1000 Resurrection Effects


3.5/d20/OGL

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Inspired by Sigurd and Giant in the Playground Forums

The idea is that you role on a table whenever your character is brought back from the dead. Here are some ideas

Sigurd wrote:

1)Whispers in the Dark

In the weeks following your revival your hair and body become colourless, (Albino). If you speak more than 3 languages you must replace any language beyond your favourite 3 with dead languages.
You are not certain your dreams are your own.

2) Weakness of the Thread

You have returned to life but your hold on life is tenuous. You will die again if brought to -5 hit points (or the old value -5). Your natural healing is very slow and all your cure rolls are -1 (minimum 1).

3) Preparation is Obvious.
Certain of the need to prepare for death move your alignment one step towards Law.

4) It is all lies and vanity.
Death is not something to fear and it cannot be prepared for. Move your alignment one step towards chaos.

5) Message from beyond.
Over the next 3 months you are visited by dreams and perhaps ghosts with a message for you.

6) One with Death:
You appear to the undead as one of their own. So long as you don't attack them they are likely to leave you in peace.

7) Unnatural Fear
You may be turned as a vampire of your level. You may not enter holy places or shrines. If you are a cleric you must atone - see atonement spell - to reenter holy places. If you have turning abilities they are diminished or removed. (DM's discretion)

8) A place at Odin's Table
You have seen your afterlife and are content. +4 against all fear affects +2 vs death magic.

9) The Creek of Old Bones
You are unnaturally aged. Move one age category forward. You still do not enter the next age category until your appropriate time. You are effectively the next age category longer.

10) I shall not look on life.
You have a vivid memory of being dead but you shall not look upon the lands under the sun again. So long as you have not ........ you will remain blind.

11) My Fathers Marble Halls
You have seen the glory of what once was. +4 knowledge history, +2 knowledge Nobility. These are now class skills.

12) I am but a memory here.
You are infertile and shall never have a child.

Maeloke wrote:


13) Holy Burden
The gods have released you on the condition that you complete a certain task. This functions as an unbreakable geas/quest spell.

14) I have seen what is to come
You are privy to a single prophetic vision, which you know to be true.

15) Spirit Meld
Your soul adheres to your flesh so closely that they have become one. You are effectively a native outsider (though you retain any humanoid subtype).

16) Spiritual Severence
Your soul is no longer fully integrated with your body. Whenever you are affected by channelled energy oriented to damage undead, you must make a will save or have your body collapse unconscious while your spirit roams for 1d10 minutes (treat as yourself, with the incorporeal trait).

Lathiira wrote:


17) Outside the spiral of life
Your body is whole but you are still connected in some way to the realms beyond. You no longer require sustenance or rest except to prepare spells. You do not eat, drink, or otherwise sleep and are immune to starvation and dehydration.

18) By Death Damned
Positive energy fuels your form. If you do not receive a channel energy use or a spell of any level each day, take one point of Constitution drain. When your Con score reaches 0, you fall down dead once more and your form turns to dust.

19) Neither Here nor There
You are not exactly living and not exactly dead, but you aren't undead either. You do not register as a living creature to deathwatch or to divination spells, but you do not register as an undead creature either. Locate creature and scrying still work normally.

Sigurd wrote:


20) By Death Damned
Positive energy fuels your form. If you do not receive a channel energy use or a spell of any level each day, take one point of Constitution drain. When your Con score reaches 0, you fall down dead once more and your form turns to dust.

21) Spirit Meld
Your soul adheres to your flesh so closely that they have become one. You are effectively a native outsider (though you retain any humanoid subtype).


22) Corpse Whisperer
You can communicate with the recently departed. You gain speak with dead as a spell-like ability (Will negates; DC 10 + 1/2 current Hit Dice + Charisma modifier). Your caster level is equivalent to your current Hit Dice.

23) Empathy for the Dead
You feel the weight of the dead on your shoulders. Every time you slay a creature, you must make a Will save (DC 10 + 1 per creature slain), or suffer from a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 4d6 hours. Creatures normally immune to mind-affecting effects are not immune to this effect. Good hope can counter, but not dispel this effect. Since the effect is not magical, it cannot be dispelled.

24) See Beyond the Pale
You can see ethereal creatures.

25) Stared Into the Face of Death
Your gaze fills others with dread. You gain a +2 competence bonus on all Intimidate checks.

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i'm dotting this because its brilliant. BTW Whispers in the dark is one truly eeffed up result that can launch an entire new campaign direction.

Dark Archive

26. Just Kill Me Now. You came back, but your little soldier doesn't seem to have the enthusiasm for life he once had. In other words, your willy wont-y.

27. A World of Shadows. The world no longer has any vibrant color, fragrance or music to you. Your senses are not impeded significantly (or perhaps they are, penalty to Perception rolls if so), but everything is faded and worn, lacking the glorious colors, celestial music and heavenly scents that you dimly remember. Food is bland on your tongue, and the light of the sun seems harsh and cold.

28. Walker in the Mists. You still see the mists of the underworld around you. The further away something is, the harder it is for you to make out (double range penalties to Perception checks and ranged attacks), as the everpresent fog that no one else can see swirls and eddies around your feet, as if frustrated that you've escaped it's grasp.

29. No Rest for the Weary. You draw comfort from the sacrements of the grave, and can only gain restful slumber when covered with a shroud, partially buried in dirt, or, most blissfully of all, within a coffin or grave.

30. It is the Old Wound, Sire. The blow that took your life refuses to heal, and causes you great discomfort. Whenever you are struck by a critical hit, the old wound opens again, and you are sickened by pain until all damage is healed.

31. I Have Seen... Things. You retain fleeting glimpses of things that no living soul should see, and the weak-willed and fearful who look into your eyes are dazed for one round (DC 10 + your Cha mod to resist, gaze attack).

32. Aura of the Unquiet. You 'feel dead' to animals, and suffer both the attentions of carrion-eaters, such as vultures and flies, and a penalty to attempts to interact with standard animals (-4 to Handle Animal, Ride and Wild Empathy checks).

33. Light Aversion. You feel no discomfort in the presence of light, but it is light itself which feels discomfort in your presence. Your face and features are cast in shadow, no matter the lack of shade, and a simple hat provide enough shade to conceal your face from the eyes of others. Candles flicker when your shadow passes through a room, and even a hearthfire seems cringe away from your touch. You have a bonus to avoid the effects of exposure to sun and heat, when travelling through the desert, but an equal penalty when attempting to warm up on an arctic sojourn, as the sun refuses to warm your bones.


Mark Thomas wrote:
i'm dotting this because its brilliant. BTW Whispers in the dark is one truly eeffed up result that can launch an entire new campaign direction.

That would have been GREAT for the bard, wouldn't it?

Set wrote:
26. Just Kill Me Now. You came back, but your little soldier doesn't seem to have the enthusiasm for life he once had. In other words, your willy wont-y.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!

This is because I like Urotsukidoji, isn't it?!


34. Hunger of the Dead Unfortunately, while you still need to eat and drink to survive, your body is incapable of reminding you of this need. You still suffer the mechanical effects of extreme hunger and thirst when applicable, but your character never feels hungry or thirsty. Still worse, when you do manage to eat and drink, the food lacks flavor entirely.

35. Pleasures of the Flesh Essentially the opposite of Hunger of the Dead, you take an unusual, even pathological pleasure in one aspect of the living world. You gain the negative trait associated with this pleasure, be it food, drink, or erotic company. It must be noted that this behavior seems completely natural to you and others, not necessarily perverse in and of itself(i.e. no strange relationships where you can't stop eating people or having sex with food), bizzare only to the extent that you participate in it. You suffer a -4 penalty to relevant Diplomacy checks with others who do not share this flaw(DM's discretion).

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36. Binding You are now bound to something tied to your death - a weapon, an article of clothing, even a pet or familiar, almost as if it were a lich's phalactery. While this thing exists, you gain a +2 on any save that would result in your death should you fail, but should your bound object ever be destroyed, you must immediatlely make a Fort save (DC 10 + 1/2 your current Hit Dice) or die.


37. Death's Servant: You were released back into the lands of the living only by the grace of the god of death, or perhaps even Death itself. As long as you live you serve the god of death or Death, as appropriate. Change your patron deity (if any) to either the god of death or to Death. If you are a cleric, choose new domains appropriate to your new patron; you lose your previous domains. You may need to change your ability to channel energy as well. If you displease Death, your soul is recalled to the afterlife for an unpleasant discussion of your failings.

Liberty's Edge

38. Burden of Truth: You are now aware that for every soul returned to life, another innocent life is taken in its place. You are aware of the person's death that your Ressurection brought about, as well as their circumstances. For instance, the person was a poor farmer, whose wife and small children have no one to provide for them, now.


39. Kindred Spirits: Your time in the land of the dead has granted you affinity for those who have also been there, as well as those who should have been. You know on sight if a person has died and been revived, as well as a rough indication of how many times this has occurred. In addition, you sense the presence of ghosts, specters, and any other incorporeal undead within 60' as if you were using the detect undead spell. This is a supernatural ability and continually active. You must concentrate to learn more specific information, as per the spell.


40) Taste for Blood: In addition to food and water, You must drink at least a pint of blood each day in order to survive. You can go without blood for 1 day plus a number of hours equal to your Constitution modifier. After this time, you must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.

Dark Archive

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Cuchulainn wrote:
38. Burden of Truth: You are now aware that for every soul returned to life, another innocent life is taken in its place. You are aware of the person's death that your Ressurection brought about, as well as their circumstances. For instance, the person was a poor farmer, whose wife and small children have no one to provide for them, now.

Oh, that's hot. A tweak on that;

41) The Line: You remember standing in line, a long winding line of souls, and the yawning vastness of some gothic cathedral in front of you, and endless graves on all sides of the stone path. It was very important not to step off the path, you remember, everyone said so, and when the mists parted and you were pulled away, back to this living world, you remembered those who stood beside you in The Line. The woman behind you was fretting about her children, left behind, while the man in front of you told you how he had buried his son's inheritance before the bandits took his life.

You feel obliged to seek out the families of these two souls, to fulfill the last tasks they left unfinished.

42) Water in Your Veins: Your skin is cold and pale, with whatever ruddy hue it may have once had replaced by a blue tint. When you are cut, pure water pours forth from the wound, and any creature seeking blood, whether stirge or vampire, will leave disappointed after a single taste. Any spell or working that requires your blood to perform simply fails utterly, and any attack that inflicts a Bleed condition is at +5 DC to staunch, as the water in your veins never clots.

Liberty's Edge

43) Purge of Sin: Upon return to the living, your soul is cleansed of all the sins committed before your death. If your alignment was other than good, it changes to good. The evil purged from your soul merges with the ever-explanding plane of the Abyss, which will one day engulf and destroy the Material Plane.

Liberty's Edge

44.)Memories of the Great Beyond: You briefly became one with the Multiverse, and had access to all knowledge past, present, and future. Now that you have returned to life, these memories periodically intrude into your consciousness. You sometimes see things that make no sense to you, some things that are prophetic, and some things that are the stuff of myth and legend. When these visions strike, you suffer sever headaches.

You are sickened for 1d4 rounds unless you make a DC 15 Will save. There is a cumulative 1% chance per day of incurring such a vision. This chance resets to 1% the day following a vision.

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45) Sleep of the Dead The ordeal of death and return has left you slightly lethargic. All Perception checks you make while sleeping are at -5, and all of your saves against sleep effects are at -2. However, this mental lethargy is not without its benefits; you gain a +1 circumstance bonus to all saves vs. mind-affecting effects that are not related to sleep.

46) The Dark Path You now find the dark much more comforting after your trip to the far side of the mortal veil. All of your saves against fear are at +1 in shadowy illumination, and +2 in near or total darkness.

Liberty's Edge

47)Attuned to Auras: You can clearly determine any NPCs current attitude (friendly, indifferent, hostile, etc) by sight, without having to directly interact with them. You can also see this attitude shift when watching interactions between individuals.

48)Probation: An individual well-known to the ressurected person(GMs choice)is given a token of some sort that can be used to revoke the person's restored life. The ressurected person must be very careful not to anger or upset that individual.


49) The Way of All Flesh While your spirit has returned to its body, your body remains somewhat corpse-like. You gain DR 3/Slashing, but only regain a number hit points equal to half your character level after a night's rest, your body healing itself almost grudgingly. Magical healing works as normal, but is quite painful; you are staggered for 1d4 rounds after being healed via magical means with no save.

50) Unliving You do not need to eat, drink, or breathe, and your heart does not beat. You are immune to a great variety of spells that focus on these necessities(i.e. stinking cloud, cloudkill), nor can you become inebriated, poisoned, nauseated, or sickened, but neither can you enjoy the effect of spells that encourage these activities(i.e. heroes' feast) or items that must be ingested and at least partially metabolized in order to work(i.e. potions of cure moderate wounds, goodberry, etc.). You can eat and drink to provide the illusion of normality, but you must pump your stomach afterwards with a DC 15 Heal check or your body will become infested with flies and other vermin that feed on rotting food, which are a DC 25 Heal check to completely remove. If so infested, you suffer a -4 on Diplomacy and Intimidate checks, as you must regularly pause to vomit flies, maggots, and other larvae.

51) Raggedy Ann/Andy You no longer have blood, bone, or muscle underneath your flesh and are instead filled with some type of powdery, sparkling sand. Your Dexterity and Consitution scores increase by 1 and you are immune to damage- and contact-based poisons, however your Strength score decreases by 2. Inflict spells, cure spells, and the Heal skill no longer function on you. Mending, minor creation, and major creation function for you as stabilize, cure moderate wounds and cure critical wounds would respectively, and Craft(sewing) functions as the Heal skill would.


52) The Ferryman's Coins A pair of gold coins appear over your eyes after 8 hours of rest. If someone removes them, you wake up in a rage as if you were a barbarian, uncontrollably attacking the person until they die, you die, or the rage ends. The rage is treated as if you were a barbarian of your character level with respect to duration, but you enjoy no rage powers. You can remove the coins yourself without a problem, and use/spend them as normal, however, they disappear(or perhaps teleport) back to their position on top of your eyes after you have once again rested for 8 hours.

53) Graveworm You can eat and gain nourishment from the earth at the bottom of a grave. When the moon returns to the phase it was in the evening of your death, you crave this nourishment, and must make a Will save (DC 20) to resist the temptation. This can cause trouble in high-casualty adventuring parties.


55 To the world, a son(daughter) Upon being resurrected, you find that you are now a cleric of the god that you followed in life(or the god of death, if you were not particularly religious). While you retain any skills you had when you died, the cleric class has essentially replaced any classes you had before. If you were a cleric multiclass, the other class is replaced as well. If you were already a cleric of a particular god, add the half-celestal(or infernal) template to your character.


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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

56) Balance of Forces The powers of death allowed your revival, but they balanced your return by likewise reviving a being of similar power but opposing nature. If you are good, the other is evil, if you're lawful, the other is chaotic, and vice versa. This opposite is now destined to cross paths with you at some point in the future.

Dark Archive

Paul Ryan wrote:
56) Balance of Forces

Oh, awesome! Balancing the Scales - the death-goddess allows you to return, but, to balance the scales, she also allows your worst enemy to return as well...

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Paul Ryan wrote:
56) Balance of Forces

I, also, think this one is totally awesome.

It'll work great in my epic campaign :)


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57) Dr. Jekyll:

Your return from the grave went off without a hitch... or did it? Every time you go to sleep you undergo a terrifying transformation: your body and all of your equipment is reduced to a state of decay representative of the time since your death. If you are woken before 8 hours have passed, you are treated as a basic zombie for your race with the exception of your mental stats which are retained. This persists until 8 hours have passed from the time the character went to sleep, at this point the character returns to normal with no memory of anything that happened while he was "asleep". For the duration of their sleep, the character's alignment shifts to the exact opposite of their waking alignment.


58) Breath of the Grave You are slowly rotting from the inside out, but can occasionally turn this to your benefit. You can exhale a cone of gas with effects equivalent to stinking cloud to a range of 30 feet in front of you, but each time you use it you suffer a point of Constitution drain. Even when not using this ability, your breath is unusually offensive, reeking of carrion and decay, you suffer a -4 penalty to Diplomacy checks unless individuals you palaver with lack a sense of smell.


60)No Memories of the Grave Upon resurrection, you do not remember anything beyond what happened the moment you just gained the level you are currently at(i.e. if you were level 10 upon being killed and you are resurrected at level 9, you have no memories of what happened when you were level 10, or the events that lead to you gaining that level). You will need excessive reminders as to what has happened in the time leading to your death.


61: Second Chances You have returned, but your age has regressed, effectively granting you a second chance at life. You gain the "young" template. You are, for all intents and purposes, just clearing puberty (11-13 by human standards). You retain all your memories, class abilities, and skills.

62: Claimed You return to life normally, but your brief stay in the afterlife was not without consequences. A future interaction with an outsider will reveal that a powerful extraplanar entity (diety, demon lord, or otherwise CR 18+) has claimed you as personal property, for reasons that may or may not be discoverable. The nature of the encounter with the outsider, and your new "patron" are up to the DM, and can range from benign to bizzare, possibly seeming "contrary" to their initial natures. Ex: A demon protecting you due to fear of his lord's wrath if his new "toy" gets broken again.


Conditional: A deity of your alignment has assisted in restoring you to life. You suffer no XP penalty, and receive a +1 divine bonus to all saves, attack rolls, and/or caster level checks. In exchange, you must complete a task for the deity within a period of 2d10 + 6 days, or lose your life once more. Once the task is complete, the divine bonus ends.


The Black Bard wrote:

61: Second Chances You have returned, but your age has regressed, effectively granting you a second chance at life. You gain the "young" template. You are, for all intents and purposes, just clearing puberty (11-13 by human standards). You retain all your memories, class abilities, and skills.

62: Claimed You return to life normally, but your brief stay in the afterlife was not without consequences. A future interaction with an outsider will reveal that a powerful extraplanar entity (diety, demon lord, or otherwise CR 18+) has claimed you as personal property, for reasons that may or may not be discoverable. The nature of the encounter with the outsider, and your new "patron" are up to the DM, and can range from benign to bizzare, possibly seeming "contrary" to their initial natures. Ex: A demon protecting you due to fear of his lord's wrath if his new "toy" gets broken again.

Good to have you back!!!

Second Chances is interesting. Does your body regress in that you have the same scars you once had or do you truly have a second chance in that your body is restored to the condition it was when you were 11?


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64) Danse Macabre To your death-touched eyes, living beings look as if they are undead and the undead being look as if they are alive, although they still bear greivous injuries. While initially more than a little disquieting, over time you have learned to turn this into something of an interesting ability. "Dead" people sometimes look like the type of undead they might turn into if so afflicted: suicidal people look like allips, those who have partaken of human flesh look like ghouls, the unusually manipulative and violent look like vampires, a cleric harboring serious doubts may look like a hecuva, etc. "Living" folk can sometimes be identified by the wounds that killed them or their gait: a person with a seriously shuffling gait due to an unrealistically twisted leg might be a zombie, a coldly beautiful elven woman with a hint of malevolence in her eyes might be a banshee, and so on. You gain a +4 bonus on all Knowledge rolls involving the identification of the undead.


I'd say DM perogative. One call creates the unnerving image of a 11 year old barbarian girl covered in horrible scars implying wounds no child should ever have to endure.

The other equally unsettling result is the warrior child who fights with skill impossible for one so young and unmarred by the trials of battle.

Dark Archive

65) Lightly Upon this Earth Your soul remains only lightly tethered to your body. When you go to sleep, you remain asleep until forcefully awoken, or sunlight touches your skin. During this time, your soul wanders the places between the worlds of the living and the dead, and you may (at GM's discretion) sometimes awaken with information about the surrounding area, gleaned from spiritual echoes of events past. Any instance of damage, including the nonlethal damage taken from dehydration, is enough to snap your wandering soul back to your body, so you can't actually starve to death because of this condition. On the other hand, mere shouting or shaking is not sufficient to rouse you. Allies must slap you hard enough to inflict at least a point of nonlethal damage to get your attention, although any surge of positive energy will also bring you instantly awake, even if it's something as small as a stabilize cantrip (or the aforementioned touch of direct sunlight upon your skin).


66) Milk, Coffee, Eggs, Your Soul, Bananas, Bread.. You have an erratic full body-suit tattoo in either Celestial or Infernal(DM's choice). If translated, it seems to be the "to-do" list of a god or goddess- not necessarily one that you worship or even know of- that was somehow involved with bringing you back to life, and performing(or actively interfering with) the duties on that list may attract the deity's attention, for good or ill.


67) Shin bone connected to the neck bone, the neck bone connected to the arm bone... Your internal organs have undergone a few subtle shifts in location. Your appearance remains the same, however, you are considered to have the unusual anatomy special ability of the Abberant sorcerer's bloodline.


68) Half the minority I used to be You have returned to life, however, parts of your body- particularly ones that may have been too far gone to "save" even magically- appear to have come from people of other ethnic backgrounds. Your appearance can be rather bizzare if you were torn to shreds by a dragon's gnashing teeth, or, if you were perhaps destroyed utterly by a disintegration spell, you have come back as a completely different ethnicity. You retain the same race(human, elven, dwarven), however.


69) Play that funky [entrance] music, hero boy(girl) Somehow, perhaps through a dream, magical sending, or even a celestial or infernal summoned entity, everyone you have a vested relationship with is notified of your return to life. Loved ones weep with joy, rivals groan in dismay, and hated enemies make plans to put you in the ground again.


70. We are not alone: In addition to reviving you, whatever magic brought you back managed to (partially) revive someone else. The ghost of a loved one, close friend, family member, or possibly a rival or archfoe now haunts you. You can see them as you go about your life and they can make themselves known to others. They can be dealt with by dismissal, banishment, or similar magics and are vulnerable to effects such as trap the soul or soul bind.This is fine if you're haunted by your long-lost lover, but your mother-in-law on the other hand....

Dark Archive

Lathiira wrote:
70. We are not alone:

"So we ressurected Buffy and this demon thing came across, too? Like a two-for-one deal?"

"Technically, it's more like a gift-with-purchase..."

Very cool. :)


Set wrote:
Lathiira wrote:
70. We are not alone:

"So we ressurected Buffy and this demon thing came across, too? Like a two-for-one deal?"

"Technically, it's more like a gift-with-purchase..."

Very cool. :)

Sorry, wasn't an ardent Buffy-fan, didn't realize I'd tread on sacred ground. Please forgive me for the trademark and copyright infringement;) Speaking of sacred ground...

71. Hallowed be thy name, or grave, or whatever....: The touch of the afterlife has left you attuned to the plane where your soul once resided. You now emit an aura that is identical in effect to a consecrate or desecrate spell, as appropriate for your alignment, but the area of effect is centered on you and only covers a 5' radius. This is a supernatural ability that you cannot control but it may be negated by the oppositely-aligned spell effect for 1 round/caster level.


Lathiira wrote:
Set wrote:
Lathiira wrote:
70. We are not alone:

"So we ressurected Buffy and this demon thing came across, too? Like a two-for-one deal?"

"Technically, it's more like a gift-with-purchase..."

Very cool. :)

Sorry, wasn't an ardent Buffy-fan, didn't realize I'd tread on sacred ground. Please forgive me for the trademark and copyright infringement;)

That's okay. I hate Buffy. Infringe away! :-D


72) It shoulda been ME! Apparently you shouldered your way ahead of someone in the ressurrection queue and are now haunted by that same individual, who feels that they should have returned to life in your place. This person is not a ghost, per se- they lack a corporeal form and never attack you outright and seem to lack malevolence- but they are certainly a nuisance in that they cause strange things to happen around you. The spirit can cast the spells prestidigitation, ghost sound, open/close, message, and dancing lights once per day, and casts them whenever it is most inconvienient to you. It must be noted that message is used to whisper dire threats, pleas, and warnings that only you can hear. This ghost never enters sacred or profane areas that you enter, but it cannot be dispelled or turned.


73. Waking Dreams: Whenever you rest, your soul returns to the afterlife. You are considered to be dead during this period. After 8 hours you awaken, as rested as you would be if you actually slept and with all the benefits of a night's rest. While dead, you cannot be woken. Efforts to revive you during this time fail, as your spirit is called to stay in the afterlife by whatever power holds sway there. You remember in the morning vague images from your nightly sojourn, such as landscape, other spirits, even pieces of conversation.


74) A left! Now a right! Atta boy(girl)! No, look out behind you! Similar to It Shoulda Been Me!, except you are "haunted" by a distant ancestor who has taking a shine to you. This is unfortunate because while they realize they are dead and cannot interact with the world in any meaningful way(taking the form of an apparition only you can see and hear, although they can turn invisible to offer you perhaps the illusion of privacy), they also feel the need to criticize, help, coach, or otherwise state their piece at the most unusual and distracting times. It must be noted that your ancestor is not a character underneath your control, and their mental stats, alignment, and even gender are determined by the DM, however their ranks in Perception, their sole skill, is equal to your Character Level at the time you were brought back from the dead. Finally, the apparition, despite being intangible and free-willed, cannot move more than 5 feet away from you and while they can move through objects they cannot move through walls or scout ahead for you, nor can they cast any spells on your behalf.

Note: Blatant take off of Peacemaker(DC).


75) It's life, Jim, but not as we know it Although you are hale and healthy as ever, you register as undead to any spells or special abilities. Although you can make Diplomacy or Bluff checks to discourage or encourage any with an undue interest in your condition, you suffer a -4 penalty to these checks made when palavering with paladins and necromancers, who wish to either destroy or study you (not necessarily respectively).


76.Mortal Fear: You've returned from the grave, but it changed you. Aware of how fragile your second chance really is, you now fight more cautiously in battle. You gain a +1 dodge bonus to your AC and to Reflex saves. On the other hand, you're now afraid of dying far more than ever before and your fears haunt your everyday life. You suffer a -2 penalty on all Will saves against fear effects.

77.Not a Mortal Creature: Death and rebirth have taken something from you: your mortality. When you return from the grave you gain the timeless body feature and you no longer have a maximum age. You gain bonuses to your Intelligence, Wisdom, and Charisma scores when you reach the appropriate age categories but no penalties apply to your Strength, Dexterity, or Constitution scores. You no longer physically appear to age.

78. Nameless: As an addendum to #77, when you rise from your grave you remember nothing of your past life. When you die, you automatically return from the grave one hour later as if true resurrection, miracle, or wish were used but with no memory of your past experiences. You retain all class abilities and your levels, but events of your previous existence are lost.


79) Asleep as unto death- When you sleep, you are well and truly and truly dead- you possess no pulse and do not breathe. Carrion eaters will attempt to make a meal out of you, and insects may start attempting to lay eggs upon you so that their children may feast. You can be awoken as normal, however, so you are not in danger of being devoured before sunrise.

RPG Superstar 2009 Top 16

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Freehold DM wrote:
79) Asleep as unto death- When you sleep, you are well and truly and truly dead- you possess no pulse and do not breathe. Carrion eaters will attempt to make a meal out of you, and insects may start attempting to lay eggs upon you so that their children may feast. You can be awoken as normal, however, so you are not in danger of being devoured before sunrise.

You do realize that as your DM, with a given track record of fatality, you're just giving me material.


Mark Thomas wrote:
Freehold DM wrote:
79) Asleep as unto death- When you sleep, you are well and truly and truly dead- you possess no pulse and do not breathe. Carrion eaters will attempt to make a meal out of you, and insects may start attempting to lay eggs upon you so that their children may feast. You can be awoken as normal, however, so you are not in danger of being devoured before sunrise.
You do realize that as your DM, with a given track record of fatality, you're just giving me material.

ROTFL!!!!!


80) No, you brain dead idiots! Gods, can't you do ANYTHING right?! Through frantic arm waving, exasperated tirades and no small amount of bullying, you can rebuke/command mindless undead as an evil cleric, although this is resolved through Intimidation checks as determined by the DM.

81) Stone Cold Bastard Although your heart beats once again, you exhude all the warmth and cheer of a marble statue. You gain a +4 bonus to save vs. enchantment, but suffer a -4 penalty to Diplomacy and Bluff checks.

82) You didn't get the memo You regularly find yourself engaging in some type of embarrassing social behavior stereotypically associated with an undead creature. Suggestions include compulsive counting, carrying around earth from the grave you were to be buried in with you, avoiding garlic and holy symbols(you suffer no damage from handling them, although they do make you nervous), requesting permission before entering a building, irrational attraction to virgins, and making monotone demands for brains(sorry Aberzombie ;-) )

Liberty's Edge

Freehold DM wrote:
82) You didn't get the memo You regularly find yourself engaging in some type of embarrassing social behavior stereotypically associated with an undead creature. Suggestions include compulsive counting, carrying around earth from the grave you were to be buried in with you, avoiding garlic and holy symbols(you suffer no damage from handling them, although they do make you nervous), requesting permission before entering a building, irrational attraction to virgins, and making monotone demands for brains(sorry Aberzombie ;-) )

This conjures up strange images of undead Rain Man.

"If the syrup is on the table after the pancakes, then it will definitely be too late. FOR YOU!"

Liberty's Edge

83) Miranda You "remember" the deaths of hundreds of people you've never met. At apparently random intervals, your mind is flooded with visions of death, pain, and fear. Whenever this happens (DM's discretion), you must make a DC 25 Fortitude save or become sickened for 1d6 rounds.

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