1000 Resurrection Effects


3.5/d20/OGL

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136- Graven Idol- You are considered a Divine Focus for any spells cast by a cleric of the god that brought you back from the dead. Once per day, you can cause a spell that you empower to be maximized, although you must make a Fort save equivalent to the damage done/restored or fall unconscious- and helpless- for 2d4 rounds.


137- Sun and Moon, Death and Rebirth- You live out an entire lifespan in the course of 24 hours. At midnight, you fade out of existance for a few moments, only to reappear as an infant about half past the hour, and grow rapidly over the course of the night to prepubescence at around sunrise, aging to early adulthood around lunch, are middle-aged at about dinner time, quite grey around the time the moon rises, and in your dotage whenever you make your camp/bed down for the night. Your stats are not affected in any way by this, although you need to make a DC 25 Will save in order to keep from "acting your age" when at extremes of your "lifespan".

Dark Archive

138 - Looking for Heart - Contact Tin Man for Reward For whatever reason, your people mummified your remains, and whatever magic was used to return you from the grave replaced the missing organs and tissue with new ones. But the old ones still exist, sealed in their jars, and have a powerful sympathetic link to your body. Anyone damaging or manipulating the contents of these four canopic jars can affect you as if you were present, and they represent a powerful vulnerability. You've managed to re-acquire three of them, but one remains missing, stolen by tomb-robbers...


139- Hollow Man Part Deux- Your body faded from view for a split second whilst being resurrected, and you find now that your skin has a very plastic-y sheen to it, and your joints to be quite stiff. When damaged in combat, you find that your skin shatters instead of tears or bruises, and that a sparkling, luminous vapor escapes your form instead of blood. When you look within such wounds, you can faintly see the other, inner side of your shell-skin- you are effectively hollow. However, you are more like a construct than the tiefling version of this trait, as you find that your Dexterity and Charisma scores have decreased by 4, but you regenerate as if you were a troll, with the same weaknesses to fire and acid.

Dark Archive

140- Are we there yet? When the tug of resurrection magic pulled at your spirit, a fiendish opportunist jumped along for the ride. When you are brought back to life, an outsider possesses you, using the rider aspect... for now.

Silver Crusade

141. Rigor Mortis

For the first few weeks after returning to life, your body has the unsettling habit of going deathly stiff whenever you are relaxed, asleep, or otherwise unconscious.

It takes you one extra round to rise from your laying position when you are awakened.


142. Cassandra- While asleep, you babble nearly-coherent and tangential prophesies about the end of the world. Whether or not they are true is up to the DM.


143- Death Echo- You find that you fall over, dead for 1d6 rounds, at the same time of day you died originally unless you make a DC 20 Fort save. This is more weird and annoying than painful- you suffer no ill effects from this, and you may have even found a way to turn it to your benefit. You enjoy a +10 to all Bluff checks made to convince others you are suffering from some disease or another.


144: Death Wish. You are reluctant to flee combat, and tend to dive into dangerous situations, often attacking without forethought (Leeroy Jenkins!)

145: Seeing Through the Veil. Your vision becomes poor in daylight, but improves in darkness

146: Attuned to Death. You can sense a life passing in your vicinity, and automatically detect undead

147: Cold as Any Stone. Your skin is icy to the touch, resulting in -2 modifier to any physical interaction

148: Scent of Your Reward. Depending on your soul's destination (i.e. where you spent your brief time in the afterlife) you carry a faint odor with you. This could be sulfur (evil planes), sea air (if you worshipped a sea god), etc.

149: Echoes of Beyond. You have a permanent +2 to any knowledge check, as random information from the other side floats around your mind. You also, however, suffer a permanent -2 to reaction checks, because people are so creeped out by your tendency to start spouting random information.


Pathfinder LO Special Edition Subscriber

Dotting because this is brilliant.

Shadow Lodge

This thread is thoroughly creepy... I like it!

Silver Crusade

150. Schrodinger's Glimpse

When you are affected by negative energy or death effects and not slain outright, your form ripples as the effect washes over you. This ripple briefly reveals your body as it would currently exist if you had remained dead, diplsying putrefying flesh or bare bone to those viewing you for a split second.

The Exchange

Dot...too good not to.


151. What Could Have Been...and may yet come. Your brush with death has given you an insight into the fates of others. Whenever you look at another creature, you see how that creature will appear at death. An elven knight destined to die on the field of battle appears to your eyes as if he'd been hacked and stabbed, yet continues to walk around and act normally. A mage foretold to die to treachery may seem fine...until they turn around and you see the handle of a poisoned knife sticking out of their back. These images change from time to time as a character's actions affect their futures. The elven knight retires to become a simple hermit and you see them with their eyes closed sleeping peacefully; the mage makes a stand against a marauding army and appears on the night before battle to be blasted and burned by enemy spells. A Heal check may be necessary to discern how exactly a given person dies.


152. We can rebuild him. Stronger, faster.... That cleric did a bang-up job when he called you back. He fixed you up and then some. Your physical stats all improve to 18. If you have a higher score, that score remains.

153. Too bad they couldn't fix your brain! Maybe next time the guy doin' the revivin' will remember to put all that grey stuff back between your ears before starting. You're back, but you're not all there mentally. You suffer the permanent loss of 1d6 points to a randomly-rolled mental ability score.

154. We put something extra under the hood. When you returned from the grave, something wasn't cleaned out properly. You suffer not-so-phantom pains as that something moves around inside you. Whenever you're in combat, you are treated as if sickened. This lasts until that something is removed, which requires a DC 40 Heal check, or until you suffer your first critical hit, which deals normal damage to you but kills that something.

155. That which does not kill me makes me stronger. And if it kills me, well, I'm still getting stronger. Being dead was like the ultimate workout for you. You return from the grave with the Endurance, Diehard, Lightning Reflexes, and Great Fortitude feats as bonus feats.

156. Close, but not quite right. Whether it was the cleric who revived you or the will of the gods, your return comes with a consequence. You are now lame, as the oracle curse. You gain the same benefits as an oracle or your character level. If you already possess this curse, you gain the wasting curse instead, also functional at your character level. Your next class level will be in the oracle class, but after that you may advance as you like.


Wow, I've missed this thread. Back for another go-round, my comments about thread necromancy from last year still stand :)

157. Reality just isn't the same. You lived, you fought, you died. While your friends frantically sought means to bring you back to Midgard (or Golarion, or Toril, or wherever), you enjoyed countless days feasting beside other great warriors in Odin's mead halls, after countless battles with these same men and women preparing for Ragnarok. When your friends called you back, you came back reluctantly. You knew you'd come back, but it was still hard to leave this paradise. Now that you've returned, the world just seems...bland. Nothing is as exciting, as inspiring, or as important as preparing for the end of the world. If you previously possessed the rage ability, you lose it and all rage powers. You are now immune to all morale effects as you endure life, instead of enjoying it. Your charisma is reduced by two, as the spark of life has faded from your eyes. On the other hand, knowing what awaits you when you die has removed any concerns in your heart about your fate. You are immune to fear effects, as you know you're going on to a better place. You may take reckless risks knowing that you're rejoining great warriors when you die again.


158. Cheaters never prosper The fact that you have cheated death is obvious to any priests of the god(s) of death that you encounter. You are as much curiosity as blasphemy, however, and you find that priests of differing philosophies if not faiths often follow you around only to come to blows with rivals over what should be done with you.


159. The Brotherhood- All those who have been resurrected have been marked by the god(s) of death with a symbol that is invisible to all but those who share it. You are now a member of this esoteric order, who has aims and aspirations that are unknown and unknowable to all who have not known death's touch.


160. By life condemned Although you have been brought back to life, you have been judged by your diety and have been found wanting. your life will resemble the plane of punishment that your soul would have ended upon as penance. For example, if you were going to hell, you might find that hellknights are the only agents of authority you come across and they always seem ill disposed to your concerns, viewing you in the worst possible light even if you were the one who called upon them for assistance. Everyone you have regular contact with may be a sinner of some type(in possession of obvious versions of the deadly sins, perhaps having associated flaws). The few good people you meet may take pains to have as little to do with you as possible.


161. What dreams may come
Since coming back from the dead, you find that your dreams have changed, as has your perception of reality. Everything seems vague and half-solid to you, and every night is a confusing jumble of dreams, generally about fear, death and despair. What you are really dreaming is the dreams of the dead. You permanently have the fatigued condition due to a lack of rest, and a -2 penalty to saving throws against mind-affecting spells and effects.

162. Death and taxes
Nothing much happens. However, your god had to make a bargain for your soul, which accidentally ended up with a merchant god. Thus, the spell components required to resurrect you in any way cost double in the future.

163. Shuffling of the mortal coil
The spell inserts your restored mind into the body of a nearby ooze, typically a gray ooze. All your physical attributes conform to this. However, if you manage to eat your own remains, you will be shaped into a replica of it and fully restored to life.

164. Win your freedom forever
After your return, you find that your reputation has spread. In particular, the last deed you attempted, which killed you, has been gossiped about far and wide. This would be a good thing, and does grant you a +2 Diplomacy from most people of your community or at least alignment. However, it also makes people expect a bit more from you, negating the bonus and imposing a further -2 penalty to Diplomacy checks if people come to see you as not matching the heroics they expect.


165. Killkillkillchuchuchu...

Ever since being resurrected, you harbor dark, disturbing thoughts of mass murder. You find that thinking about your long lost mother is the only thing that brings you peace, even if you and she never got along with each other. You constantly simmer at a level of quiet anger all the time, and find that you irrationally attracted to short slashing swords and hatchet-like weapons, which you fondle at inopportune times. Witnessing young lovers heading off to enjoy a moment of privacy drive you into a rage as if you were a barbarian of your level.

Silver Crusade

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166. Future Echo - Your reflection sometimes doesn't match up, seeming to be someone else entirely. This single stranger in your reflection may be of a different race or gender, but s/he always seems to share the same look in your eyes.

This is a reflection of the reincarnation you would have recieved had you not been pulled from Pharasma's line, an echo of a life that may have been, and may yet still come to pass.


Thanks for bringing the thread back, Mikaze, my friend. Will post when I can.

Silver Crusade

Nae prob! Never gonna give up on getting these to 1000. :)


I used this one recently:

167. Mind over Matter

Although your spirit has returned to your body, it is more autonomous than it used to be, less tightly wound in your flesh than most. You are capable of willing yourself to overcome the normally autonomic limits your body places on its muscles and tissues, but it is never wise to forget that in normal people, these limits serve to protect the body from being damaged by reckless demands.

[Wis mod] times per day you can reroll a failed melee attack roll, Strength-based check, Constitution-based check, or Fortitude save with a +[HD] bonus, but each time you do so, you suffer [HD]d6 damage.


168. Halfway There

You're back. That's great. But your body, while it houses your soul...it's just not that great an anchor anymore. By concentrating for ten minutes, you can once more break free of your corporeal prison,er, body. Once per day you can project yourself into the astral plane, as per the astral projection spell. If you have a ki pool, you may spend 1 ki point to do this at any time instead. Treat this as a supernatural ability with an effective caster level equal to your character level if need be.


169. Second Breath - You have returned from the dead, but your body is redlining to keep you on this side of the coil. All of your autonomic functions occur at twice their normal speed. While this doesn't cause you discomfort, you need to eat and drink twice the amount of consumables when under the distress of extreme heat and cold. Dragons and other creatures with truly supernatural senses such as life seeking forms of undead (dms option) enjoy a +4 bonus to attempt to detect you when you attempt to hide or move silently. But it isn't all bad. Your body is considerably tougher now as it needs to withstand increased heartbeat and resperation and your reflexes have improved- you enjoy a +2 bonus to both Constitution and initiative.


170. The Mark: You have a very large, very obvious mark on your forehead, denoting that you have been brought back from the dead. This really isn't much of a problem for you(Charisma score determines how well it sits on your frame), but it is a universal symbol, understood by all as interpreted by their own approach to faith and religion. Sometimes you are the guest of honor in a bar and get drinks on the house, other times superstitious people spit on you in the street or run away screaming.

170 b. The Dead Man of Prague As above, but if this mark is ever intentionally hidden or covered by clothing, you fall to the ground, dead, until someone exposes it. If someone were to somehow completely remove the mark from your flesh via magic or surgery, you will fall to the ground well and truly dead, in need of a true resurrection to bring you back(or, at the DM's grisly option, you just need to have the skin reattached in case of surgery or drawn back on with magic).


171. Supercharged. When you came back...boy, did you come back. You now exude an aura of positive energy. If you sit beside an unattended object, over time it will absorb enough energy to animate, as per the animate objects spell. This requires you to remain adjacent to an object for one minute per pound of weight. Your caster level equals your character level for this effect. The effect wears off after the object is away from you for 1d6 minutes. Attended objects (such as your own gear) are unaffected.

172. Spare tank. You came back from the dead with some extra juice from the afterlife. The next time you are reduced below 0 hp, you are affected by a breath of life spell at the caster level of the effect that brought you back from the dead last time. This only happens once, but it can happen years after your last death.

173. God taught me a new trick. While you were on the other side, you learned a thing or two about life and death, positive and negative energy. If you can channel energy, you now do so with greater power than before. The save DC of your channel energy ability increases by two, and all 1's rolled are rerolled.


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174. Phasing: You aren't undead, but you do sometimes blur the lines. Whenever you are hit by a specific trigger--GM's choice--you must make a Will save (DC 10 + your hit dice) or go incorporeal for 1d6 rounds. While incorporeal, none of your attacks or spells will affect non-incorporeal targets save force effects, sonic effects and negative energy attacks. You can still communicate as normal. Sample triggers include combat starting, experiencing a fear effect, or getting hit by a crit.

175. Aiding and Abetting: The laws of nature are not to be casually disregarded, and a number of aeons (or lawful outsiders, or druids) have been dispatched to deliver judgement. They aren't after you, though. It's not your fault you're alive, and killing you won't solve anything. No, they're after the cleric who brought you back--and the adventurers who hired him.

176. Hunger for Joy: Your more-than-a-brush with death has left you pretty spooked, and you no longer enjoy things that are sad or grim. You cry much more easily and take an inordinate amount of happiness from simple joys (like making daisy chains, watching the bards perform their romantic comedies, tea parties with stuffed animals, etc.). You take a -4 on Intimidate checks against anybody who's seen you partake in these pleasant pastimes, and a -2 on saving throws against effects like crushing despair, but effects that give you a morale bonus have their durations doubled.

177. Undead Friend: You feel a strange connection with the undead, and must make a Will save (DC 20) to attack them. They have no such restraint, but view you as a sort of wayward brother. Undead like ghouls and wights who easily create more of their kind will try their best to convert you, sometimes even ignoring other more pressing targets. Intelligent undead that cannot convert, like banshees or liches, might actually go to great lengths to make you undead. For instance, a banshee might seek to drive you to maddened suicide to produce an allip.

178. Undead Bane: Undead repulse you. You must make a Will save (DC 20) or instantly attack any in sight with the best means available. You gain a +2 bonus to attack and damage rolls while under this effect. If attacking the undead is almost sure to get you killed, you may instead choose to flee as if Frightened. This effect lasts until the undead are gone. Undead are similarly driven, though non-mindless undead can resist the urge more easily than you can.

179. Undead Producer: When the cleric brought you back, she didn't make it as clean as you'd like it. You've become a living rift to the Graveyard, and those who die nearby you have a 25% chance of coming back as shadows. These shadows cannot harm you, but are sometimes driven to harm those around you. This effect is suppressed if you have been affected by any positive energy in the last hour (stabilize doesn't cut it) and a consecrated area likewise suppresses it. A desecrated area increases the chance to 50%.

180. Not All There: You are permanently invisible, as per the phantom fungus's ability.

Quote:
Phantom Flesh (Su) As a move action, a phantom fungus can turn invisible as if using greater invisibility (caster level 4th). A moment after it attacks with invisibility, the creature appears briefly as a semi-transparent version of its normal self. This allows any viewer with line of sight to the phantom fungus to pinpoint its location at the time of the attack (though if the creature moves after it attacks, opponents have to pinpoint it again). An opponent can ready an action to strike at the fungus when it momentarily appears, in which case the creature only has concealment instead of invisibility (20% miss chance). The fungus can turn completely visible as a move action, though it normally remains invisible all the time. If killed while invisible, it becomes visible 1d4 minutes later.

Seems great, right? Only problem is you can't control it. You must automatically spend that move action to turn invisible if you've been re-visibled by something, and you can't choose to turn visible, meaning your friends and loved ones will almost never be able to see you at all.

181. Senseless: This is something of an addendum to #180. The resurrection failed to bring back one part of you, and you lose one sense permanently. Roll 1d6.
1. Sight
2. Hearing
3. Touch
4. Smell
5. Taste
6. You lose two senses. Roll twice again.

By the same token, however, you cannot be detected by the lost sense. If you lose sight, you're now permanently invisible. If you lose smell, enemies using scent can't detect you. If you lose taste...well, maybe ghouls will be less interested in eating you. Any effect that suppresses your invisiblity/nonsmelliness/etc. also restores your sense in that field. At least temporarily.


Good stuff there KC....


Woooooooooooooooooooooooo happy new year!!!!

182. Death Becomes Her(You) - You're back, maybe for the second or third or even fourth time, and the gods of death have had enough. Eternally annoyed by people living dangerous lifestyles who are jumping the line of fate, karma or just good taste due to excess of funds, they have decided to turn to into an object lesson and go about reclaiming you by way of a natural accident, having found people are much more accepting of the death of friends and loved ones when it is more perceived to be "their time" due to a string of random occurrences. The DM is encouraged to make up an encounter table for the character in question is filled with traps in keeping with the party's surroundings instead of monsters and roll on it once a day. A successful save results in the usual half or no damage, but a failed save results in damage and yet another roll on the table until the character makes a save or dies due to damage. This can result in tragic, ironic, and unlikely-yet-plausible ends that don't end with another resurrection, which is just how the gods of death want it.


183-Scion of [insert name of God here - You are alive, but bear traits sacred to a particular god's faithful (not necessarily the one that brought you back). For Golarion, for example, you may seem to have Elk-like features when viewed from just the right angle (Erastil), or appear to be male from one point of view and female from another (Gozreh). These features are always fleeting unless noticed by someone of a particular faith, to whom they will seem overwhelming.


184. Am I doing it right?
You were brought back to life by a new god of your world's pantheon- someone you may not worship or have even heard of. Your return to the mortal coil is a bit...bumpy. Roll again on this table and reduce the severity of the effects by half.

Silver Crusade

185. The inevitability of death:
You're only allowed to cheat death so many times. After the fifth resurrection or raise dead, an advanced marut inevitable has been sent to deal with you. Any being killed by the marut is well and truly dead, unable to be brought back from the beyond.

(This is a house rule in my campaigns.)


186- This is (not) the end- You have returned to life, but you recall strange things about your time in the beyond. Most frightening of all is that you now know that death is truly a moment where one becomes a part of eternity, as all things can and indeed must die, from the lowliest pauper to the mightiest king- even gods must die. You find that you recall certain faces and countenances from your time beyond, faces and countenances of those who are very much alive today, but just have not yet become one with eternity, at least not yet. But sometimes you see footprints they have not yet made that are leading them to that moment where they will become one with all and nothing; sometimes they lead under scaffolding or into a dark dungeon, or that will bring them to the brigands who will take their life after robbing them blind.

Sometimes, you can do something about it.


*187. Is this the end?*- You have been successfully resurrected by some means or another, but what does that really mean? You feel as if the veil that hid secrets of the living and the dead is weakened, allowing you to see, and be seen from the other side. you gain blind-sense(10ft), when your calm and focused you can sense both living and dead energies in your area(60ft), you gain darkvision (30ft), but enemies gain adv on Per/magic checks to discover your whereabouts due to your strong presence.


188. Not fully back. Your body isn't really alive.

1) This means no natural healing of any kind.
2) Likewise, your body can't deal with problems. The passage of time provides no benefit in dealing with any malady, you automatically fail any secondary saves against disease or poison (the primary save reflects whether you were exposed in the first place and thus is normal.) Beware of bleeding attacks, you will bleed out if they are not healed!
3) You are infertile.

It's not all bad, though:

4) You do not need to eat, drink or breathe, although you can do so. This means you can choose not to inhale any airborne threat--but note that you can cast only one spell with a verbal component with the air in your lungs.
5) Since you are in between life and death you can choose on a round by round basis how positive and negative energy will effect you, normally you would let both of them be healing. (On the positive material plane you might keep switching to keep yourself from overloading.)
6) You do not age. You get the normal mental increases but no physical penalties.
7) You get an extra save (even if there was none originally) against any form of death magic or level draining.
8) You are immune to being transformed into an undead by a vampire or the like, but you may voluntarily become a lich if you so choose.

You can be brought fully back to life with wish/miracle/true resurrection but no lesser magic.


189. MY FATHER THE RAM, MY MOTHER THE JACKAL- You were brought back to life by a friend, who is a priest of a faith that is opposed to your alignment in some way. Every day at the time of your death, you shout out the prayer that brought you back, which includes some verses that most find incredibly questionable. On occasion you display stigmata associated with that faith, which your friend(who is still very much your friend) and those of his ilk think are really cool but most folk find horrifying.

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