Revenant
Revenants are mortals brought back as undead versions of their former selves. Though they are still the same person, they are changed both physically and spiritually by the horrors that brought them back.
CREATURE TRAITS (15 XP)
- Types Size 5 Sapient Bipedal Spirit (Humanoid, Living Dead, Revenant)
- Reach 5 feet
- Speed (-1 XP) Land 25 feet
ATTRIBUTES (2 XP)
- +2 Con, +2 Cha
LANGUAGES (0 XP)
- Starting Languages: Common and any other common language of your choice
- Bonus Languages: Any of the common languages.
INNATE ABILITIES (14 XP)
- Darkvision (2 XP): Revenants can see in the dark and ignore penalties to attack and Perception roll from dim lighting and darkness. They cannot see color in total darkness, only shades of grey.
- Haunt (2 XP): After spending a month interacting with a specific object or location worth at least 100 gp, a revenant can designate it as their haunt. A location or object must have some sentimental significance to the revenant's past life to become a haunt. They can have only one haunt at a time. Designating a new one removes the old one's haunt status. When resting within reach of their haunt, revenants gain double the normal benefits of rest. If separated more than 500 feet from their haunt (if an object) or 1 mile (if a location), they become demoralized 1. Every week they remain separated, this worsens by 1 stage to a maximum of 4. Revenants begin play with a haunt already designated.
- Living Dead (12 XP): Revenants have the Living Dead type which comes with several adjustments and immunities as noted in the type description.
- Sunlight Sensitivity (-2 XP): Revenants are dazzled (impaired 1: visually) in bright sunlight.
VARIANTS
Other variants of revenant exist with slightly different statistics. You can only choose one version unless it specifies that it's a template which can stack.
DREAD KNIGHT SCION (+12 XP)
- Your haunt must be a suit of armor that you wear. You can rest comfortably in this armor.
- You begin with the Powerful Haunt, Rejuvenation, and Ruinous Revivification feats (see below).
GHOST SCION (+4 XP)
Some living dead are not bound to their original corpses, but instead possess an object as a vessel. These spirits haunt suits of armor, wooden mannequins, porcelain dolls, or other Small or Medium objects, using them as surrogate bodies. Your haunt must be a small or medium-sized object that is animated as your body. You gain the Artificial Material Vulnerability associated with whatever the possessed object is primarily made of as if you were a Living Construct. You also gain telekinesis and clairvoyance as innate tier 3 occult powers.
GHOUL SCION (+6 XP)
You are a ghoul and your undead compulsion is to eat corpses that have been rotting for at least 1 day.
- You begin with the Bite, Claws, and Paralytic Touch feats.
LARGE (+7 XP)
Some revenants are size 6 (large). Apply the normal size modifiers for this size.
LICH SCION (+12 XP)
You are a lich and your undead compulsion is to collect souls in soul gems that power your magic items.
- You gain +2 Intelligence instead of +2 Charisma.
- You begin with Rejuvenation and Skeletal Form feats (see below).
MUMMY SCION (+10 XP)
You are a mummy and your compulsion is to collect, horde, and protect magical and luxurious items as well as protect or reclaim your homeland or tomb.
- You gain +2 Wisdom instead of +2 Charisma.
- You gain the Desiccation Immunity feat.
- You can afflict others with Mummy Rot by making a melee touch attack. The disease uses the standard scaling DC for supernatural diseases (10 + your level + your Wisdom modifier). Mummy Rot is both a disease and a curse.
- You can cure Mummy Rot as if you had remove curse and remove disease as tier 2 innate occult powers. You can cure Mummy Rot you inflicted on someone at any distance at any time.
- Mummy’s Curse (Su): You gain spectral hand as a tier 2 innate occult power. The hand can deliver your Mummy Rot. While active, you can perceive through the hand as if using clairvoyance of the same tier. The hand and curse can only touch and perceive creatures that have materially wronged you (attacking you unprovoked, stealing or destroying your property, trespassing, etc.). If a creature rights their wrong, you immediately know and they gain advantage on saves against your Mummy Rot. If they right their wrong and receive the benefits of an atonement effect, they become immune to your Mummy’s Curse until they wrong you again.
SMALL (+0 XP)
Some revenants are size 4 (small). Apply the normal size modifiers for being this size.
VAMPIRE (20 XP)
You have the Light Blindness trait that only applies to sunlight and you take positive energy damage from sunlight (20d6 per round fully submerged in bright sunlight, 5d6 per round partially submerged in standard sunlight, 1d6 for a splash or ray or hiding in shade adjacent to sunlight). Clothing that hides all your skin provides you resistance 5 against damage dealt by sunlight but not from other sources. You also gain a bite attack and the following abilities from the vampire template: blood drain, spider climb, and +2 innate bonus on Bluff, Perception, Sense Motive, and Stealth checks. You can gain each of the following abilities from the vampire or Nosferatu templates as a feat or trade-off: Children of the Night, Create Spawn, Dominate, Change Shape, Gaseous Form, Swarm Form, Telekinesis, Telepathy. Each trade-off comes with an additional vampire weakness of your choice from the list below:
- Can't enter private domiciles uninvited. (must be lawful-aligned to take this flaw)
- Can't be awake during daylight and will fall unconscious, forced into torpor.
- Can't rest or regain spells or uses per day anywhere except on ancestral soil or in the grave or coffin you were buried in (base of operations dependent).
- Recoil from garlic.
- Recoil from holy symbols. (must be evil-aligned to take this flaw)
- Recoil from mirrors.
- Shadowless and without reflection.
- Take positive energy damage from holy water (20d6 fully submerged, 5d6 partially submerged, 1d6 splash or ray). A diving suit or similar suit designed to keep out water provides resistance 5 against this damage. (must be evil-aligned to take this flaw)
- Take acid damage from running water (20d6 fully submerged, 5d6 partially submerged, 1d6 splash or ray). A diving suit or similar suit designed to keep out water provides resistance 5 against this damage. (must be chaotic-aligned to take this flaw)
ADDITIONAL ABILITIES
Revenant begin with their innate traits and can gain additional traits from the following list as feats.
ANIMATE DEAD (3 XP)
Prerequisites: Living Dead, Cha 13.
Benefits: You gain Animate Dead III as an innate occult power.
BLOOD DRAIN (1 XP)
Prerequisites: Innate attack.
Benefits: As a standard action you can strike a living organic creature with an innate attack while it is off-guard 3+, slowed 3+, staggered 3+, or willing, dealing an additional 1d6 bleed damage/tier. You gain temporary hit points equal to half the bleed damage dealt that last up to 1 hour.
- Combat Drain (+1 tier): Your blood drain works on those who are only off-guard 2+, slowed 2+, staggered 2+.
CHANNEL DESTRUCTION (4 XP)
Prerequisites: Dread Knight Scion, Ruinous Revivification
Benefits: Any weapon you wield seethes with energy and deals an additional 1d6 damage per 4 Hit Dice you possess. This damage is of the energy type chosen for your Ruinous Revivification ability.
CHANNEL RESISTANCE (4 XP)
Prerequisites: Living Dead, Cha 13.
Benefits: You gain Resistance II against channel positive energy and other positive energy effects.
Special: This feat may be taken multiple times; its effects stack.
COLD AS DEATH (4 XP)
Prerequisites: Living Dead, Con 13.
Benefits: You gain Resistance I against Cold and Electricity.
Special: This feat may be taken multiple times; its effects stack.
CREATE SPAWN (6 XP)
Prerequisites: Living Dead, Bite, Blood Drain, Cha 17.
Benefits: A creature slain by your blood drain rises as a living dead of your same type in 1d4 days, provided it is of the same creature type as your base creature type.
You may control spawn totaling up to twice your Hit Dice. Spawn exceeding this limit become free-willed. Spawn remain enslaved until your destruction. You may release a spawn to free capacity for another, but once freed, a spawn cannot be enslaved again. Spawn count against your influence limits.
DEATHLY TOUCH (1 XP)
Prerequisites: Living Dead
Benefits: All your innate weapons and melee weapons you wield are treated as magical for the purposes of overcoming damage reduction.
DESICCATION IMMUNITY (0 XP)
Prerequisites: Living Dead
Benefits: You are immune to any effect that attempts to dry you out (such as horrid wilting or blight). You gain vulnerability to fire.
DEVASTATING BLAST (4 XP)
Prerequisites: Dread Knight Scion, Ruinous Revivification
Benefits: You gain Channel Energy as tier 4 innate occult power with the same energy type selected as your Ruinous Revivification.
DOMINATE (2 XP)
Prerequisites: Living Dead, Cha 13
Benefits: You gain Dominate as a tier 2 innate occult power.
DREAD KNIGHT RESILIENCE (4 XP)
Prerequisites: Dread Knight Scion
Benefits: You gain Resistance I against Acid and Fire.
Special: This feat may be taken multiple times; its effects stack.
FAST HEALING (2 XP)
Prerequisites: Living Dead, Con 13.
Benefits: You gain Fast Healing 2 while your hit points are below half the normal maximum. If affected by anything you have a weakness or vulnerability to, your fast healing is suppressed for 1 round or the duration of the effect, whichever is longer.
Special: This feat may be taken multiple times; its effects stack.
FEAR AURA (4 XP)
Prerequisites: Living Dead, Cha 13.
Benefits: You gain Fear Aura as a tier 2 innate occult power.
Special: Each additional time you take this feat it increases the trait's tier by 2.
GASEOUS FORM (3 XP)
Prerequisites: Living Dead; Mummy Scion or Vampire Scion
Benefits: You gain Gaseous Form 3 as an innate occult power. Your haunt is never affected by this power.
GHOSTLY RETREAT (2 XP)
Prerequisites: Living Dead, Con 13, Hard to Kill; Gaseous Form or Incorporeal Form.
Benefits: When reduced to an amount of hit points below your level, you can automatically assume gaseous or incorporeal form as an immediate action (reaction) and delay the damage taken for 1d4 hours or until you take damage again, whichever occurs first.
HARD TO KILL (4 XP)
Prerequisites: Living Dead, Con 13.
Benefits: When you would be killed by any effect, you may attempt a Fortitude save (DC 10 + half the damage taken from the effect, or the effect’s save DC, whichever is higher). On a success, you are reduced to 1 hit point instead of being killed. If you were already at 0 hit points, you instead rise to 1 hit point.
PARALYTIC TOUCH (4 XP)
Prerequisites: Living Dead
Benefits: When you hit a creature with an innate weapon and deal a critical hit, you can choose to cause the target to become paralyzed for 1 round instead of the normal critical hit effect. A Fortitude saving throw DC10 + your level + your Charisma modifier negates this condition.
PHANTOM STEED (3 XP)
Prerequisites: Dread Knight Scion or Mummy Scion
Benefits: You gain Phantom Steed 3 as an innate occult power.
POWERFUL HAUNT (4 XP)
Prerequisites: Living Dead
Benefits: Your haunted item gains the impervious property and an enhancement bonus equal to one-fourth your level. It doesn't stack with any other enhancements applied to it. If you select a new haunt, these effects are removed from the old item and placed on the new one.
REGENERATION (2 XP)
Prerequisites: Living Dead, Con 13.
Benefits: You gain the Regeneration as an innate tier 1 trait.
Special: Each additional time you take this feat it increases the trait's tier by 1.
REJUVENATION (6 XP)
Prerequisites: Dread Knight Scion, Lich Scion, or Mummy Scion; Level 10th
Benefits: You may invest up to 2,000 gp per level in material components into your haunt during a 10-minute ritual, transforming it into a true phylactery. If you are slain and not resurrected by another effect, you are automatically resurrected in the nearest adjacent space to your haunt 1d10 days later, as if by Raise Dead. After resurrection, your haunt loses value from its invested components as though you had cast Raise Dead (5,000 gp). If it doesn't have enough value invested, this effect doesn't work.
At 15th level, this instead functions as Resurrection and reduces the haunt’s value by 10,000 gp.
At 20th level, this instead functions as True Resurrection and reduces the haunt’s value by 25,000 gp.
RUINOUS REVIVIFICATION (2 XP)
Prerequisites: Dread Knight Scion
Benefits: Choose one energy type when you gain this feat: acid, cold, electricity, or fire. As a swift action, you can add 1d6 damage of this type to your weapon's damage for 1 round.
UNBOUNDED HAUNT (2 XP)
Prerequisites: Haunt
Benefits: You do not suffer penalties for being separated from your haunt.
UNDEAD MASTERY (3 XP)
Prerequisites: Living Dead, Cha 13, Animate Dead.
Benefits: You gain Undead Mastery III as an innate occult power.
SILVER VULNERABILITY (-4 XP)
Prerequisites: Living Dead.
Benefits: You gain weakness 2 to silver weapons.
SKELETAL FORM (6 XP)
Prerequisites: Living Dead.
Benefits: You have a gaunt skeletal form giving you +2 Dex instead of +2 Con. You have Damage Reduction/bludgeoning equal to 1/2 your level and are treated as one size smaller than you actually are for the purposes of carrying capacity and resisting forced movement and combat maneuvers.
SLAM (1 XP)
Prerequisites: Living Dead
Benefits: You gain a slam attack with +1 accuracy dealing 1d6 bludgeoning damage.
SPIDER CLIMB (2 XP)
Prerequisites: Living Dead; Climb speed
Benefits: You may climb sheer surfaces as though constantly under the effects of spider climb.
VAMPIRIC WEAKNESSES (-4?? XP)
Prerequisites: Vampiric Defenses
Benefits: You gain the following weaknesses:
• You recoil from garlic becoming sickened by its smell and nauseated if you consume it or have any injected into you as if it were a poison (but your normal immunities do not apply). A single dose is only DC15 to resist, but multiple doses stack +1 to the DC per additional dose.
• The blood of a dead person is treated as poison to you either ingested or injected. The person must be dead for at least 1 hour (long enough for the body to go cold) for this to be effective.
• You recoil from holy symbols compulsively staying at least 5 feet away and cannot touch or make melee attacks against a creature presenting such an object. Holding you at bay requires a standard action. After 1 round, you may attempt a Will save each round to act normally against DC15 + target's Will save bonus.
• You cannot enter a private dwelling unless invited by someone with legal authority over that dwelling (as determined by the common laws of the land).
• Each round immersed in direct sunlight deals 20d6 damage to you.
• Each round immersed in running water deals 20d6 damage to you.
• A stake driven through your heart causes you to go into hibernation where you appear to be dead but are actually in stasis. If the stake is removed, you return to life unless your body is destroyed beyond repair.
Weakness RP
Garlic poison �“4
Dead blood poison �“4
Holy symbol repulsion �“4
Invitation restriction �“2
Sunlight 20d6 �“8
Running water 20d6 �“6
Stake hibernation +3
Sunlight Trait Effect Typical Monsters RP
Sunlight Sensitivity Dazzled Drow �“2
Sunlight Suppression Powers shut off Wraiths, Shadows �“3 to �“5
Sunlight Vulnerability Damage per round Vampires �“6 to �“10
Sunlight Destruction Instant death Bodak variants, mythic undead �“12 to �“20
CHILDREN OF THE NIGHT (4 XP)
Prerequisites: Living Dead, Cha 15
Benefits: Once per day as a standard action, you may call 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves. The creatures arrive in 2d6 rounds and serve you for up to 1 hour. The GM may allow equivalent creatures appropriate to your nature.
CHANGE SHAPE (4 XP)
Prerequisites: Living Dead
Benefits: You gain beast shape as a tier 4 innate occult power but only know how to assume two beast forms that reflect your type of undeath such as a dire rat, wolf, or dire bat, large snake, or swarm of bats or spiders.
GARLIC ALLERGY (-3 XP)
Prerequisites: Living Dead.
Benefits: Garlic is poisonous to you, ignoring your normal immunity to poison. It's odor causes you to be sickened 1 while adjacent to or sharing a space with a small quantity of garlic. This increases to sickened 2 if you ingest garlic or are adjacent to or sharing space with a large quantity of garlic. Every round you remain near garlic you make Fortitude saving throw DC15 + your level or the sickened condition worsens by 1 stage up to the normal maximum. If you leave the garlic's presence, you keep making saves but a success reduces the stage by 1 until gone. If ingested, you're poisoned for 1 minute per dose and keep making saves to avoid the condition worsening.
HOMESTEAD REPULSION (-3 XP)
Prerequisites: Living Dead, Lawful.
Benefits: You cannot enter a domicile without permission from somebody with legal authority based on the local customs and laws of the land. If forced to do so against your will, you are Compelled 4 to escape until you get permission.
HOLY REPULSION (-3 XP)
Prerequisites: Living Dead, Evil.
Benefits: You are repulsed by holy symbols.
- The Lore DC to identify your monstrous nature is reduced by 5. This doesn't stack with other tells.
- Every round you are Repelled 1 away from holy symbols unless they are covered or hidden (Will save DC10 + your level).
- If a creature that knows or suspects your monstrous nature uses a standard action to present a holy symbol to you, the DC increases by 5 + their Charisma modifier and uses their level instead of yours if it is higher.
SHADOWLESS REPULSION (-3 XP)
Prerequisites: Living Dead, Vampire Scion
Benefits: You cast no shadows and show no reflection.
- The Lore DC to identify your monstrous nature is reduced by 5. This doesn't stack with other tells.
- Every round you are Repelled 1 away from reflective surfaces such as mirrors unless their reflective surface is covered or hidden (Will save DC10 + your level).
- If a creature that knows or suspects your monstrous nature uses a standard action to present a reflective surface to you, the DC increases by 5 + their Charisma modifier and uses their level instead of yours if it is higher.
SUNLIGHT DESTRUCTION (-10 XP)
Prerequisites: Living Dead, Sunlight Sensitivity, Sunlight Weakness.
Benefits: You take 20d6 positive energy damage every round you are exposed to bright sunlight. 5d6 for partial exposure such as being in dim sunlight.
SUNLIGHT WEAKNESS (-6 XP)
Prerequisites: Living Dead, Sunlight Sensitivity.
Benefits: While in bright sunlight you are Clumsy, Demoralized, Distracted, Sickened, Stupefied, and Weakened 1.