dead men walking (Inactive)

Game Master william Nightmoon

Players play as an undead in a kingdom ruled by a counsel of undead lords.


East of the Xanic empire, the land of Dalune lays. It was once a thriving land, full of beautiful forest and wild animals. But a powerful druid who desired power over all, thought it would be more beautiful if it where always night. Casting spells lost to the world, he created an everlasting darkness. But it wasn't beautiful like the night sky. It was horrid, grey, and consuming the darkness ate the life from the land. Animals died and rose again as horrors of the night. The few living became food for the dead. The land became tainted. And the druid, insane as he was, basked in its unholy beauty. He rose an army of undead and spread into the land.

There are now 5 kingdoms under undead control. These lands are known as the deadlands.

Capital: Galrin.

Counsel city: High Mort

Undead of note

Galvein: leader of the golvern kingdom. Lich

Wist: leader of the Jondur kingdom, wraith

Darkor: grand leader of the deathly empire. Unknown undead(rumored to be a naga lich)

Alaskerbanbastos: leader or the Vexin kingdom. Dacolich, referred to as the blue death.

Sovin: leader of the Desern kingdom, mummy lord

Eldon: leader of the Delune kingdom. Bloody Skeletal champion

Ashen: arch-mage of the deathly empire, vampire lord

Rain: grand oracle of the black hand, ghast

Flaki: grand necromancer, the puppet maker. Mummy lord

Galween: leader of the black guard. Wight, eldritch knight

Shazar: leader of the shadow guard: greater shadow.

Uldein:Devourer of sins, master guard of the empire.Devourer(giant template, advanced template)

living of note

David crowblood: leader of the church of Hera

Graven Goodbarow: noteworthy mage just outside of Necrosis

William Nightmoon: last remaining member of the Nightmoon family. Well known necromancer who is rumored to be a dragon. Has a kill on sight notice.(which means really powerful enemy in political terms)

I'm using some of the Greek/Roman gods. Mainly Hera, Hermes, and Mars. Don't mind them, they are in addition to normal pathfinder gods.

noteworthy organizations

Shadow guard: skeletal champions who hunt down undead against the empire.

Black guard; wight who manage laws in the empire.

The white snake: mages responsible for the creation of exotic creatures, construct, and undead.

Cult of the great dark: worshipers of Pluto, hellbent on putting everyone to eternal death.

laws you should know about:

Undead do not fight outside the proving grounds

Undead don't create spawn from feeding stock

Undead don't kill shop owners unless in violation of a law.

Living are not to be in relationship with undead.

Undead are not to be in relationship with non-undead (ie. Demons or such)

Undead are not to worship a goodly god, unless this is in disguise.

Living are not to worship gods of any faith.

Outside travelers are to be treated with respect, but may be killed if in violation of any law.

Undead are not to seek out a way to regain life.

Undead do not steal from living. Living don't steal from undead

Dead may be consumed, but bones are to be sent to the headmaster of the local unholy church

how living make your unlife harder:

Garlic blooded: living with this cannot have their blood drained by vampires, if they attempt to the vampire is sickened for 1d8 rounds. DC to notice is 20 but only for corporeal creatures.

Holy salt, incorporeal undead cannot pass over lines on holy salt. It acts as holy water to corporeal undead.

Blessed silver: these are nonmagical items that burn undead/lycan as if it had the flaming quality.

Holy hounds: these dogs are raised by the church. They are considered magical beasts and have the Celestial template, but are otherwise normal dogs.

List of gods:

The black hand
Other titles: doom bringer, the waking dream, the last breath, everlasting night
Unholy symbol: a clawed hand
Domains: death, destruction, Evil, life, cold, undeath
Alignment: NE
Favored weapon: sickles or gauntlets

The cold heart
Other titles: the cruel one, bloody whip.
Unholy symbol: a bloody whip
Domains: evil, law, insanity, flame
Alignment: LE
Favored weapon: whips

the white sun
Other titles: the scoring light, the true flame, the mourner
Holy symbol: a morning star enveloped in light
Domains: death, life, healing, flame, light, truth, law, good
Alignment: LG
Favored weapon: morning star, light flail

Hermes
God of travelers
Symbol: golden lyre
Domains: travel, darkness, speed, glory, Trickery
Alignment:CN
Favored weapon: short sword

Pluto
God of final rest
Symbol: skull and spear
Domains:Repose, destruction, law, evil, earth, rune
Alignment: LN
Favored weapons: spear, scythe

Mars
God of war
Spear and shield (the male symbol)
Domains: destruction, war, glory, community
Alignment: Chaotic neutral
Favored weapon: great sword.

Zeus
God of the sky
Symbol: a lightning bolt
Domains: law, community, liberation, nobility, Strength, weather
Alignment: LN
Favored weapons: javelin.

Io
The ninefold dragon
Symbol: a dragon with nine heads and tails
Domains: all
Alignment: all
Favored weapons: varies with alignment

Tiamat
The dragon queen
Symbol: five headed dragon, one for each chromatic
Domains: evil, law, dragon, tyranny, destruction.
Alignment: LE
Favored weapon: claws/scimitar, heavy pick.

The Laughing Skull
The demon skull
Symbol: a laughing skull
Domains: evil, hell, fire, madness, pain, law, punishment.
Alignment: LE
Favored weapon: scythe

how to gain tiers:

It is very similar to mythic.
You complete trials dependent on GM discretion.
Most trials involve things not as difficult as mythic. Mainly getting some major job done.

Dead men walking: starting trait:

starting traits

Vampire: Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Gains normal vampire weakness

Lich: Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.
Gain a phylactery, and normal lich weakness

ghouls: paralysis touch(Ex): unarmed attacks can paralyze non-elf foes for 1d4+1/4 hit die rounds. DC:10+1/2 hit die+ cha mod.

Wraith/ghost: Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
Normal weaknesses

Masked dead: this is a special undead I made.
Golden mask: your soul is trapped inside a mask made of gold or other valuable metal. You posses the body of whatever you are placed on. Subject must be your base race, or similar.( Ex. With human as a base race you may take the body of a humanoid with the human subtype) body must also be dead.If the mask is placed on a new body, the old falls down useless. If placed on a living thing, you attempt to dominate the body, but the person take 1d6 per lvl of damage if he fails the save, Will DC= 10+ 1/2 hit die+ Wis mod.It has a hardness of 10 and hit points equal to your cha score.

Skeleton champion/zombie lord: DR 5/slashing or blunt depending on choice


gained traits:

Chosen

Stat bonus: gain a +2 to any one stat. Pick a different stat each time this is chosen

Corporeal grasp: you may use corporeal weapons or items like normal, this allows you to use non-ghostly items, these items don't benefit from incorporeal traits.
Prerec: incorporeal

Bite (Ex)
You have a primary bite attack, dealing normal damage for a creature of your size. Should you have the blood drain ability, you also inflict 1 point of constitution damage to creatures with blood when you hit with your bite attack.
Prerequisite Corporeal undead.

Claws (Ex)
You have two primary claw attacks, dealing normal damage for a creature of your size.
Prerequisite Corporeal undead.

Cold Immunity (Ex)
You become immune to cold damage.

Eternal Warrior (Su)
The ghost died in righteous battle. The ghost may choose to treat any weapon, armor, or shield with which it is proficient as though it had the ghost touch weapon quality.
Prerequisite: ghost, wraith. Tier 4

Chilling touch (sp): your unarmed/natural attacks deal 1d6 negitive plus 1 for every 2 tier.you cannot use this to heal undead.
Prerec: ghost, wraith, lich, masked dead

Dark Warrior (Ex)
You gain two feats from the following list as bonus feats;
Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack, Lightning Reflexes, Mounted Combat, Toughness
Special This ability may be taken up multiple times.

Dominate (Su)
You can crush a humanoid opponent's will as a standard action. Anyone You target must succeed on a Will save or fall instantly under the your influence, as though by a dominate person spell (caster level equal to your character level). The ability has a range of 30 feet.
Prerequisites Tier 7, Vampire, Ghost or Masked Dead.

Energy Drain (SU)
Once per round, when you hit with a melee natural or weapon attack, you inflict 2 negative energy levels upon your target. If the target is a living creature, you gain 10 temporary hit points. These are subject to the same rules as those derived from Blood Drain, should you have that ability. Otherwise they do not stack, and fade away after one hour.
Prerequisite Tier 4.

Draining aura(sp)
You have an aura of negative energy. It deals 1d10 negative energy to everything within 10ft of you. Special: this can be taken multiple times. Each time add 5ft to the aura. This aura does heal undead.
Prerequisite: masked dead, wraith, skeleton champion, lich. Tier 4

Fast Healing (Su)
You gain fast healing equal to your tier.
Prerequisite Tier 4.

Rejenuvation
Choose a site to which your spirit is connected. If reduced to 0hp, you are not destroyed. Instead, your spirit reforms at the chosen location after 1d4 days.
Prerequisite Tier 4, Incorporeal

Telekinesis
You may use Telekinesis as a spell-like ability at will.
Prerequisites Incorporeal or masked dead, Tier 7.

Spider climb(su): you are under a constant spider climb like ability

Telepathy
You can communicate telepathically with any creature within 60 feet that speaks the same language it does. In addition, you can use this ability to communicate with any animal, magical beast, or vermin.
Prerequisites Tier 4.

Shapechange(su): you have the ability to change your form
Choose one of the following forms for every two tiers you have beyond the second:
Wolf,bat(medium),rat,gaseous,spider,snake(medium)
Treat these as if under the spell polymorph, or gaseous form.
Prerec: vampire, masked dead, tier 4

Grave Trappings (Su)
The ghost died with a strong attachment to a specific item or set of objects. A ghost with this ability may choose a number of items it died with equal to its Charisma modifier to carry with it into death. The ghost continues to be able to use and benefit from these spectral duplicates just as though they were the real things. Weapons and armor are treated as having the ghost touch special ability, while other items act as being incorporeal themselves and can be manipulated by the ghost. Regardless of the type of object, all selected items are treated as being part of the ghost’s form and cannot be disarmed or removed from the ghost (even by the ghost). Should a ghost be destroyed, its equipment reappears with it upon rejuvenating. (CR +0) Occasionally, and at the GM’s discretion, the transition into death might imbue a single ghostly item with strange powers, granting it powers comparable to a magic item suited to the ghost’s character level.
Prerec.: ghost,wraith,

Undead Armor (Ex)
You gain Natural Armor equal to your tier and damage reduction equal to twice your tier. The type of damage reduction depends on your undead type:
Liches have damage reduction overcome by bludgoning and magic weapons.
Ghouls have damage reduction overcome by slashing and magic weapons.
Vampires have damage reduction overcome by silver weapons.
Masked dead have reduction to silver
Prerequisite Corporeal undead.

Unholy Resistance (SU)
You gain Channel Resistance equal to your tier and Spell Resistance equal to 10+twice your tier.

Create Spawn (Su) Any humanoid creature that is slain by a you becomes a undead itself in only 1d4 rounds. Spawn so created are less powerful than typical, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the one that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed undead. They do not possess any of the abilities they had in life.
The hit die of the spawn must be less than or equal to your own, as the spell control undead
Prerequisite: vampire, wraith, ghoul, tier 7

Disease (Su): The slam attack—as well as any other natural attacks—of a plague zombie carries the zombie rot disease.Zombie rot: slam; save Fort DC = 10 + 1/2 the zombie's Hit Dice + the zombie's Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.
Prerec: zombie lord.

Spell-like ability: choose one spell from the cleric spell list that has the evil descriptor. The spell level must be equal to 1/2 your hit die, you can use that spell 1/day
Prerec: tier 4

Regeneration (sp):you Gan regeneration/fire or asid in place of fast healing.
Prerec: fast healing, tier 7