Tuesday, March 27, 2012

From the Kill Pile: Undeath Pact, Part 2

The wrap up of the Undeath Pact Warlock.  Some side projects have surfaced recently that have taken most of my time of late, so not a lot of postable original writing going on.  Though I have started readjusting my schedule to get more writing time, cutting down on television and video games and such.  I tried cutting down on sleep... that was a bad plan.  

I punish the wicked with eternal service to the just. You may call me a villain, but those who serve me undo their misdeeds in life with good works in death.

Prerequisites: Undeath pact warlock
It is the neophyte necromancer who robs the graveyards of peasants, butchers innocents, and generally gives those of your studies a bad name. While you would never describe your art as pleasant, you do not dig up just anyone to serve you. You only bind the worst criminals to your service, punishing them in death for the crimes they perpetrated in life. If they went unpunished in life, all the better. Some gravemasters have become quite the detectives through hunting down those who deserve the torture of the walking dead. In some lands, this may even be the law of the land. When you encounter those souls who have been wrongly cursed with undead you work to free them, turning them against their creators and then destroying them.

Gravemaster Features:
Commanding the Dead (11th Level): When you spend an action point to take an extra action, your undead servant may also take an additional action of the same type.
Bound in Death (11th Level): Undead under your control receive a +2 bonus to Will and Fortitude defenses when adjacent to you or another undead under your control.
The Taste of Death (16th Level): Undead under your control gain a +2 bonus to attack rolls against bloodied foes.

Gravemaster Spells
Mastery of the Dead Warlock (Undeath) Attack 11
Even undead created by others are not beyond your power. Using your necrotic controls you can wrest control of undead minions away from others for at least a few moments.
Encounter * Arcane, Implement, Necrotic
Standard Action Area burst 2 in 10 squares
Target: All enemy undead minions in burst
Attack: Constitution vs. Will
Hit: You gain control of the target until the end of your next turn. They are controlled using the same rules as animated creatures, so you must expend actions to command them. At the end of your next turn the targets are destroyed.
Undeath Pact: The targets gain a bonus to damage rolls made under your control equal to your Intelligence modifier.

Punishing Strike of the Walking Dead Necromancer (Undeath) Utility 12
Charged with power your undead followers strike out at your enemies with great fury, breaking bones and bending steel to see them dead.
Daily * Arcane
Minor Action Close burst 10
Effect: All undead under your control gain a +2 power bonus to attack rolls and damage rolls until the beginning of your next turn.

Command of the Carrion Lord Warlock (Undeath) Attack 20
Focusing your will on a single undead you bend it to your control, turning it against its former allies.
Daily* Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One undead creature
Attack: Constitution vs. Will
Hit: The target is dominated (save ends). It is controlled using the same rules as your undead servant, so you must expend actions to command it.
Sustain Minor: You inflict a -2 penalty on the next saving throw of the target against this spell.
Sustain Move: You inflict a -4 penalty on the next saving throw of the target against this spell.
Sustain Standard: You inflict a -6 penalty on the next saving throw of the target against this spell.
Aftereffect: The target suffers 4d10 + Constitution modifier radiant damage.  

You have moved beyond the study of undeath, instead working on the deepest meanings of death. Through this you have learned more can motivate a corpse than necromancy and magic.

Prerequisites: 21st level undeath pact warlock
You began your studies with necromantic magic working to infuse the bodies of the dead with power so they could serve your will. This is what your undead master told you was the path to true power, but the longer you walked that dark power you found there was more to death than your master understood. It took many years of studying necromantic magics before you began to puzzle it out, but at last you have learned that necromantic magic is only the basest, brute force method of animating the dead. What is pulling the strings of a corpse through necrotic strings compared to the power of instilling that corpse with its original spirit, driven by the same desires and goals that motivated it in life?

With this insight you have moved beyond the power of your former masters, creating undead through recalling their spirits and giving them what they want in exchange for service. Some want revenge against the same enemies you fight, while others want their loved ones looked after in exchange to their service. While this process requires a little more work on your part, the undead now under your command are more than witless automatons doing your bidding. They work toward the same purposes as you as willing agents. You are no more a lord of the undead, but a leader of the restless dead.

In this role you become the intermediary between the living and the dead, helping deal with walking dead, haunting, and all manner of events where the world and the dead intersect. In time you become known to both the leaders of the living and the dead, both immortal and mortal. Gods of evil and undeath curse you for finding your better path while gods of the death thank you for your service to their charges.

After your last quest ends your work in the lands of the living are over and you become as much dead as living, able to walk the realms of the dead as easily as the lands of the living. You have dominion over where these two worlds cross and work to make such areas as peaceful as possible. In the realm of the dead you build a domain of your own free from necromancy and tyranny over the dead, bringing new ideas to the land of the dead. To the living you become a legendary spirit of the dead who helped them find their rest; to the dead you become the leader to a new world; to necromancers you become a tale of terror and punishment.

Deathlord Features
Necromantic Control (21st Level): Once per round, you can take a minor action to order your undead servant to take a standard action, a move action, or a minor action.
Beyond Undeath (21st Level): Undead you create, including your servant and any you animate, do not have vulnerability to radiant damage.
Death-Link (24th Level): As long as you remain within 20 squares of each other, you and your undead servant may draw on each other’s healing surges as if they were your own. Also, any time either you or your servant is damaged, you may choose to divide the damage evenly between the two of you.
If you are reduced to 0 hit points and your undead servant has at least one hit point, you may immediately spend a healing surge.
Touch of the Undying (30th Level): You gain resist poison and resist necrotic equal to your level + your Intelligence modifier and automatically succeed at all death saves. Any time you use bound beyond the grave you may assign the temporary hit points to yourself. Any spells that affect all undead under your control also affects you.

Armor of the Unliving Deathlord (Undeath) Utility 26
Daily * Arcane
Standard Action Close burst 20
Target: Each undead you control in burst
Effect: The target spends a healing surge and gains a +2 power bonus to AC, Will, Fortitude, and Reflex until the end of the encounter.  


Distant Animation
Prerequisites: Warlock, Undeath Pact class feature
Benefit: All spells with animate keyword gain a range of 10 so the undead animated by the spell can appear in any square within 10 squares of you.  

Servant Training
Prerequisites: Warlock, Undeath Pact class feature
Benefit: Your undead servant gains training in a single skill that you are trained in.

Skilled Animator
Prerequisites: Con 13, warlock, undeath pact
Benefit: Creatures you create by powers with the animate keyword gain a +1 bonus to attack and damage rolls.

Dedicated Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature
Benefit: When your undead servant is adjacent to you, you gain a +1 bonus to AC and Reflex.

Fast Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature
Benefit: Your undead servant gains a +1 feat bonus to speed and a +2 feat bonus to Reflex defense.

Tough Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature
Benefit: Your undead servant gains an additional healing surge and an additional number of hit points equal to your 5 + Constitution modifier.

Unstoppable Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature, bound beyond the grave class feature
Benefit: Instead of using bound beyond the grave to give your undead servant temporary hit points, you may instead give it regeneration equal to your Intelligence bonus. This regeneration ends if the servant is struck with radiant damage or reaches 0 hit points.

Overwhelming Power of the Dead
Prerequisites: 21st level, Con 19, warlock, Undeath Pact class feature
Benefit: Undead under your control get a +2 bonus to attack rolls for each undead under your control that is adjacent to the attacking undead.

Magic Items
Armor of the Dead Level 5+
Coming in a wide variety of forms, this armor is created to be installed in the undead servant of an undeath pact warlock.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Armor: Any
Enhancement: AC
Property: Reduces the Vulnerable (Radiant) of the wearer by 5. Can only be used on undead servants.
A common item found among necromancers and the armies of the dead, these suits of armor come in a vast array of shapes and sizes. Designed with little thought to comfort or ease of use, these suits of armor are usually horrific in appearance in order to magnify the terror their wearers can inflict. Most undead pact warlocks tend to customize the armor of the dead their undead servants wear as a sign of pride and so their servant can be easily recognized by other undeath pact warlocks.  

Weapon of the Dead Level 5+
Varying from razor sharp gloves to massive two-handed weapons, these weapons were designed to be used by undead servants.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 necrotic per plus
Property: Can only be used by undead servants.
Power (Daily): Minor Action. Your undead servant can make a basic melee attack.
Like armor of the dead, weapons of the dead are common among undead commanded by a powerful spellcasters. Weapons of the dead usually reflect the culture and type of undead they were created for, though they are almost always made to look as imposing as possible.

Bone Doll Level 5
Made from ritually prepared corpses, these small dolls serve as a focus for the undead minions you summon. You can use them to pour your own life force into your minions, increasing their power.
Wondrous Item 1,000 gp
Power (Consumable * Necrotic): Minor action. Use the bone doll in the same round you use a undeath pact power with the animate keyword and spend a healing surge without gaining any hit points. The undead animated gain a +2 power bonus on all defenses.
Developed by necromancers in the southern Bonewood Jungle, these small dolls are infused with necromantic energy to serve as a focus for the spells used to animate undead. Each bone doll can only be used once so many necromancers carry a bag or bandoleer of them for emergencies. These dolls always look gaunt and frightening, made of human bones and teeth. Possessing these items is a crime in some kingdoms since they are only good for desecrating the undead.    

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