Merrymarrow
HD-
d6
Max AC-
14 / Minimum Hit-Points-
4
You are a
skeleton. You are dead and alive, but you're not the same as other
kinds of undead. You exist within the confines of death instead of
acting against it; there is no unnatural malice from beyond the grave
nor are you animated by sorcery. You appear as a normal human
skeleton, but are painted bright colors and have a sort of spirit to
your motions that regular undead don't have. You cannot be turned.
As a skeleton, you
have all the powers you'd think you'd have. You are immune to level
drain and saves vs death, can't drown and are immune to diseases and
don't need to sleep. You do need light to see- some light has to fall
into your eye-sockets and coincidentally, most Merrymarrows are
afraid of the dark. Without organs, just treat your AC as your cap,
but you can still wear magic clothes or armor for their effects.
Whenever you take a solid hit with a blunt weapon equal to your level
as damage or more, make a combat save or else you are blown apart.
Whenever you take a fall of 5 ft x level or higher, you also fall
apart. It takes an exploration turn to pull yourself back together,
but you may not be complete depending on where your bones scattered.
At 4th level or higher, you can pull yourself together in
a single combat round. You could also use your ability to disessemble to smuggle yourself through customs, or hide in a box before popping out for a sneak attack, etc. Lost limbs can be remade from skeletal remains of other creatures, but must be properly cleaned and painted at a temple of the dead. Long "lived" Merrymarrows may have many contrasting artstyles.
You get +1 to hit
at all weapons at level 6 and 8.
You get +1 to your
AC at level 7.
You get +1 to
stealth and reaction checks at 2nd and 9th
level.
Your primary
ability is to dance. You can make music with your own body or with an
instrument, and you can dance to raise the dead. To control the
undead, you make a turn undead roll using your level +2, which
increases to a +3 at level 3 and increases again to a +4 at level 5.
Your turn undead dance only works on undead, not demons or other
supernatural targets normally turned.
Your dance makes
the dead rise to join you, and dance alongside you. While dancing,
the dead cannot attack, though they may still have murderous intent
and try to swipe out the living nearby, though these attacks always
miss. For as long as you dance, the other undead may also dance.
Intelligent undead may get a saving throw to resist for a single
round. Dancing undead are also compelled to follow you, and you can
lead them back to their crypts if your turn undead result is equal to
destroyed- instead of destroyed, you lay them down to permanent rest.
Alongside this
power, you are an entertainer of the living and well tuned to the
spirit and traditions of a land or people. You can sense if a grave
has been disturbed, and can also sense corpses that have not been
buried or read their funeral rites within a large radius, which
increases to an entire hex at 10th level. By properly
caring for the dead, they will not rise again as undead in troubled
lands. You can also freely take the material goods and offerings
given to the dead at alters, but must repay these gifts in kind. You
can do this without disturbing the spirits at rest and will not be
cursed or smote by the gods for using these gifts, since you are
yourself dead after all.
At 10th
level, you become a Grave Tender. You have become famous and
respected enough in both the realms of the living and the dead to
become a keeper of a cemetery; a huge honor and responsibility. Every
corpse buried there has a 1 in 6 chance to appear on a certain night
of the year when the veil between realms is at its weakest. These
ghosts can be freely questioned, or just have a nice evening with,
and even mortals can see and speak to them. Any especially
interesting ghosts have a 1 in 6 chance to become permanent haunts,
bound to that place but able to manifest every night or so; these
haunts are also more physical and can throw objects or become
spectral warriors to defend the graveyard or the local community on the right night.
Finally, you also
gain the power of Counter Spell. You can counter any
necromancy-based spell, spells cast by necromancers, or spells cast
by liches or other intelligent undead. You counter the spell by
playing a little chord on your ribcage, which musically purifies the
magic and ends the spell in transit, or even after it is already in
effect. You can use this power three times per night.
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