
Lathiira |

84. No! I'm allergic to brain-eating corpses!: Whenever you are within 30 feet of an undead creature you react negatively to the negative energy empowering its existence. You are considered sickened for as long as the undead remains near and one round after. On the other hand, your form retains an aura of positive energy that inflicts a -2 penalty on all attack rolls and skill checks the undead must make while this close. You also save against the undead creature's special attacks at +2 bonus as you weaken its ties to the negative energy planes.

Werecorpse |

Brilliant list!
85) You’re not using this are you?
Each time you go to sleep there is a 1 in 6 chance that a spirit will take over your body to use for their own unfinished business. Initially this will be the same spirit every time but as time goes by and word gets out that your body is available as a ‘loaner’ other spirits will take advantage. The spirits may be dismissed etc but they keep coming back. Exorcism prevents their return or of they complete the task they left undone when they died. The spirits may be of any race, class, alignment etc. You have no recollection of the events and your mind is rested sufficiently to relearn spells but if your body doesn’t get enough sleep you are considered fatigued the next day.

carbonmichaels |
86. The man you could have been. The destiny you could have claimed is now lost. Through bad decision making and just not being strong enough in whatever way, you have been deemed unfit to continue this path. A diety has bartered your soul for a stronger copy of you from another dimension. This new persona may have a different skillset, more levels, or new viewpoint relative to what the diety requires from you(determined by DM). Your true soul is transfered to the body of the greater you, where you most likely will continue to be a disappointment.
very useful when dealing with those pesky evil characters you regret letting in your campaign

Freehold DM |

86. The man you could have been. The destiny you could have claimed is now lost. Through bad decision making and just not being strong enough in whatever way, you have been deemed unfit to continue this path. A diety has bartered your soul for a stronger copy of you from another dimension. This new persona may have a different skillset, more levels, or new viewpoint relative to what the diety requires from you(determined by DM). Your true soul is transfered to the body of the greater you, where you most likely will continue to be a disappointment.
very useful when dealing with those pesky evil characters you regret letting in your campaign
I really, really really like this one, but how does the PC know of this other person? Do they dream about them or something? Or perhaps recieve accolades for things they know they did not do and are disturbed by it?
87. The 4th Wall In Ruins- Upon resurrection your character is aware of what you(i.e. the player) has been doing since his/her death and of the role you played(no pun intended) in returning him/her to life. The character may also be aware of the other "gods"(or spirits, souls, deities, whatever fits into their cosmological perspective) controlling the others in his party(the other players at the table) and occasionally goes on paranoid tirades about how the legendary Overmind that sits at the head of the pantheon(the DM sitting at the head of the table) secretly controls everything that goes on in their world.

Freehold DM |

89. Groupies- You have become the center of attention of a bizzare group that takes undue interest in the fact that you have returned from the dead. It is up to the DM to determine the motivations of this group- it could be anything from hero worship(he conqured death itself!) to religious leanings(our lord has touched him!) to a clutch of pseudo-necrophiles(who perhaps lack the stomach to go all the way). This group is equal to 1/2 your Leadership rating at the time of your resurrection in size and never grows(although it can shrink), and your "cohort"(also determined by the DM) is actually it's leader, not you, although you can certainly make requests of the group. They follow the rules for the Leadership feat in all other ways, although the DM can make special allowances for aloofness, the cohort being of a different alignment than the character, and the PC moving around alot. It must be noted that the cohort will pursue you romantically(or erotically at the very least) unless firmly rebuffed(and even then, they will hold out hope).

Freehold DM |

90. Returned After Your Time- The universe seems to have forgotten that you have returned to life, or in fact, that you ever existed at all. Only those who actively worked to return you to life know of you and your accomplishments and relationships, all others have forgotten all about you, and although you will seem quite familiar to relatives, lifelong friends, and those you have been intimate with, they will not believe that they have ever known you(although you are free to start a relationship anew). Any birthrights, titles, or property you wish to claim will have to be backed up with copious paperwork as evidence, and most will believe they were forged.

carbonmichaels |
Freehold DM:
I was thinking that the replacement character would be prepped on what is going on and how/why they are needed in this other realm while they are waiting in the afterlife for the inevitable death of the original character.
To me, it's like the movie Freaky Friday where the mom switches places with her daughter. but instead of being clueless as to what happened, between dying and getting resurrected the two versions of themselves have a little chat with some powerful being in the afterlife, getting up to speed on each other's situations.
"Dimension A needs your magic prowess, while Dimension B needs a warlord of great reknown"
My main reasons for the switch were for class balance and level balance within a group.
After the tasks are complete, the original character could even come back.

carbonmichaels |
91. Can I keep it, it followed me home...
As you first gained your bearings in the after life, you befriended/brooded with/captured/were going to eat later(alignment based) a tiny creature(recommend animal/vermin). Beings of like mind attract one another on the other side, so a lasting bond was unknowingly created between you both and on the soul's return trip to its body, there was a stowaway. You and your new friend are going to be spending lots of time together now that your souls cohabitate the same space.
The creature is now anchored in this plane by your soul, so it may not move more than 5 feet from you, and if it does, it reappears on or around your person immediately. It's form can be anything from a zombie mouse, to a ghostly songbird, to a skeletal gecko, to an ant swarm poltergeist, to a haunted koi tattoo, to a caterpillar.....etc... Because it relies on you for survival, the creature will not be out in the open causing problems, it will stay close to the body until permitted to move around.
With your souls touching, you and your little friend can communicate with thought.

Freehold DM |

92. PTRD(Post-Traumatic Resurrection Disorder)- You keep reliving not only the moments leading to your death, but the first few moments after realizing you were once again among the living at inappropriate moments, including combat situations. You need to make a DC 15 Will save at infrequent but regular intervals or suffer a flashback. The type of flashback your character suffers is entirely up to you.

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92. PTRD(Post-Traumatic Resurrection Disorder)- You keep reliving not only the moments leading to your death, but the first few moments after realizing you were once again among the living at inappropriate moments, including combat situations. You need to make a DC 15 Will save at infrequent but regular intervals or suffer a flashback. The type of flashback your character suffers is entirely up to you.
Shouldn't that be PRSD, Post-Resurrection Stress Disorder?

Freehold DM |

Freehold DM wrote:92. PTRD(Post-Traumatic Resurrection Disorder)- You keep reliving not only the moments leading to your death, but the first few moments after realizing you were once again among the living at inappropriate moments, including combat situations. You need to make a DC 15 Will save at infrequent but regular intervals or suffer a flashback. The type of flashback your character suffers is entirely up to you.Shouldn't that be PRSD, Post-Resurrection Stress Disorder?
I just double checked, and you are correct. The name should be changed to Post Resurrection Stress Disorder.

Freehold DM |

93. Private Enemy #1 You return to life to find that you have gaineda level, not lost one. Unfortunately, you will need this extra experience, as you infrequently find yourself assaulted by beings of alien appearance that literally appear out of nowhere and vanish when killed- almost as if they were summoned. These creatures attack only you, and ignore attempts by others to engage them in combat unless they are standing between you and them, and even then they will bull rush, trip or otherwise attempt to incapacitate those who seem to be dedicated to defending you, attempting to do lasting harm only to you. These creatures attack in waves of up to 1d4, do not seem to be able to cast spells, are of neutral alignment, and should be considered inanimate objects with a CR of around your level(rounding up) in combat, although their size remains on par with yours.

Freehold DM |

Problem with this one is that for powergamers it's essentially inheriting your own personal xp farm.
I thought that too, but that's why I put in rounding up for the CR of these creatures, that they attack in groups of 1d4, each are equivalent to your CR, and that they would ignore other attackers. Animated objects are headaches in one on one combat, even for dedicated fighters. Still, I see where you are coming from. Maybe they should attack at a more regular interval to their advantage, like when you are engaged in combat with others, when you're sleeping, in the bath, what have you.

Freehold DM |

94. "Dear lord, that incredibly handsome man is in trouble!"- You return to life within 20 feet of where you were killed, but find that it is 1d4 rounds BEFORE you actually die, with the scene actually unfolding before your eyes. If you play your cards right, you can actually save yourself, leaving you with two of you(and possibly one extremely frustrated DM).

Freehold DM |

Familiar Mishaps
95. CAW! CAW! peck peck peck(or, "Hey, Tim the Enchanter sure is acting strange lately...")- You have returned to life, only to find that your perspective is horribly off. Everyday items loom much larger, and you find it hard to walk around, tripping over your extra legs or feeling the urge to flap your arms and take to the sky. The words of your friends sound strange to your ears and you find it hard to respond to them verbally, and their appearance seems washed out and/or faded to you. Perhaps after a distressing encounter with a natural predator(or maybe eating something/someONE you normally wouldn't), you discover that you have switched bodies with your familiar or animal companion. You are considered to have the same physical statistics as your companion, but you retain your mental statistics and your hit point total remains the same. You either have no idea where your familiar is(if their Intelligence score is moderate to high, they are long gone with your body, reveling in the joy of opposable thumbs and alcohol) or they are somewhere close at hand, shaking and scared and making pitiful mewling/cawing sounds with a human throat(if their mental attributes are below average to low).

Dark Psion |

97: You do not belong here! You should not have been resurrected and every outsider you meet; good, neutral and evil will see this instantly and be hostile to you.
98: King Me! Your return was due to a divine chess match and you are a pawn turned into a king and your life will now be part of the game.
99: I'm not me! You were resurrected at exactly the same time someone else was and you switched bodies.

Freehold DM |

I'm #100! WOOHOO!!!
100. Rarely-trimmed Verge- A trickster god somehow involved in your resurrection has replaced your body hair with something else Roll 1d20 and consult below...
1-5: Snakes(non venomous): Head and pubic area only, roll percentile dice afterwards as there is a 50-50 chance as to whether or not the snakes are alive or dead.
6-10: Quills, as if you were a porcupine of your size, those grappling you take 1d4 points of non-lethal damage per round and are sickened unless they remove the needles(DC 15 Heal check per round of grappling). This also makes sexual intercourse quite difficult.
11-15: Your hair is still there, it's just invisible. You have to make DC 10 Heal checks to clean/trim/shave your hair on a monthly basis or risk attracting lice, fleas and general grit/grime. A see invisibility spell naturally deals with this problem, but whenever you are turned invisible via spell or magical item, a caster level check (DC 30) must be made or your hair will become visible while you are not.
16-19: Eyes. However, they are not your own, so you don't get bonuses to anything Spot or Search checks. On rare occasion(5%), an outsider may be familiar with you and your exploits, and be willing to parlay with you.
20: Very, very fine writing that is in actuality explosive runes. It works as the spell cast by a wizard of your level once per day.

gbonehead Owner - House of Books and Games LLC |

#101. Here, kitty!
For some reason, ever since your return, small animals have a strange attraction to you. All Diminutive or Fine animals start one step higher than they ordinarily would on the reaction chart, and birds, rabbits, mice, etc. all tend to approach you without fear.
Rogues in particular find this disturbing.

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102)Rebirth Females of child bearing age, starting with the ones closest to the resurrection effect and expanding outward in order must make a DC 20 fortitude save. First one to fail finds themselves pregnant. Pregnancy is excelerated to the rate of 1 month a day and the child born reverts to their previous age and status of the previously dead character at the rate of a year a day until their previous age is restored.

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103 - Biological Reset - Your body is working again, but the some of the systems have been kicked off incorrectly. A new set of teeth immediately starts growing, pushing out your current set at random intervals. Severe outbreaks of acne and a cracking of your voice might also plague you for a few weeks.

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104 - Stone Soul - The very expensive diamond used to fuel your ressurection / raising from the dead is now embedded in your forehead. If it is ever removed, it crumbles to black dust and you return to the afterlife immediately. It can be targeted, but has an AC of 23, Hardness 15 and 5 hit points, and will not be damaged unless specifically so targetted. You are aware of it's vulnerability, and tend to conceal it. Your life is linked to the stone, and if it, or you, are destroyed, the other is likewise destroyed.
105 - Not-Reincarnation! - The Cleric who restored you, or the power that answered his prayers, served a nature diety, and while you were not reincarnated, it sometimes seems like you were. You roll on the reincarnation table, and automatically speak the language of that race, and have strange memories, interwoven with your own, of being a member of that species. Sometimes you feel more like a 1d100 ⇒ 74 Halfling than your original species, and you find their homes, culture, cuisine, etc. to feel more comfortable than those of your true race (which remains unchanged).
106 - Beast Spirit - You may have returned with a connection to one species of natural animal, such as a raven, bear or wolf, and you can dimly understand animals of that type, and display characteristics, both subtle physical changes and more overt behavioral cues, that remind others of that animal type. As a result, you gain a +4 to Handle Animal checks for your chosen species, but suffer a -2 to Diplomacy checks for pretty much everyone else...

Freehold DM |

107) Fresh from the Factory- You return to life without any scars, contusions or damage of any kind, however, you notice that your body is perhaps a little TOO new. Female characters that engage in intercourse will discover that their hymens have regrown and note that their cycles are a little out of whack as if they have never experienced a period before; male characters have noticed their foreskin has regrown if they were circumcised. Any tattoos, piercings or body modifications the character may have made are also gone. However, the character's PLAYER'S full birth name, the name of the god that brought the character back from the dead, and the number indicating the number of times they have been ressurected from the dead plus one are written in very small and very fine celestial(or infernal) characters on the back of their neck right below a system of vertical lines; some thick as a strand of hair, some so thin as to be almost invisible(UPC code).

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108) Come Back Wrong, or, Came Back Right? Whatever your own alignment, the cleric or diety presiding over your return from the afterlife was of a different alignment, and you now bear an alignment aura from that source, in addition to any that you might bear normally. Your actual alignment remains unchanged, but you now additionally detect as one of Evil, Good, Chaotic or Lawful, depending on the source of your resurrection. (So a 9th level Paladin of Erastil brought back to life by a Cleric of Desna might detect as Good, Lawful *and* Chaotic, to the appropriate spells.)
109) While You're There... Pharasma, or whichever diety allowed you to return, has a little something she wants done, as long as you are headed back anyway. A sample quest might be to seek out someone who similarly returned to life, but wasted their 'second chance' by not accomplishing (or even attempting) the great task for which they were returned to life. You might choose to remind them of the importance of completing this task, you might complete it yourself, or you might just kill them, as an object lesson that a second chance at life shouldn't be squandered. Pharasma was unclear, but she put an insurance policy on the resurrection to prevent you from similarly walking away from this task, and you are sickened and feel like you are dying all over again if you do not attempt to somehow right this wrong. The sickened condition goes away if you return to seeking out / dealing with this situation, and while sickened, you do not heal naturally. Other sample quests might be to kill X number or HD worth of undead, or to seek out some lost scroll of lore from one of her older temples, lost beneath the sands of Osirion, to restore to her clergy, etc.
110) Prophet You directly interacted with a diety (or someone you *thought* was a diety), and received some very specific instructions to deliver upon your return. Some in the church heirarchy disagree with your message, but divination attempts have not confirmed (or denied) the accuracy of this 'prophecy.' Perhaps your god(dess) is insulted that they would even question a prophecy delivered in this manner. Perhaps the god *wants* the church to be split on this matter, to 'figure it out themselves.' Perhaps a trickster god is responsible, and the primary god has to remain silent because of losing a bet that their church wouldn't fall for it. You are certain of the veracity of the encounter and the message, but it may change your church... (Pick a controversy, such as Erastilians being a male-dominated church, or Norgorber's church holding an annual random murder, and tweak it, to allow female priests as equals, or allow *only* female priests in the higher orders, or that some churches do not need to practice the ritual murder, or that *all* priests must participate, at least ritually stabbing the body, if it is already long-dead from those who came before, etc.)
111) You Fail at Death. Just because you lived in a world governed by rules, doesn't mean that you personally knew all of those rules. You, and perhaps your immediate subculture, believed that negative energy was evil and positive energy was good. All living things carried a spark of goodness, due to the positive energy that animated them (just as all undead carried a spark of evil, due to animation by negative energy), and one had to truly *work* at being evil. Which you did. You were a cruel and vicious champion of evil, but, in resurrection, your body was flooded with positive energy, which, by your beliefs, is inherently good. You believe yourself a changed man, and now seek out and destroy evil, in service to 'good' and as 'atonement' for your previous wickedness. You remain as evil and destructive as ever (and are plagued by your continuing to detect as evil, feeling that your past sins have stained you, no matter how 'good' you now feel yourself to be), and the 'evildoers' you kill are as likely to be good natured people (who happen to be doing something you consider immoral, like behaving wrathfully or lustfully or gluttonously) as actually evil, including that good Cleric you recently killed because he cast inflict serious wounds in your presence (bringing negative energy into the world! EVIL!). Because positive energy is the source of your goodness, and negative energy is evil, you refuse to touch any corpse (other than a well-cooked meal, because you feel that fire is close to sunlight in it's ability to sear away the taint of negative energy), and you are addicted to healing magic, taking advantage of any source of healing, and even cutting yourself, so that you can be healed by available magical healing, to 'fill yourself up with goodness.' If you accidentally touch a corpse, you feel tainted, and, if possible, cleanse yourself with fire and / or holy water. You are a deeply confused ex-champion of evil, still committing heinous acts on anyone who offends your made-up set of rules that differentiate 'good' from 'evil,' and convinced that you are 'one of the good-guys.'

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112) Addicted to Life Your body was infused with positive energy during your return, and has become dependent upon that force. You do not heal more than your Con modifier per day with bedrest. If you ever go 24 hours without at least some healing from positive energy, you grow listless and are treated as if under the effects of a bane spell (-1 morale penalty to attacks and saves vs. fear), and these effects increase each day you go without experiencing the touch of positive energy. You find the presence of negative energy terrifying, as it drains away your already weak life-energy, and are shaken for a number of rounds equal to the level of any spell that inflicts negative energy damage or the CR of the creature that inflicts this damage (or a number of rounds equal to the number of dice of effect, in the case of channeled negative energy). On the flip-side, the presence of positive energy inspires you, and you receive the benefits of a bless spell for an equivalent number of rounds after receiving any healing from positive energy (and any shaken condition imposed by the effects of negative energy is immediately ended). These effects can be treated, but it will not be easy, and may require a combination of magical, alchemical and / or mundane treatments.

Freehold DM |

BRINGING THIS THREAD BACK FOR 2011!!! WOOOOOOOOOOO!!!
113) whereami?- Upon being brought back from the dead, your glows bright with (un)holy light and you vanish. You awaken to find yourself in the exact physical location in which your death took place, perhaps a few feet to the right or left to avoid any impossibilities(in the stomach of the tarrasque, at the bottom of a pit of lava, etc.). You have only the items that were on your person when you were brought to the priest to be ressurected.
114) The Price- You have returned from death, but due to the nature of the universe, your old life must end in order for the new one to begin. You find that your attributes have been randomized(simply roll off for each stat- start with Strength and roll 1d6- 1 means it stays in Strength, 2 means it is your new Dexterity score, etc). You still possess all of your former knowledge and class abilities(i.e. your character class has remained the same), although spellcasting and bonuses to saves may be changed. Nothing prevents you from taking up a new trade(character class), and your character may or may not be elated to go through the world looking at things from a different perspective.

Lathiira |
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There's something ironic about thread necromancy on this thread of all threads :)
115) Who am I?: You are revived as normal...except you don't know what normal is, where you are, or oh, wait, who you are. You retain all your skills, feats, and class abilities...too bad you don't know you have them. This condition can be cured by any of several means, including greater restoration, miracle, or wish. A good blow to the head helps sometimes too.
116) What am I?: The guy reviving you, you knew him really well, right? When you come back, you're accidentally reincarnated. Enjoy life as a human? Not anymore, hope you like your new beard and have a stepladder handy....
117) Clerical error: Your name was listed on the Roll of the Dead. Then you were revived, your name removed. But when your name was removed, it was really removed. You are no longer listed on the Roll of Life either. Congratulations, you're immortal! But no one else knows you're alive either. No one will talk to you or acknowledge you in any way. Even the people responsible for your revival don't know why they're in the temple or what they were doing. The only people who know are deities of death and inevitables, who are scrambling to find the error on the books and correct it. In both books.

Jaelithe |
1 person marked this as a favorite. |
118) Inured to 'everything': The holistic death experience has left you wildly unimpressed with sensory input and/or overload. You can eat things "that would make a billy goat puke," inhale deeply when others are retching after a shallow breath, arch a brow at sights that have both friends and foes tearing out their eyes, and hum along with sounds that bid fair to drive others mad. Individual DMs are left to devise the appropriate mechanical bonuses, if any, for their campaigns.

Freehold DM |

119) The Symbiote: You're not quite sure how, but your body is now shared with some type of symbiotic being. It is very hard for others to notice(DC 35 Perception check), but you occasionally see and feel evidence of it in your day to day life: a rippling of flesh on the arm, a painless twinge somewhere on the body, etc. It is content to be a passenger in your body for the most part, but it may or may not be happy with the idea that you are an adventurer that faces death on a regular basis- if you die, it dies too. On the bright side, you gain an +1 bonus to all saves as a reflection of this creature's own survival instinct, but it only shares one aspect of your alignment, and occasionally gets creative in showing displeasure with some decisions you make. It cannot speak verbally on the whole and primarily communicates with you by sending flashes of negative emotions when it strongly disagrees with you (and benign or positive ones when it strongly agrees), but there is the chance it could throw off your movement by jerking a limb or causing you to blurt out a monosyllabic sound(at best a VERY vague yes or no) when you are doing something that it is utterly opposed to.

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120 - One Slightly-Used Soul, 50% Off.
Whether or not you believe in reincarnation, apparently it happens, and it *was* happening to you, before you were snatched back from the beyond. You have disturbing dreams, of being at first in a dark place, at peace, surrounded by love, and then it being torn away, a horrible brightness, cold and pain, hunger and uncertainty. You believe these dreams to be the afteraffects of your return from the warm safe comfort of the afterlife to the harsh cold light of the living world again, but you are mistaken. The infant that was to be your new life somehow survived having the soul meant to inhabit it's tiny body torn away and restored to it's old life, and is growing up with a spiritual connection to you.
Someday this child will be a man, and will come to find you, the person who stole it's soul away, and made it into a lonely aching thing, without remorse or compassion, knowing only that is incomplete and empty inside...

Freehold DM |

121) Scrambled Senses- Upon opening your eyes, you were blinding for a moment by the jubilant shouts of your friends and the light was deafening after being in the darkness for so long. Your senses of sight and hearing (I would have done other senses too, but they were just too hard to adjucate) have been irrevocably switched. In game terms you are considered to have blindsight up to 30 feet, but this is turned into blindsense if you are affected with a blindness/deafness spell.

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Ooh, sacred synesthesia. Kewl.
122 - Fountain of Life Your form was infused with positive energy when you were restored to life, and has retained a slight 'positive charge.' Your hair and nails grow with unnatural swiftness, as a result of the extra life-energy inhabiting your cells. You generally have to at least trim your nails every few days, to keep them from becoming inconveniently long, and your hair grows up to an inch a night, more if you are exposed to more positive energy (from cure spells or channeling), less, or not at all, if you are exposed to negative energy or grievously wounded. While your hair and nails are the most visible sign of this surfeit of life-force, you are also aware of other symptoms of your renewed vigor, finding yourself to be active for longer periods (although you still need the same amount of rest if you wish to clear your mind to prepare spells!), and to be filled with an inexhaustible lust for life, and, well, just lust. You may discover, to your chagrin, that your hair and nails are not the only parts of your body that have become exceptionally fertile...
123 - Flesh of the Eternal Lie You were restored in form to the moment before your death, unwounded and whole of limb. But your body is now locked into the state, the magic having worked quite hard to put you back together, and apparently brooking no natural change to that status quo. Your hair never grows, your skin never tans, your skin always heals back to the same as the time before your death, growing no new callouses, nor losing old ones. Scars from before your death never fade, while new wounds never scar, and you will some day die of old age, looking exactly as you did on your 27th year, when the wyvern's venom took your life the first time.

Freehold DM |

Accidentally put into the wrong thread!!- From Set,not me
124 - The Unutterable Truth You remember your afterlife. Every detail. The face of your god(dess). The reunion with ancestors you'd only heard of in childhood tales, or read of in yellowing chronicles. But you have been compelled to be unable to ever speak of or in any way communicate this information. Others sometimes ask, and you burn with the answers to their questions. Yes, it's wonderful, you think. Yes, it's terrible, you want to say. The words ache in your throat, but will never come. You once spoke to a wizard, and managed to imply that you knew something that you could not speak aloud, although the effort caused you to choke and nearly pass out from the effort. He cast a spell to 'detect thoughts,' hoping to help you break this compulsion, and you watched him reel back, stunned. When he recovered, he didn't remember your original conversation, and was curious as to what sort of strange blackout he'd just had... You've since learned that your mind can be read as readily as anyone else's, but any specific attempt to read your memories of the afterlife causes the spellcaster to instead lose any memory of even making the attempt.

Freehold DM |

125- Where is everybody? You are brought back to mortal life upon the plane your soul ended up on. You must figure a way to get back to the prime material plane. You have all the items and equipment you had on yourself when you passed from this world, but you must study/pray to be able to any spells if you are spellcaster.

Freehold DM |

127- Fugue- Every morning since your resurrection, you find yourself waking up in a different locale than the one you bedded down in last night. Strangers find you while you are walking back to your inn or camp to thank you(or attack you). After a bit of magical inquiry, you discovered that you fugue while asleep, performing actions that are associated with the portfolio of the god that brought you back to life. You never gain any experience for these actions asyou unconsicously avoid combat, but may find yourself waking up in the middle of a pitched battle should those opposed to your actions catch up to you (you would gain experience for those combats, although an alignment shift check may be necessary depending on what you have done), but you aren't tired(or fatigued or exhausted) in the morning either. You may need to undergo some type of grand quest for this god, however, as the potential inflation of/damage to your reputation may be more than you can bear.

Freehold DM |

Keeping up the pleasure theme...
128- La Petite Mort- You aren't sure what plane of existence you were on when you were dead, but it was certainly...ah...a memorable experience. And one that promises to be so yet again. Whenever you are staggered due to low hit points, you find yourself to be in an ecstatic state once more, almost giddy with pleasure. You find that you enjoy a +2 bonus to initiative, but a -2 penalty to AC; even if you fear death utterly or merely rationally seek to avoid it, on some subconcious level, you want to return to it for the intimacies it seems to hold.

Lathiira |

Unknown to Death, nor known to Life: The very act of reviving you changed you in fundamental ways. Not only was your soul infused into your body once more, so was the very stuff of the planes. You are now considered an outsider, with all that entails. The bad news is that now creatures on other planes can happily summon or call you up for their own battles, leaving you a chess piece on a new battlefield. This occurs at random intervals but no more often than once per day.

Freehold DM |

Keeping up the pleasure theme...
128- La Petite Mort- You aren't sure what plane of existence you were on when you were dead, but it was certainly...ah...a memorable experience. And one that promises to be so yet again. Whenever you are staggered due to low hit points, you find yourself to be in an ecstatic state once more, almost giddy with pleasure. You find that you enjoy a +2 bonus to initiative, but a -2 penalty to AC; even if you fear death utterly or merely rationally seek to avoid it, on some subconcious level, you want to return to it for the intimacies it seems to hold.
Nitpick- Your character is considered to have the Diehard feat and always acts as disabled rather than dying.

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Love seeing these threads still kicking. :D
131. Messenger: You have no memory of your time in the afterlife, but you feel a compulsion from time to time to deliver half-remembered messages to those among the living for a time after your raising. You may or may not know the living recipient, and it is only when you see them or hear their name that you feel the compulsion to speak to them and deliver the message. A Will save is allowed to resist delivering the message, which renders you immune to the compulsion for that message for 24 hours.

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131. Messenger: You have no memory of your time in the afterlife, but you feel a compulsion from time to time to deliver half-remembered messages to those among the living for a time after your raising. You may or may not know the living recipient, and it is only when you see them or hear their name that you feel the compulsion to speak to them and deliver the message.
Oh, that one's hot. I'm sure I've seen something like that in a movie, before, where the angel/whatever turns to a stranger and says something like, 'She misses you, too.' or 'He wants you to move on.'
A tiefling version comes to mind...

Freehold DM |

Mikaze wrote:131. Messenger: You have no memory of your time in the afterlife, but you feel a compulsion from time to time to deliver half-remembered messages to those among the living for a time after your raising. You may or may not know the living recipient, and it is only when you see them or hear their name that you feel the compulsion to speak to them and deliver the message.Oh, that one's hot. I'm sure I've seen something like that in a movie, before, where the angel/whatever turns to a stranger and says something like, 'She misses you, too.' or 'He wants you to move on.'
A tiefling version comes to mind...
Minority Report.

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Set wrote:Minority Report.I'm sure I've seen something like that in a movie, before, where the angel/whatever turns to a stranger and says something like, 'She misses you, too.' or 'He wants you to move on.'
A tiefling version comes to mind...
Expected Meet Joe Black. Or Oh God 2. ;P

Freehold DM |

132- I don't know what 'ya heard about me...- The fact that you have died and come back to life resonates from you in some unknown and aggravating fashion. You don't exactly have groupies(see above), but a number of random NPCs equal to half your character level(at the time you were brought back to life) a day constantly ask you what death was like and how you died, even if they already have heard the story before dozens of times. Only the people who actively worked to bring you back to life seem to be immune to this, possibly because they already know.

Freehold DM |

133- Are you SURE I'm back?- You have come back from the dead, but you find that your body does not heal nearly as well as it did before. It still functions and you recover when injured, but your wounds remain open, although not red and raw, almost as if the skin that grew back over it is invisible even when using magical healing. Your appearance can vary from bizzare to grotesque depending on your Charisma score and just how badly you get injured in the future.

Freehold DM |

134- A Window To The Beyond- Your eyes(iris, pupil and whites) are visual-only portal to the plane your soul ended up on when you died. Unless you wear sunglasses or go about blindfolded, people who come within 5 feet of you(maybe more, it is amazing in real life just how far away you can be and see someone's eyes) it becomes glaringly obvious, and those in the know may seek to get uncomfortably(for some) close to you to see what the afterlife really looks like.

Freehold DM |

135- La Petite Mort 2- Whenever you sleep, your spirit separates from your body and floats above it, giving you a bird's eye view of your surroundings. Your spirit exists on the ethereal plane and cannot travel far(30 feet in any direction) and is connected to your body by a thin silver cord that is incredibly fragile(10 HP, no hardness) although you will awaken instantly and violently if it is ever cut(you are shaken for 2d4 rounds).