| Perpdepog |
| 2 people marked this as a favorite. |
Perpdepog wrote:Sibelius Eos Owm wrote:Considering animals are sentient (ie capable of sensing their environment and having feelings) I'm not sure it's entirely possible to make undead from things that weren't sentient at one point. Non-sapient however might be a useful term for fantasy creatures that aren't animals but have nonhuman intelligence.Zombie jellyfish are go? Though I suppose you could make arguments that their cnidocytes do respond to touch.Ah! How silly of me!
I mean, technically jellyfish do have sensory organs and are capable of detecting certain changes in their environment communicated through their nerve net, and some jellies have eyes of a sort, but I definitely over-generalized on animals being necessarily sentient! One only needs to consider sponges to prove that concept a farce.
... Of course you know this means we need a new Grim Fascination; "Jelly." It's the only reasonable thing to do now.
Awakened sponge--as sponges are animals--puppeteer necromancer with jelly thralls and the Wanddering Chef archetype.
| NoxiousMiasma |
| 2 people marked this as a favorite. |
Getting weird with it: non-Undead Thralls edition
- lean into the fact that occult also gets time travel, and make a Necromancer whose thralls are their own doomed alternate selves. In a Free Archetype game, go Chronoskimmer or Time Mage (or both) to get even more time nonsense.
- Mirror-based thralls, maybe for a Reflection character? Pull a mirrored version of yourself or an ally out of a mirror and detonate them for buffs.
And then for a more conventional character, I might try and build an older character into PF2e - I had a wanderer who was cursed into being a magnet for Weird Spirit Stuff, and that translates fairly well? Maybe grab some more lore-focused options so they can keep their "interrogate spirits for information" trick, or something.
| Ravingdork |
Ooh, time clones sound like they could be real fun! Especially if you can get the GM to go along with the idea that they all look similar to you. Oh the confusion you could cause!
Mirror-based thralls, maybe for a Reflection character? Pull a mirrored version of yourself or an ally out of a mirror and detonate them for buffs.
This would be doubly cool if the mirror clones shattered upon destruction.
"No matter how many of his mirror minions we shattered, he would just summon more from that crazy magical mirror of his. So we targeted and destroyed his mirror next. The lunatic just laughed at us, then summoned mirror minion clones of us from from the reflections of his own eyes!"
"So what did you do then?"
"We took his eyes of course."
Zoken44
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Ooo... class archetype The Mirror Fascination.
Your thralls, instead of being undead are considered abominations. They look like someone within your line of sight (though are still limited to medium or small).
Focus spell "Shatter clone" dealing 1d6 slashing damage to all creatures in a 5ft emanation (emanation and damage growing with spell rank) improvement, If your thrall does not take a hostile action, it can make a deception check, using your spell casting bonus, to convince a target that it is the real being. Destroying with a melee attack requires the creature who destroyed them to make a basic reflex saving throw against your Spell save DC, and take 1d6 slashing damage (growing at the same rate as the thrall's strike damage)
| Gaulin |
| 1 person marked this as a favorite. |
My group surprised me by choosing blood lords as our next campaign, so the timing of this book coming out is super fortunate (the timing of the book has nothing to do with them choosing the ap).
As soon as I read the playtest I wanted to make a bakuwa lizardfolk fighter that goes all in on the necromancer archetype and ancestral bone magic. Bones all the way down. With built in bone armor, able to create bone weapons, having a bunch of utility with being able to cast spells, and a couple (eventual) free fighter feats, I'm pretty excited. I don't think fighter really needs all that many feats to be fully combat capable, but time will tell. There's also an extreeemely cool crocodilian lizardfolk miniature that I bought that makes me sooo happy.
| Perpdepog |
| 2 people marked this as a favorite. |
If we're talking reflavoring and possible alterations, how about a necromancer who leans into a different aspect of occult spellcasting, a.k.a., Calling Cthulhu for Fun and Profit. Reflavor all your thralls as tenticals or other eldritch limbs, and take loads of spells that dish out mental damage and slap on status debuffs. You could even keep the focus on void damage as well and call it energy from the Dark Tapestry or something.
| TheTownsend |
| 1 person marked this as a favorite. |
If it retains the lore from the playtest that you prepare your spells from a "Dirge", a dark song of deathly power that resonates with your soul, I do think there's some fun idea potential in how you conceptualize that tune.
Are there dramatic classical strings and organ to score your gothic Dhampir master of spirits?
Jangling xylophone for a Dance of Skeletons?
Thundering heavy metal for a leather-clad Talos punk attacking people with arcs of blood?
Or an ill-tuned banjo for your too-clever swampland hick and their band of bog bodies?
| Ravingdork |
If we're talking reflavoring and possible alterations, how about a necromancer who leans into a different aspect of occult spellcasting, a.k.a., Calling Cthulhu for Fun and Profit. Reflavor all your thralls as tenticals or other eldritch limbs, and take loads of spells that dish out mental damage and slap on status debuffs. You could even keep the focus on void damage as well and call it energy from the Dark Tapestry or something.
I intend to bring back my 1st Edition character, Vicroar Sesnaben, a nihilistic harpoon-wielding madman and cultist of the Old Ones.
Rather than a fleshy legion of zombies, the instruments of his will are going to be tentacles and eldritch horrors.
He'll either be an old human man, or a fleshwarp. Whichever way I go though, you can count on him having tentacles and body horror to the max.
Great minds! XD
| Perpdepog |
If it retains the lore from the playtest that you prepare your spells from a "Dirge", a dark song of deathly power that resonates with your soul, I do think there's some fun idea potential in how you conceptualize that tune.
Are there dramatic classical strings and organ to score your gothic Dhampir master of spirits?
Jangling xylophone for a Dance of Skeletons?
Thundering heavy metal for a leather-clad Talos punk attacking people with arcs of blood?
Or an ill-tuned banjo for your too-clever swampland hick and their band of bog bodies?
For some reason the first thing that came to mind for me was synchronized tap à la Riverdance and becoming the spookiest of all the Michaels Flatley.
Zoken44
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A Spirit Fascination Reaper Necromancer who is sanctified Holy.
He's a follower of Cayden Cailean, and his Dirge is basically starting battle music, and calling fallen heroes who want another turn in the fight to rise and join him. Like a Norse warrior calling forth Einherjar
| Ritunn |
| 3 people marked this as a favorite. |
I'm quite interested in playing a Resurrection Dragonblood Human Bone or Spirit Reaper Necromancer. Resurrection dragons are really cool and a character using their powers acquired from being a connected from one for their necromatic magic sounds fun. There's also my Kholo Bone Necromancer I played during playtest that was a big follower of Set I'd love to bring back as well. Maybe reflavouring the Blood Fascination to be a little sandy.
| Mighty Squash |
A spirit fascination puppeteer poppet.
Constructed with the intention of being something cheerful to entertain children but, instead of being a bard, its song became a dirge. Now it summons ectoplasmic echoes of other constructs that had previously been made in the same facility, a haunted doll remembering those who came before it.
| Ravingdork |
| 1 person marked this as a favorite. |
A spirit fascination puppeteer poppet.
Constructed with the intention of being something cheerful to entertain children but, instead of being a bard, its song became a dirge. Now it summons ectoplasmic echoes of other constructs that had previously been made in the same facility, a haunted doll remembering those who came before it.
You might like the Threadbare series (Stuff and Nonsense, Sew You Want to Be a Hero, and The Right to Arm Bears) by Andrew Seiple. :)
It's about an animate teddy bear who becomes a necromancer and raises an army of friends.
| Leliel the 12th |
I had an idea for a pirate from Xopatl who hitched a ride on a trade ship to the Inner Sea because he wanted to study Iblydos myth-speaking and so find a way to get hero-gods to replace the kumaru tree, only to feel obligated to join the fight against Cheliax because he's a devout worshiper of Chihua Coatl.
The necromancer bit is because he is fundamentally a storyteller who dipped into secrets stolen from Ah Pook's sakhils to beat the corrupted psychopomps over the head with the same soul cycle they scorned, and as a reaper, he is a healer and warrior both who is protected by shades of his ancestors. Really, he doesn't see what the big deal with necromancy is, he's just a somewhat brainy cousin to champions.
| QuidEst |
| 8 people marked this as a favorite. |
In the mood to relax for the evening, so here it goes... a necromancer idea for every ancestry!
Dwarf: A miner who took revenge on abusive and dangerous mine supervisors, and learned necromancy just to be able to raise them again and again to mine long after their deaths.
Elf: A forlorn elf who coped with the approaching deaths of their first "lifetime" of friends by studying necromancy and convincing their aging friends to allow their spirits to be bound. They started too late to achieve proper resurrections, but the various spirits are given turns inhabiting an undead familiar body, with different daily abilities (and skeletal configurations) representing different spirits. It hasn't made making new friends easy.
Gnome: A vivacious gnome who used their resistance to void to delve into forbidden magic- the most interesting to learn about. They specialize in collecting and raising fey that have died outside the First World.
Goblin: An irongut goblin that befriended a group of ghouls by being just as willing to feed on bodies, picking up necromancy from the group's priest of Urgathoa. When their friends were wiped out by the church of Pharasma, they survived by being immune to vital damage despite being hard to tell apart from a ghoul, and thereafter swore revenge against all Pharasmins.
Halfling: One of Blood Lord Haldoli's relatives, a hillock halfling who tends field-zombies and enjoys the cheap food of Geb's agricultural surplus, as well as easy access to the handful of undead chefs who have spent centuries perfecting food preparation for living tongues. Set out for the wider world the same month they heard rumors of Nex's tower showing signs of activity. They pretend to be a simple illusionist.
Leshy: Blood! It's like sap, but it's all runny! They never had any blood, but isn't it so interesting? It's what separates plants and animals. There's even magic to make it! Everyone will be very impressed at how much blood they have.
Orc: The Whispering Tyrant threatens everyone, and only fools do not take the threat seriously. Every fallen body is another addition to the lich's army, while a destroyed undead doesn't even provide a desperate soldier with a meal. But if one were to steal undead from the fringes of the Whispering Tyrant's forces... Belkzen rejected such notions out of hand, stuck in old ways of thinking and views of what constitutes "strength", but others might listen...
Athamaru: Working on land is a pain in the tailfins. Almost nothing familiar can live up there, and everyone on land has such a head-start when it comes to the creatures of the land. Fortunately, there's a workaround to that little problem... A necromancer athamaru with spirit fish swimming through the air beside them, grabbing Mobile Thralls to complete the effect at higher levels.
Azarketi: A fanatic devoted to the long-lost glory of the Azlanti Empire's legacy, calling on ancient spirits long stripped of any true self by the passing of millennia and reading whatever they want to hear into such spirits' incoherent murmurings.
Catfolk: A craftsman driven to make the perfect instrument through any means necessary, no matter the cost- they carry a beautiful violin that seems eager to be played, but they never perform for an audience. It is said it can move the dead to dance.
Centaur: A preservationist with a unique approach to curbing settlements' proclivities towards the culling of predators: get the predators back on their feet and make them a worse problem for the settlements as undead.
Fetchling: A shadow conjurer using the cover of necromancy to stop people from questioning the reality of the solid illusions they conjur, even when a single strike is enough to dispatch them. Their mastery of vital and void energy comes more from the shadowy nature of their home plane than any study, but it helps sell the misdirection. They are fond of mixing in the Illusory Creature spell.
Hobgoblin: A disgraced former lieutenant of the Oprak army forced to take the blame when their commanding officer's poor handling of misunderstanding with a neighboring nation got several soldiers wastefully killed. Unable to accept the discharge, they went into denial and forced the dead soldiers to stand at attention. They adventure in an attempt to accomplish something of such significance that their former superiors in Oprak will accept them back with honors.
Kholo: Kholo have an ancestry weapon meant to thresh peoples' souls from their body, which I think is the only weapon I've seen that's more necromancer than a scythe. A spirit reaper kholo who has mastered the art of using the spirit thresher to the point where they can direct the soul fragments they beat out of their enemies.
(That one kind of follows naturally, so have a bonus one: A boastful kholo known for declaring that while their enemies' meat isn't fit to eat, at least their bones can be useful. They parade the skeletons of their defeated foes around, and make a show of putting them to menial tasks.)
Kitsune: A foxfire illusion specialist and shapeshifter who makes fake spirits to put on sham exorcisms. Since their foxfire can burn actual ghosts, they're prepared for the occasional genuine haunting- or at least, prepared to put the ghost down long enough to collect payment and leave before it forms again.
Kobold: A kobold who was caught in an undead attack at a young age, but found that they were able to convince the undead to leave them alone and go after the others instead. Since then, they have deepened their connection to the undead. They deal with their fears by surrounding themself with a handful of thralls at all times, calling new ones up the instant the old ones collapse.
Lizardfolk: A sandstrider lizardfolk who brings animal bodies to the driest, hottest parts of the desert to desiccate them and make simple mummified undead. They make a distinction between raising an animal and raising something that used to be a person, and avoid doing the latter. (Plus, you've got the iconic.)
Merfolk: A land-banished merfolk avoiding complex political fallout in the sea amongst surface-dwellers who don't know the first thing about underwater politics. Necromancy serves as assistive magic, with thralls being more reliable than more magic-intensive phantasmal minions that require constant sustaining.
Minotaur: This is a less serious idea, but the idea of a minotaur running a haunted maze attraction stocked with easily-dispatched thralls is kinda cute.
Nagaji: A nagaji who maintained a old holy temple even as the community around them moved on to other gods. When a larger regional conflict spread to the area, they found themself trying to protect the holy relics from looting bandits, and turned to necromancy in their desperation to hold the site despite the disparity in numbers. They succeeded, but despite their efforts, the bloodshed meant that the presence of the divine had withdrawn from the temple, rendering the relics nothing more than the gold and silver the bandits had wanted them for. The nagaji travels abroad, seeking a holy site that will still accept their devotion.
Ratfolk: A fastidious longsnout rat who is unfortunately saddled with both necromantic power and an excellent sense of smell. As such, they work exclusively with well-cleaned bones that they thoroughly soak in mild herbal perfumes.
Samsaran: A samsaran burdened by fears that they are not making any progress towards enlightenment, and seeks to learn more of their past lives' attempts and progress by delving into the mysteries of the soul. The thralls that they call forth are the discarded attempts at making a true model of their own soul to better study it.
Tanuki: For the most part, I have been avoiding repeating any of the ideas before, but being able to play a talking skull necromancer using Teakettle Form is really fun.
Tengu: A pirate ship's jinx eater who uses flesh thralls as evidence of deaths by misfortune that they have prevented, making up a story for each one and adding another every few months.
Tripkee: A village protector who uses spirit thralls create the impression of larger people moving through the jungle in order to mislead travelers or creatures away from their village. Making them expect clumsy humans makes it easier for small, camouflaged tripkee to go unnoticed.
Vanara: A imitator of Sun-Wukong who strives to master the art of turning their hairs into temporary copies of themself. They aren't good enough to make the copies look like themself yet, so instead they wear an illusion that makes them look like the low-quality copies. (Reaper using Illusory Disguise to look like a thrall.)
Wayang: A true master of shadow puppetry, bringing such plays into life with the silent actor thralls made of shadow-blood playing their parts as directed.
Anadi: Great opportunity to take advantage of various bone abilities being very clear that exoskeletons count too. A skeletal specialist that studies the differences of internal skeletons in a great deal of detail in order to further improve the anadi illusion-polymorph magic for their people, leaving them with quite a bit of medical-forensic knowledge and a knack for making skeletal and exo-skeletal models.
Android: One of the original survivors of the crash-landed ship, an android who creates undead in the likeness of people that they lost in the crash. They studied necromancy to keep their soul bound to their body instead of eventually drifting off, that way there will always be someone who remembers before the crash. Remaining in Numeria posed too many dangers with the hatred towards androids.
Automaton: An automaton sick of their metal existence, one who has begun studying the nature of flesh in an attempt to make a body that can experience a full range of sensation. They are impatient and frustrated by the limitations that necromancy poses, since putting their soul and being into a zombie or ghoul is hardly more appealing than their present state. Still, they have nothing but time on their hands.
Awakened Animal: A former familiar to a sorcerer who made the wrong enemies and was killed for it. The familiar managed to hold onto their mind and seeks to not only raise their former master to life, but to become strong enough to take care of them in return and punish the killers.
Conrasu: A maintainer with an unusual calling to increase the balance of undead, putting them at odds with those conrasu that work for psychopomps. Their calling leave some to believe that it is some sort of deception, whether by a conrasu gone rogue or by some greater force that impersonates the will of aeons.
Dragonet: A tidepool dragonet that gleefully commands the remains of drowned sailors as minions, styling themself as a dragon with loyal underlings, when in reality they are merely puppeting shoddily animated undead. They guard their treasure hoard jealously, and will destroy any thrall that incidentally gets close in the course of the commands they themself gave it.
Fleshwarp: A defector from Nex, angry enough at the nation that shaped them that they aligned themself with Geb, getting a position in the Ebon Mausoleum as one Blood Lord or another felt Geb himself might enjoy the irony of training one of Nex's creations making troops for the army. With signs of activity becoming more serious, however, security grew increasingly stringent, and they were expelled for the mere possibility of Nexian sympathies.
Ghoran: As an individual who once had to flee predation, they have a dark fascination with the undead who can only feed on flesh- zombies and ghouls in particular, although the latter are intelligent beings in their own right. Keeping a few zombies around in airless expanded storage spaces means that any would-be gourmand or just someone joking about ghoran history as a source of food should be prepared to have the tables turned on them.
Goloma: A fearsome appearance is one thing, but magical fear is better yet for scaring potential foes away. Occult magic drawing on fear and the undead is one of the easiest ways to frighten off foes, and best of all, any weapons they bring to deal with the undead will be harmless against the living.
Jotunborn: A one-person work crew able to call forth weaker, smaller helpers to accomplish simple tasks during repairs and restorations carried out in the world. Even if it's just fetching tools and getting into smaller spaces, it's that much easier to carry out the restoration they've been tasked with.
Kashrishi: The thoughts and emotions of others can become so... tiring. There is a peace in the "company" of mindless undead or constructs. A kashrishi might wish to surround themself with simple undead to ensure they aren't troubled by too many people in too close proximity as the remote places of the world become ever less removed.
Poppet: Having been brought to life themself, a ghost poppet might seek to put spirits back in empty bodies without much regard to which goes where. All the better that they get new friends and company from it, even if the friends aren't very talkative!
Sarangay: With the unscrupulous trying to take sarangays' forehead gems for themself, despite their importance as the seats of their souls, a sarangay may wish to visit a similar threat upon those nobles that would use such things as mere decorations. They learned more about the secrets of the soul until they could reach out and touch upon the souls of others. The nobles rarely have any appreciation for the justice of such a leveling of the playing field.
Shisk: A seeker of esoteric knowledge and the secrets held by the dead, a shisk who ventures out from their hideaway to find deceased scholars and draw secrets from their remains. If anything seems promising, it's a simple matter to have those remains walk back to hiding for a longer interview.
Shoony: Shoony necromancer on a quest to find the corpse of the dead god that created and abandoned them and draw whatever power necromancy can out as payment for what he did.
Skeleton: Already talked about a blood skeleton necromancer before, so let's instead do a flesh necromancer that uses a variant of Muscle Barrier to better pass as living (helping to meet the "completely covered" requirements of As In Life, So In Death feat).
Sprite: A dijiang that produces strange, headless and neckless undead that it directs in odd dances. The undead have a variety of forms, and no two look alike.
Strix: Things have not been going well in Cheliax, and any strix still in its borders have almost certainly turned to some truly desperate measures. A necromancer using slain Chelish soldiers and dead Hellknights to help fight off fresh waves of the same seems fitting.
Surki: A surki experimenter looking to absorb and use rarely-employed types of magic to trigger a new evolution in themself never seen before. True mastery of void magic allows for safer exposure to such energy without needing to become undead and thus locking one's self out of the possibility of evolving further.
Vishkanya: A vishkanya blood necromancer focused on infusing their blood thralls with the distinctive properties of their own blood. Poison is usually worse than physical damage, so the GM might allow versatile poison damage on the blood thralls as a fun flavor thing.
Yaksha: A Respite of a Thousand Roofs oath yaksha that calls on spirits afraid to move on to their judgement, using them to help do work in service to the poor and letting them face Pharasma's court with a last few good deeds to their name.
Yaoguai: Not actually an undead, they are the preserved body of a saint that awakened into awareness of its own being as an object after all memory of the saint's true nature had past and only veneration for the body itself remained in the world. When their "rebirth" was treated as a miracle and everyone expected them to being performing miracles of their own, they did their best- but no true resurrection fell within their power, only an imitation. Chased out and hunted only hours after awakening, they are still coming to grasp with life and everything outside the temple.
Human: Sorry, can't come up with anything for this.
| TheTownsend |
| 4 people marked this as a favorite. |
So many of these are great! I especially love the idea of a Gnome "rescuing" fey who died outside the First World, immediately lends an interesting aesthetic, very Del Toro. The Yaoguai idea also rings very close to one of the most iconic villains in Journey to the West -- an awakened skeleton!
Why don't we round it out with the Versatile Heritages:
Aiuvarin: It's only natural for a half-elf raised among their longer-lived kin, who constantly coo and lament over their brief century-and-a-half lifespan, to consider cheating death. Few take it quite this far. Most pursuits of Lichdom don't derive from insecurity.
Dromaar: A child who took to the title of "drummer" whole heartedly, but who eventually honed in on a darker song, one of ends and death. Views the Dirge as something almost intruding upon their mind, perhaps a curse left over from the times of the Whispering Tyrant, and has fled Belkzen to avoid becomign yet more of an outcast, hoping to understand the power that slips so easily from their fingers in the form of effigies of blood.
Aphorite (we'll divvy out the Nephilim categories): Somewhat reckless and creepy as a child, they quickly became fascinated by their ability to simply put their injuries back together without any sort of medical equipment, blossoming into a somewhat self-destructive obsession with anatomy and flesh that produces uniquely symmetical and beautiful thralls.
Ardande: Having spent their entire life in the Plane of Wood before the convergence reconnected it to the rest of the multiverse, this Moldersoul emerged into a Universe filled with foreign ideas like "animals" and "death" that fascinated them immediately. Bones, blood, meat, this new world is full of such marvelous substances!
Cambion: This Pitborn's mother claims that their father's necromantic studies aren't worth much, given he couldn't keep himself from dying. Admittedly, the child was concieved long after that, the father returning to his widow in the form of some horrid thing wearing another man's skin -- the lot in the afterlife for men who desecrate graves. Nonetheless, they feel the siren song of their father's dusty research (in which the term Vermlek appears once or twice). Still, better to focus on the spirit, and avoid some of dear old dad's more… direct crimes.
Changeling: Occult forces are second nature to those who feel the Call, and this red-eyed Veil May is no exception! The Soucouyants are known for collecting skins, but few make such diverse and clever use of them as this wandering child.
Dhampir: The pampered child of a petty Nosferatu tyrant in the sticks of Ustalav, when their father attempted to raid the lair of a notorious necromancer for the rare ritual that could bring more of the serile vampires into being, the master occultist demanded a hostage to dissuade further attacks. Initially sullen at their captivity, they gradually took to the master's tutelage, and have -- with tacit permission, they think -- ventured out to find their own place in the world, independent of either gilded cage.
Dragonblood: Umbral Dragons innately crave the flesh of the undead, and sometimes it is the lot of their mortal descendents to suffer urges that their humanoid bodies might not survive. They did not mean to develop a talent for shaping necrotic tissue, but even when repressed, fascination breeds curiosity, and in Nidal there is much to be curious about. Fleeing political tensions and finding others beyond their native borders, every relutctant act of self-defense comes with a dark temptation -- at least until they can figure out how to make the damn things edible.
Duskwalker: Once again a member of a long-lived Ancestry, this was perhaps among the last Duskwalkers reborn before the Age of Lost Omens. The clear and unambiguous sense of destiny that suffused them in Pharasma's name was stripped away almost before they had time to contemplate it, and in seeking their place in a world where their destiny means nothing they have perhaps… overcorrected. The psychopomps would be terribly dissapointed in their binding of spirits (as would whomever they were in their last life, surely), but frankly, they don't get a say any more, do they?
Empyrean: The blood of Celestials hardly leads one towards exploration of occult forces, but when everyone in your little Ustalav village expects you to become a holy warrior, you ought to know your enemy, shouldn't you? A Lawbringer who got deep enough into a hyperfixation on the deathly forces they were expected to smite that they learned how to make them. They view it as rather a curiosity, but the village got very nervous about it for some reason. Probably best to leave.
Ganzi: Proteankin are not uncommon in Nex, Quantium being such an interplanar melting pot. At some point however, some shortsighted Gebbite Blood Lord decided that "instinctually anarchic" citizens made the perfect turncoats, obviously willing to betray their homeland. This individual decided that filing false reports sounded like fun! An earnest curiosity led to him tricking his "handler" out of some necromancy lessons on top of a fair amount of gold, most of which they had to leave behind as their discovery by both sides forced them to flee the Impossible Lands entirely.
Hungeerseed: The church of Fumeiyoshi presides over Chu Ye, where the offspring of ravenous Oni are commonplace. Enslaved as a crupier in a Jyito casino, this individual's apparent piety towards the Lord of Envy gave them an excuse to study the god of undeath's necrotic rituals, and knucklebone dice eventually gave them the raw materials needed to furbish their escape.
Naari: A Brightsoul whose inner light was an oft-needed boon as an apprentice tomb raider out of Osirion, the odd Mummy's curse inflicted on their mentors has fostered a deep understanding of spiritual forces, evetually allowing them to effectively reverse-engineer the undead source.
Oread: To the earth go the bones. As Dustsouls can sustain themselves on dirt, this urchin became something of an urban legend in their hometown, never leaving the nearby cemetery, like some wingless gargoyle stalking the night. Where they came from and how they were abandoned is a mystery to them, but turns out if you eat enough grave dirt and spend your whole childhood contemplating headstones, you start to develop a fairly nuanced grasp of death.
Suli: A lifelong scholar of a Suli-Jann, the sudden introduction of Metal and Wood to their elemental makeup during the recent planar convergence piqued their interest in the way souls migrate to the elemental planes. Pneuma are rare as far as Shades go, but how did they work when the planes were out of sync? As their research became more fanatical and unethical, they were eventually forced to flee their university, and now seek answers on passage of souls as a free agent.
Sylph: A stormsoul or two is an invaluable resource to Ustalavic scientists experimenting with Stasian technology, able to handle charged elements with greatly reduced risk. When your machine happens to secretly run on a trapped spirit, however, the cloud-haried youth you hired might develop an understanding of what you're doing deeper even than your own.
Talos: Abruptly developing the ability to cast Detect Metal during the planar convergence can be a great boon to a graverobber. Which coffins still have jewelry in them? Where's the secret latch to that tomb? Is that an Aurosrath right behind you??? Eventually they get so good at it they start to feel the lead left over in people's bones, to sense the fillings in their teeth with arcane clarity. You don't live long in this job without being clever enough to start to feel the Dirge.
Undine: Their Faydhaan parent raised them to be a warrior, to defend their little plot of seafloor off the southern coast of Jalmeray. But with the biggest threat being undead from Geb, surely subborning their enemies is the most efficient method?
Beastkin: In their batlike (or leechlike, mosquitolike, etc) form, how could they not suffer a fascination with blood? How could the power of it not call to them?
Reflection: Look, every Necromancer worth their salt has a few Clones waiting around in case someone kills their current body. Sometimes the process goes a little screwy and the new body gains self-awareness. They don't have quite the skill of their progenitor, but give them a break, they're like a month old!
Archpaladin Zousha
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"I am never alone."
"My ancestors fight by my side."
"Lo there, do I see the line of my people, back to the beginning. "
You get the drift.
A Dwarf of course.
Perfect for a Kulenett who's left their home forever to be a spy in Geb, specifically to sabotage efforts to learn more about them and destroy information about their homes' locations to keep them safe.
Archpaladin Zousha
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Reanimating this thread for an idea that just came to mind!
An Ex-Mendevian Crusader Spirit Reaper in the Quest for the Frozen Flame adventure path; haunted by the ghosts of their fallen comrades, they hoped joining the Broken Tusks would soothe some of their guilt, and as they've traveled they've noticed that Broken Tusks who've passed away have joined the throng of ghosts and has realized the spirits aren't seeking to torment them, but support them and the only reason they thought the ghosts were angry was their own guilty conscience.
| BishopMcQ |
I haven't played an animist yet, but as I read through the Necromancer with the Spirit Grim Fascination, the idea of channeling spirits and drawing the spirits of the recent dead is interesting to me. From a story perspective, having a few spirits that are bound to you and the vestiges of those upon the threshold feels like an interesting place to explore.
My initial thought was a failed hero, duskwalker who is bound to their fallen companions. Continues to see their companions fall over and over as the thralls fall and is trying to balance the scales and finish the quest that they started.
Zoken44
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Okay, expanding my original idea for a Gebbite human quick Spirit Puppeteer necromancer.
He views necromancy from a completely academic view point. and while he's not completely heartless, he does treat them as disposable as they are, to the point where he has them walk down halls and open doors in dungeons. He calls all his Thrall's "Buster" as they are made to get busted up.