with ease. For one [Round], you do not provoke attacks of op-portunity while moving and gain the Fly movement mode. You may enter occupied squares, but if you end your movement in an occupied square, you are shunted to the last unoccupied square you entered.

Skeleton Champion – Rattling BonesSU: Once per [Round], as a swift action, as long as you possess at least 1 point of focus, you may gain a +2 bonus to your next attack roll, and deal an additional [Acid], [Cold], [Electricity], or [Fire] damage equal to your KOM whenever you deal damage with an attack for one [Round].

3rd Circle – The Flesh is StrongEX: You gain [Immunity] to [Fear], [Bleeding], and the in-combat use of Intimidate.

4th Circle – The Blight SpreadsSLA: You gain a powerful attack depending on what kind of undead you are:

Ghoul – Infected BiteEX: Whenever you hit an

oppo-nent with an attack using your Ghoul Bite natural attack, that opponent gains [Vulnerability] to physi-cal damage for 1 [Round].

Lich – Hellfire EmpowermentSU: You gain a +2 bonus to the DCs of spells, spell-like abilities, and supernatu-ral abilities you possess that have one or more tar-gets, and may use those spells or abilities as if their range categories were one higher, to a maximum of [Extreme] range. Whenever an opponent is hit by one of your spells, spell-like abilities, or supernatu-ral abilities or fails a save against one, you may cause that opponent to become [Burning].

Mummy – Fear AuraSU: The first time each opponent enters your [Melee] range in an [Encounter], you may choose to give that opponent a terrifying gaze that causes that opponent to become [Shaken]. A suc-cessful Will save (DC 10 + ½ your level + your Key Offensive Modifier) negates the [Shaken] condition.

Vampire – Entrancing GazeSLA: Once per [Encounter], as a standard action, you may gain the effects of a sanctuary spell with a DC of 10 + ½ your level + your Key Offensive Modifier and cause all oppo-nents within [Close] range to become [Confused]

for three [Rounds]. A successful Will save (DC 10 +

½ your level + your Key Offensive Modifier) negates the [Confused] condition.

Skeleton Champion – Fury of the DeadEX: Once per [Round], you may replace one attack from your attack action with the Bull Rush, Disarm, or Trip combat maneuver.

5th Circle – Necrotic AuraSU: Each opponent takes a pen-alty to all d20 rolls based on how close it is to you: a -3 penalty within your [Melee] range, a -2 penalty within your [Close] range, and a -1 penalty within your [Medium]

range. These penalties do not stack and expire as soon as the opponent leaves the area of effect.

6th Circle – Contagion: You gain an ability based on what kind of undead you are.

Ghoul – HeartstopperSU: You radiate an aura of decay.

Any effect that would heal an opponent within [Medium] range heals 2 fewer points per level, to a minimum of 1 hit point healed.

Lich – Arcane InsightSLA: Once per [Encounter], as a swift action, you may use greater dispel magic, as the spell.

Mummy – Contagious TouchSU: As a standard action, you may make a single attack. On a hit, you deal damage as normal and inflict a -3 penalty to attack rolls and a -5 penalty to damage until the end of the [Encounter]. A successful Fortitude save (DC 10 +

½ your level + your Key Offensive Modifier) negates these penalties. Additionally, once per [Round], as a swift action, you may inflict a -3 penalty to attack rolls and a -5 penalty to damage until the end of the [Encounter] on any creature within 5 ft + 5 ft per 5 levels you possess of a creature already penalized by Contagious Touch. A successful Fortitude save (DC 10 + ½ your level + your Key Offensive modifier) negates these penalties.

Vampire – Child of ShadowsSU: You gain [Fast healing]

equal to your character level. In addition, you may now use your Discorporation ability as a free ac-tion. Whenever you use Discorporation, for one [Round], whenever you move, you may make any opponent within [Melee] range of your movement path [Shaken] for the rest of the [Encounter]. A suc-cessful Will save (DC 10 + ½ your level + your Key Offensive Modifier) negates the [Shaken] condi-tion. You may only make each opponent [Shaken]

with this ability once per [Encounter].

Skeleton Champion – Eternal WarriorEX: You gain [Less-er resistance] to all damage. Whenev[Less-er you would be dealt damage, you can spend a focus point to increase your [Lesser resistance] from this ability to [Resistance] against that damage, or two focus points to increase your [Lesser resistance] from this ability to [Greater resistance] against that damage.

7th Circle – No RequiemSU: Heroes who manage to strike you down are doomed to frustration. Once per [Scene], if you are killed, you return to undeath after 1 [Round] with full hit points. You may delay your resurrection or choose not to return at all.

A mummy’s Key Offensive Modifier is Strength, and its Key Defensive Modifier is Charisma.

In document Legend (Page 82-85)

Related documents