Undead Character


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Fluff to follow...

Mohrgling:
Mohrgling

Type: Humanoid (Half Undead subtype) [Mohrgling] (5 RP)

Undead Resistances: Mohrglings gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Negitive Energy Affinity: Although a living creature, Mohrgling react to positive and negative energy as if they were undead - positive energy harms it while negative energy heals it.

Resist Level Drain (Ex): Mohrglings take no penalties from energy-draining effects, though he can still be killed if he accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels a mohrgling has gained are removed without any additional saving throws.

Darkvision 60ft

Size: Medium (0 RP)

Base Speed: Normal [30ft] (0 RP)

Ability Score Modifier: Standard [+2 to STR, +2 WIS, -2 INT] (0 RP)

Language: Linguist [ Common, Necril + Any except Secret] (1 RP)

Defensive Racial Traits

Natural Armor: +1 Natural Armor bonus (1 RP)

Offensive Racial Traits

Natural Attack: Tongue [1d4 dmg] This is a secondary attack. (1 RP)

Paralyzing Touch: 1/day If a mohrgling hits with its tongue attack, the victim must make a Fortitude save (DC= 1/2 the mohrgling's character level + its CHA modifier) or be paralyzed for 1 round. This duration increase by 1 round for every 5 character levels (max 5 rounds at level 20). (2 RP)

Senses Racial Traits

Low-light Vision (1 RP)

Total RP: 11 RP

Grand Lodge

What about a slam?


Luna_Silvertear wrote:

Yup...her body is just now going through rigor mortis...

That is one of the better arcs. I can't want for the next chapter of the manga to be translated!

I really need to start watching some Anime as well.


I'd imagine a penalty to Charisma instead, due to the way Mohrgs are.


Icyshadow wrote:
I'd imagine a penalty to Charisma instead, due to the way Mohrgs are.

Doesn't that make them lose HP?


I still have some fine tuning to do. I picked tongue over slam simply because I laughed at the thought of licking someone to death. <.<

Icyshadow wrote:
I'd imagine a penalty to Charisma instead, due to the way Mohrgs are.

Part of the fluff is that mohrglings are the result of a necromantic experiment. A necromancer replaced a humans tongue with a mohrg's. Fused with negative energy, the tongue began growing within the body, fusing itself to the very being of it's host. This whole process has an adverse effect on the mind...hence the -2 INT.


Luna_Silvertear wrote:

Fluff to follow...

** spoiler omitted **

Dammit I was about to go to sleep.

Hm. Plus Str and Wis makes me automatically think this guy would make a good Monk, but nothing about a Mohrg precisely screams "Lawful".

What else can make good use of Str and Wis?

Lemme browse the SRD a smidge and see what I can come up with here. Probably write a short blurb about this one too. The Oracle probably won't get one because that one or two sentences is really all I got about him personally, though the cult might make a good thing to expand on.

Maybe when we finish our Serpent's Skull game I can whip up a pseudo-homebrew campaign with 'em. He's said he doesn't want to GM the next game we run so I'll have the chance.

Sleep is for the weak!


You have plenty of time to sleep when you're dead. The race needs some adjustments. I'll have it fixed up like I did for the wraithtouched with adjustments to the ability score modifiers. Maybe drop the =2 to INT and go with -2 CHA like BBT said.


Ranger would be intelesting. Favored enemy: Undead.

This guy is now Blade.

Or I could come up with something less hokey but this'd be hella fun.


Blade: A Dhampyr Inquisitor who specializes in hunting Vampires.

I really wanna make a Mohrgling Monk(Martial Artist)...


I have dubbed him Erique Bruuks.

I am so sorry.

Wait hold up, Inquisitor's a good idea.

Renaming sheet nao.

Grand Lodge

Would the Slam, in addition to the Tongue attack, put it's RP too high?

The Tengu can start with 3 natural attacks, so I figured 2 would be fine.


BBT is right...


Luna_Silvertear wrote:

I still have some fine tuning to do. I picked tongue over slam simply because I laughed at the thought of licking someone to death. <.<

Icyshadow wrote:
I'd imagine a penalty to Charisma instead, due to the way Mohrgs are.
Part of the fluff is that mohrglings are the result of a necromantic experiment. A necromancer replaced a humans tongue with a mohrg's. Fused with negative energy, the tongue began growing within the body, fusing itself to the very being of it's host. This whole process has an adverse effect on the mind...hence the -2 INT.

Wouldn't a Wisdom penalty be more appropriate for an unhinged mind?


blackbloodtroll wrote:

Would the Slam, in addition to the Tongue attack, put it's RP too high?

The Tengu can start with 3 natural attacks, so I figured 2 would be fine.

Add 1 RP for a slam attack.

Icyshadow wrote:
Luna_Silvertear wrote:

I still have some fine tuning to do. I picked tongue over slam simply because I laughed at the thought of licking someone to death. <.<

Icyshadow wrote:
I'd imagine a penalty to Charisma instead, due to the way Mohrgs are.
Part of the fluff is that mohrglings are the result of a necromantic experiment. A necromancer replaced a humans tongue with a mohrg's. Fused with negative energy, the tongue began growing within the body, fusing itself to the very being of it's host. This whole process has an adverse effect on the mind...hence the -2 INT.
Wouldn't a Wisdom penalty be more appropriate for an unhinged mind?

Maybe...like I said, it is a work in progress. I'll finalize it in a few hours. make your builds and let me see them. It'll help me out.


Depends on what effect it is having on their minds.


I gots it. Going on the assumption it grants -2 Cha, otherwise this falls apart a smidge.

Erique Bruuks, Mohrgling Anger Inquisitor of Gorum

His deal is he hates Undead with a fiery burning passion, especially corporeal Undead. Whenever he sees one he flies into a Rage, just like a Barbarian, and starts wrecking whatever foolhardy Undead bastard that he can see by whatever means necessary, and is magically equipped to kill and somewhat counter the effects of their foul presence.

Grand Lodge

I am unfamiliar with building races.

What RP are Aasimar at?

I figure the Mohrgling should be at least on level with them.


Blackblood, the Race Builder is not that reliable for the job.

You could build a race yourself while comparing to existing races.

Grand Lodge

What's the RP cost for the Aberration type?

The Exchange

Pathfinder Starfinder Roleplaying Game Subscriber

A frankenstein like critter would be fine. Alternatively, a literal zombie who regained his mind.

The Mohrgling look cool though. Maybe they are victims of a plague but have just enough immunity not to turn. Or they are reanimated stilborns.

The Mohrgling would fit with a Martial Artist Monk Archtype perfect.


Is there a Mohrg plague? Does getting killed by a Mohrg turn you into one, too?


Icyshadow wrote:
Is there a Mohrg plague? Does getting killed by a Mohrg turn you into one, too?

No, it doesn't.

@TheLoneCleric I would love to make a zombie race, but the undead type would simply be too powerful to match a core race or even an Aasimar or even something a little stronger. I CAN make one and have ideas, but the wouldn't be too viable as a race. You'd need a shirt of gentle repose or something as well.


blackbloodtroll wrote:

I am unfamiliar with building races.

What RP are Aasimar at?

I figure the Mohrgling should be at least on level with them.

They sit at fifteen. Add a slam attack and bump the NA up to a +2 Bonus or give them a +2 bonus to a skill and you'd be about even. You're thoughts? I kinda pictured them as a more martial race.

The Exchange

Pathfinder Starfinder Roleplaying Game Subscriber

How about someone who has a NDE but comes back with something else besides their original soul?


What is NDE? Aside from whatever you just said, I suppose it's possible. Like a body housing two souls?


blackbloodtroll wrote:
What's the RP cost for the Aberration type?

3 same as native outsider.

The Exchange

Pathfinder Starfinder Roleplaying Game Subscriber
Luna_Silvertear wrote:
What is NDE? Aside from whatever you just said, I suppose it's possible. Like a body housing two souls?

NDE. Near Death Experience


TheLoneCleric wrote:
Luna_Silvertear wrote:
What is NDE? Aside from whatever you just said, I suppose it's possible. Like a body housing two souls?
NDE. Near Death Experience

Ah...of course, but said person could be of any race and therefore what you're suggesting is more of a template kinda thing.

Grand Lodge

Luna_Silvertear wrote:
blackbloodtroll wrote:

I am unfamiliar with building races.

What RP are Aasimar at?

I figure the Mohrgling should be at least on level with them.

They sit at fifteen. Add a slam attack and bump the NA up to a +2 Bonus or give them a +2 bonus to a skill and you'd be about even. You're thoughts? I kinda pictured them as a more martial race.

Definitely a martial Race. If adding the Slam puts them under the RP of the Aasimar, then I say do it. There really is not need to add more.


I have a Frankenstein (Half-Construct) Race mocked up... It has a very strong Martial Focus.

I hopefully will have it digitized soon.


Rewriting the Mohrgling...I'll have it posed soon. Sankarea has me distracted...


Lookin' forward to both.

I'm thinking Azaelas might make a fun Barbarian.

I'ma see if I can finagle a copy of the Dawnguard DLC from Skyrim out of my TF2 items for now though.


Rynjin wrote:

I'm thinking Azaelas might make a fun Barbarian.

That actually is the test class I am using...

Alongside a Fighter.


I hope you guys like it. I'm still working on the fluff, but I've been a bit lazy today. You'll see that I've made a couple of changes. I'm open to discussion on it for an hour due to the limit on the post editing time...or I can just repost. <.<

Also, if you post this race elsewhere, please give me credit and post a link back to this thread.

They're currently at 12 RP, which puts them at the same level as an elf who also has 12 RP.

Mohrgling:

+2 Strength, +2 Wisdom, -2 Charisma: Mohrglings are strong and perceptive, but the negative energy in their bodies have begun to corrupt their appearance.

Mohrgling: Mohrglings are humanoids with the mohrgling subtype.

Medium: Mohrglings are Medium creatures and have no bonuses or
penalties due to their size.

Normal Speed: Mohrglings have a base speed of 30 feet.

Senses: Low-light vision and darkvision 60 ft.

Undead Resistance: Mohrglings gain a +2 racial bonus on saving
throws against disease and mind-affecting effects.

Negative Energy Affinity: Though a living creature, a mohrgling reacts to positive and negative energy as if it were undead — positive energy harms it, while negative energy heals it.

Resist Level Drain (Ex): A mohrgling takes no penalties
from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a mohrgling takes are removed without the need for an additional saving throw.

Natural Armor: Mohrglings have a Natural Armor bonus of +1.

Natural Attacks: Slam: 1d4 damage. This is considered a primary attack.

Tongue: 1d4 damage. This is considered a secondary attack.

Paralyzing Touch: 1/day. If a mohrgling hits with its tongue attack, the victim must make a Fortitude save (DC= 1/2 the mohrgling's character level + its CHA modifier) or be paralyzed for 1 round. This duration increase by 1 round for every 5 character levels (max 5 rounds at level 20).

Languages: Mohrglings begin play speaking Common and Necril. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).


Here is my "Frankenstein"

Racial Qualities:

Type: Half-Construct +7RP
Size: Medium -RP
Speed: Normal(30 feet) -RP
Ability Mods: Specialized(+2STR,+2CON,-2CHA) 1RP
Languages: Linguist +1RP

Racial Abilities:

Natural Armour/IMP. NA (NA+2) +3RP
+2 saves vs. mind-affecting effects -RP
+2 saves vs. disease -RP
+2 saves vs. poison -RP
+2 saves vs. effects that cause either exhaustion or fatigue -RP

They age as the Clockwork Kin from Ravingdork Crazy Character Emporium. They are currently 13 RP.


I'm loving it, Azaelas Fayth. Sweet race.


That was my 5th attempt at them. The others ended up being around 16+RP.

I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.

For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.

That was also my 50th Race Build. Though only the 25th I would let players use.


Azaelas Fayth wrote:

That was my 5th attempt at them. The others ended up being around 16+RP.

I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.

For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.

That was also my 50th Race Build. Though only the 25th I would let players use.

We should change this thread name to Gothic Races. I'm working on a warewolf race using the kitsune feats for shapechanging. No heavy hitting lychanthrope here. This is for players who want to play a lycanthrope, but can't.


I have a Dogfolk/Canyne Race. That uses the Humanoid(Chimeryn) type. I also changed the Catfolk and Ratfolk to this. I then made a Feat that allows them to shift into a Human form and then a Second Feat that allows them to assume an Animal Form.

I am just working out the kinks in the race.

I am thinking either DEX or STR for the Physical bonus. INT for the Mental bonus. Not sure on the penalty either...


Luna_Silvertear wrote:
Azaelas Fayth wrote:

That was my 5th attempt at them. The others ended up being around 16+RP.

I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.

For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.

That was also my 50th Race Build. Though only the 25th I would let players use.

We should change this thread name to Gothic Races. I'm working on a warewolf race using the kitsune feats for shapechanging. No heavy hitting lychanthrope here. This is for players who want to play a lycanthrope, but can't.

it hurt's thet i cant be a were-tiger (and/or) -shark in all my games.


I am going to start a new thread, okay?


Azaelas Fayth wrote:
I am going to start a new thread, okay?

Alright, but you should post a link to this thread for reference, or I could repost my races...which I will probably do anyway.


AndIMustMask wrote:
Luna_Silvertear wrote:
Azaelas Fayth wrote:

That was my 5th attempt at them. The others ended up being around 16+RP.

I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.

For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.

That was also my 50th Race Build. Though only the 25th I would let players use.

We should change this thread name to Gothic Races. I'm working on a warewolf race using the kitsune feats for shapechanging. No heavy hitting lychanthrope here. This is for players who want to play a lycanthrope, but can't.
it hurt's thet i cant be a were-tiger (and/or) -shark in all my games.

Greed can be crippling. Greed keeps me from playing nwn as I can't pick what class I want. I just wanna be good at everything. <.<


Gothic Races

There you go I will be redoing the first post really soon using Google Docs.

EDIT: I fixed it.

If you have a google account just go to Google Drive and sign in then click create, then Document.


Luna_Silvertear wrote:
AndIMustMask wrote:
Luna_Silvertear wrote:
Azaelas Fayth wrote:

That was my 5th attempt at them. The others ended up being around 16+RP.

I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.

For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.

That was also my 50th Race Build. Though only the 25th I would let players use.

We should change this thread name to Gothic Races. I'm working on a warewolf race using the kitsune feats for shapechanging. No heavy hitting lychanthrope here. This is for players who want to play a lycanthrope, but can't.
it hurt's thet i cant be a were-tiger (and/or) -shark in all my games.
Greed can be crippling. Greed keeps me from playing nwn as I can't pick what class I want. I just wanna be good at everything. <.<

im cool with suboptimal stuff as long as its fluffy and efficient enough to not be completely useless.


Azaelas Fayth wrote:

Gothic Races

There you go I will be redoing the first post really soon. Using Google Docs.

Sweet...post it to the guides and make a reference to This Ravenloft conversion to Pathfinder and this guide to help people RP horror...


Huh?

EDIT: Added links. And what Guides?


The guide to the guides. It's technically not a guide, but races need love too. I figured you were gonna post the race guide. <.<


Race Guide?

And the reason why I am using Google Docs is when I update them it updates the info in the Discussion Thread.

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