Undead Rouser (Apath)
Unofficial rules compendium | |
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An undead rouser is a necromancer, served by the undead. He surrounds himself with the dead and uses their services to bring himself power.
Class Information
This is a summoner archetype
Alignment: Any nongood. Creating undead is an evil act, and anyone making a career of it cannot be good. Neutral undead rousers strive to use the powers of evil to do good.
Hit Die: d8.
Class Features
The undead rouser has all the summoner's class features, except as described here.
Spel List
Add the following spells to the undead rouser's spell list.
0—bleed, disrupt undead, neglect.
1st— bone armor, false life, cause fear, repair undead, rouse undead I, sentry skull.
2nd— animate dead (lesser), command undead, ghost whip, ghoul touch, rouse undead II, unliving rage.
3rd— animate dead, daywalker, feighn death, ghostbane dirge, rouse undead IV, skeleton crew.
4th— false life (greater), repair undead (mass), rouse undead V, [http://www.d20pfsrd.com/magic/all-spells/s/shadow-projection shadow projection, possess object.
5th— ghoul army, control undead, ghostbane dirge (greater), rouse undead VI.
6th— create undead, create variant mummy, feign death (greater), rouse undead VII.
Rouse Undead I (Sp)
At 1st level, a summoner can cast rouse undead I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of rouse undead IX at 17th level). At 19th level, this ability can be used as create undead (greater) . If used as create undead (greater), the summoner must pay any required material components. A summoner cannot have more than one rouse undead spell active in this way at one time. If this ability is used again, any existing rouse undead from this spell-like ability immediately ends. These rouse spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Appendix: New Spells
Bone Armor
Necromancy
Level: cleric/oracle 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, spiritualist 1, sorcerer/wizard 1, summoner 1, witch 1
Components: V, S, M (bug carapace)
Casting Time: 1 standard action
Range: touch
Target: one creature or 1 undead creature/level (see text)
Duration: 1 hour/level or 1 hour (D) (see text)
Saving Throw: Fort negates (harmless)
Spell Resistance: no
A living or undead target is covered in a carapace of bone, providing a +4 armor bonus to AC. Unlike mundane armor, bone armor entails no armor check penalty, arcane spell failure chance, or speed reduction. You can either affect one living or undead creature with a duration of 1 hour/level, or one undead/level with a duration of 1 hour.
Feign Death
Necromancy [death]
Level: cleric/oracle 3, medium 1, mesmerist 3,
occultist 3, psychic 3, shaman 2, sorcerer/wizard 3, spiritualist 2, witch 3
Components: V
Cast Time: 1 immediate action
Range: touch
Target: willing living creature touched
Duration: 1 day/level or until triggered
Save: no (harmless)
SR: yes (harmless)
This spell kills a willing target, binds the soul to the body, and creates a contingency that allows the target to resurrect itself at any time inside the duration of the spell. If the spell ends while the target is dead, the soul passes on and can no longer resurrect the body. As a part of this spell, the corpse and its possessions are protected by magic aura. Note that a corpse is an object, including a corpse under this spell.
The casting time is an immediate action; it can be cast as a reaction to an attack but before the attack is executed; seemingly the attack killed the target. If prepared with a contingency it can trigger on your death. While dead and bound to the body, the target can perceive what is within 10 ft. of his heart. At any time within the duration of the spell he can resurrect his body.
Coming back from the dead is an ordeal. The subject of the spell gains two negative levels when it is raised, just as if it had been hit by an energy-draining creature. The save DC to remove these negative levels is automatically successful. Resurrection by feign death does not cause the loss of spells.
A creature raised by feign death has half its full hit points. Any ability scores damaged to 0 are raised to 1. All poison and disease are cured in the process of raising the subject. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life.
This spell was adapted from first edition.
Feign Death, Greater
Level: cleric/oracle 6, medium 4, psychic 7, shaman 5, sorcerer/wizard 7, spiritualist 6, witch 7
Duration: 10 years/level or until triggered
This is the same as feign death except as noted above and as follows.
The target's body is repaired when resurrected, healing any attribute damage and drain and restoring any missing body parts. Only the target's heart needs to be intact for the resurrection to be possible.
Neglect
Publisher: Purple Duck Games, Trailseeker.
Illusion (glamer)
Level bard 0, medium 0, mesmerist 0, occultist 0, psychic 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components V, S, M (tattered ribbon or some cobwebs)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target burst out to range
Duration 10 minutes/level
Saving Throw Will disbelief (if interacted with)
Spell resistance No
This spell causes the affected area to appear vacant, neglected, and unused. This spell creates illusory dust, cobwebs, thin wisps of mist, eerie but faint lights, rattling noises, ghostly footsteps, and similar mood elements suited to an abandoned or haunted look as desired by the caster. It does not impair visibility in any way, merely making things look like they have been undisturbed for a long time. It neither helps or hinders tracking. It cannot change the appearance of creatures.
Rouse Undead I
Table: Rouse Undead I
Table: Rouse Undead II
Table: Rouse Undead III
Table: Rouse Undead IV
Table: Rouse Undead V
Table: Rouse Undead VI
Table: Rouse Undead VII
Table: Rouse Undead VIII
Table: Rouse Undead IX
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Publisher: Trailseeker
Necromancy [evil]
Level antipaladin 1, cleric/oracle 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1
Casting Time 1 round
Components V, S, M/DF (drop of unholy water)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more undead creatures
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
Publisher Trailseeker
This spell temporarily rouses a spirit as an undead creature. The creature appears where you designate and acts immediately, on your turn, and disappears at the end of the duration. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell creates one of the creatures from the 1st Level list on Table: Rouse Undead. You choose which kind of creature to rouse, and you can choose a different one each time you cast the spell.
Undead cannot be roused within the area of a consecrate or hallow spell. A roused undead cannot rejuvenate, summon, spawn, multiply by infection, or otherwise recreate itself or create another creature. Creatures roused using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). An incorporeal roused creature can be damaged by all physical attacks as if those attacks were magical.
Rouse Undead II
School necromancy [evil]; Level antipaladin 2, cleric/oracle 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2
This spell functions like rouse undead I, except that you can rouse one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Rouse Undead III
School necromancy [evil]; Level antipaladin 3, cleric/oracle 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3
This spell functions like rouse undead I, except that you can rouse one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Rouse Undead IV
School necromancy [evil]; Level antipaladin 4, cleric/oracle 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 3, summoner 3
This spell functions like rouse undead I, except that you can rouse one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead V
School necromancy [evil]; Level cleric/oracle 5, occultist 5, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 4, summoner 4
This spell functions like rouse undead I, except that you can rouse one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead VI
School necromancy [evil]; Level cleric/oracle 6, occultist 6, psychic 6, shaman 6, sorcerer/wizard 6, spiritualist 5, summoner 5
This spell functions like rouse undead I, except that you can rouse one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead VII
School necromancy [evil]; Level cleric/oracle 7, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, summoner 6
This spell functions like rouse undead I, except that you can rouse one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead VIII
School necromancy [evil]; Level cleric/oracle 8, psychic 8, shaman 8, sorcerer/wizard 8
This spell functions like rouse undead I, except that you can rouse one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead IX
School necromancy [evil]; Level cleric/oracle 9, psychic 9, shaman 9, sorcerer/wizard 9
This spell functions like rouse undead I, except that you can rouse one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Eidolon
- Summon Monster (all)
- Gate
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