Thankfully despite the Old Gods' stubborn hatred of all things undead, their stance has been softened thanks to Qyburn's work proving that undead can be a tool used to butcher the Others. There's probably something viscerally satisfying about usurping an enemy's domain like that.
OOC: The number of Scholars you get will be finalized once the question has been settled. some of the ghosts are really concerned about terrifying people by their mere presence and generally doing harm to the living by. Many of them died in fear and hopelessness, but they have been fighting against it as best they can ever since they started teaching their descendants. Not yet edited.
@DragonParadox, upon recruitment and being granted whatever types of bodies they chose, can we immediately have them work alongside Anu to get two or three more Warforged Production Facilities up and running? Having only one isn't gonna be nearly enough to cover the Sarnori that need new bodies unless we want to have this go on for decades.
 
Haven't quite finalized the updated sheet for Yrael, but it's almost done. Should be able to finish after work this evening.

@DragonParadox, as part of his evolution, rather than keeping his ability to create a +1 Flaming Burst greatsword or javelin, @Azel suggested giving him one of the Warlord's Tactical Presence auras instead. Would that be acceptable?

If so, which one would y'all prefer?
Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add his warlord initiation modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his warlord initiation modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.

Victorious Presence: The preternatural skill at arms that a warlord of at this level possesses is enough to win any battle. At 9th level, any foe that the warlord brings to 0 or fewer hit points in battle immediately fuels his hunger for the win, granting him and his allies within 30-ft. of his position the character's class level plus his warlord initiation modifier in temporary hit points. These hit points endure until they are lost or until the end of the encounter, whichever occurs first. Damage inflicted on the warlord is deducted from his temporary hit points first before being deducted from his normal hit point total.

Warning Presence: The instructions given by the wary warlord help his allies defend themselves against sudden surprises. Allies within 30 feet of the warlord gain a bonus equal to the warlord's initiation modifier on Reflex saves against traps and to their AC during a surprise round. In addition, the warlord can designate one of his allies to act in a surprise round, even if they normally would not be able to. A warlord must be at least 2nd level to select this presence.

Taskmaster's Presence: The warlord is a driving master, be it cruelly with a whip or kindly with encouragement. Allies within 30 feet of the warlord gain the benefits of the Endurance feat and gain a morale bonus on saving throws against fatigue, disease, compulsion effects, and sleep effects equal to the warlord's initiation modifier. If the warlord is participating in a Craft or Profession check made by one of his allies, he can add his warlord initiation modifier as a morale bonus on that check. A warlord must be at least 5th level to select this presence.

Gladiator's Presence: The warlord has seen some scraps in his day, and he knows how to inspire his allies through some tough moments too. Allies within 30 feet of the warlord gain a morale bonus on combat maneuver checks and to their CMD equal to the warlord's initiation modifier. In addition, those allies do not provoke attacks of opportunity when making combat maneuver attempts. A warlord must be at least 9th level to select this presence.
I think Rallying Presence gives the best overall protection. A Morale bonus vs Fear, Compulsion, and Death effects is quite nice.
 
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Thankfully despite the Old Gods' stubborn hatred of all things undead, their stance has been softened thanks to Qyburn's work proving that undead can be a tool used to butcher the Others. There's probably something viscerally satisfying about usurping an enemy's domain like that.

@DragonParadox, upon recruitment and being granted whatever types of bodies they chose, can we immediately have them work alongside Anu to get two or three more Warforged Production Facilities up and running? Having only one isn't gonna be nearly enough to cover the Sarnori that need new bodies unless we want to have this go on for decades.
Some combination of...

Being undead doesnt preclude being useful even if it is icky + we have had fantastic luck stealing and turning the enemies weapons against them. (Which really should be one of the principal weaknesses of the void anyway.)

Maybe?
 
Haven't quite finalized the updated sheet for Yrael, but it's almost done. Should be able to finish after work this evening.

@DragonParadox, as part of his evolution, rather than keeping his ability to create a +1 Flaming Burst greatsword or javelin, @Azel suggested giving him one of the Warlord's Tactical Presence auras instead. Would that be acceptable?

If so, which one would y'all prefer?
Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add his warlord initiation modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his warlord initiation modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.

Victorious Presence: The preternatural skill at arms that a warlord of at this level possesses is enough to win any battle. At 9th level, any foe that the warlord brings to 0 or fewer hit points in battle immediately fuels his hunger for the win, granting him and his allies within 30-ft. of his position the character's class level plus his warlord initiation modifier in temporary hit points. These hit points endure until they are lost or until the end of the encounter, whichever occurs first. Damage inflicted on the warlord is deducted from his temporary hit points first before being deducted from his normal hit point total.

Warning Presence: The instructions given by the wary warlord help his allies defend themselves against sudden surprises. Allies within 30 feet of the warlord gain a bonus equal to the warlord's initiation modifier on Reflex saves against traps and to their AC during a surprise round. In addition, the warlord can designate one of his allies to act in a surprise round, even if they normally would not be able to. A warlord must be at least 2nd level to select this presence.

Taskmaster's Presence: The warlord is a driving master, be it cruelly with a whip or kindly with encouragement. Allies within 30 feet of the warlord gain the benefits of the Endurance feat and gain a morale bonus on saving throws against fatigue, disease, compulsion effects, and sleep effects equal to the warlord's initiation modifier. If the warlord is participating in a Craft or Profession check made by one of his allies, he can add his warlord initiation modifier as a morale bonus on that check. A warlord must be at least 5th level to select this presence.

Gladiator's Presence: The warlord has seen some scraps in his day, and he knows how to inspire his allies through some tough moments too. Allies within 30 feet of the warlord gain a morale bonus on combat maneuver checks and to their CMD equal to the warlord's initiation modifier. In addition, those allies do not provoke attacks of opportunity when making combat maneuver attempts. A warlord must be at least 9th level to select this presence.
I think Rallying Presence gives the best overall protection. A Morale bonus vs Fear, Compulsion, and Death effects is quite nice.
Go for Rallying Presence. We can just craft him a greatsword, but Rallying Presence cements his use as a true leader.
 
@DragonParadox, upon recruitment and being granted whatever types of bodies they chose, can we immediately have them work alongside Anu to get two or three more Warforged Production Facilities up and running? Having only one isn't gonna be nearly enough to cover the Sarnori that need new bodies unless we want to have this go on for decades.

They will need a month to acclimate themselves to society, there is a pretty significant shift involved

Haven't quite finalized the updated sheet for Yrael, but it's almost done. Should be able to finish after work this evening.

@DragonParadox, as part of his evolution, rather than keeping his ability to create a +1 Flaming Burst greatsword or javelin, @Azel suggested giving him one of the Warlord's Tactical Presence auras instead. Would that be acceptable?

If so, which one would y'all prefer?
Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add his warlord initiation modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his warlord initiation modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.

Victorious Presence: The preternatural skill at arms that a warlord of at this level possesses is enough to win any battle. At 9th level, any foe that the warlord brings to 0 or fewer hit points in battle immediately fuels his hunger for the win, granting him and his allies within 30-ft. of his position the character's class level plus his warlord initiation modifier in temporary hit points. These hit points endure until they are lost or until the end of the encounter, whichever occurs first. Damage inflicted on the warlord is deducted from his temporary hit points first before being deducted from his normal hit point total.

Warning Presence: The instructions given by the wary warlord help his allies defend themselves against sudden surprises. Allies within 30 feet of the warlord gain a bonus equal to the warlord's initiation modifier on Reflex saves against traps and to their AC during a surprise round. In addition, the warlord can designate one of his allies to act in a surprise round, even if they normally would not be able to. A warlord must be at least 2nd level to select this presence.

Taskmaster's Presence: The warlord is a driving master, be it cruelly with a whip or kindly with encouragement. Allies within 30 feet of the warlord gain the benefits of the Endurance feat and gain a morale bonus on saving throws against fatigue, disease, compulsion effects, and sleep effects equal to the warlord's initiation modifier. If the warlord is participating in a Craft or Profession check made by one of his allies, he can add his warlord initiation modifier as a morale bonus on that check. A warlord must be at least 5th level to select this presence.

Gladiator's Presence: The warlord has seen some scraps in his day, and he knows how to inspire his allies through some tough moments too. Allies within 30 feet of the warlord gain a morale bonus on combat maneuver checks and to their CMD equal to the warlord's initiation modifier. In addition, those allies do not provoke attacks of opportunity when making combat maneuver attempts. A warlord must be at least 9th level to select this presence.
I think Rallying Presence gives the best overall protection. A Morale bonus vs Fear, Compulsion, and Death effects is quite nice.

Those work sure.
 
Did some tinkering.
Imperial Mummy Lord - CR 10 - 2,800 IM
- Magus - Eldritch Scion 5 (CR 5) - Needs to be supplied.
- Dread Mummy (CR +3) - 10 IM x 5 HD = 50 IM
- Metal-Clad - Gold (CR +1) - 50 lb. x 5 IM = 250 IM
- Soulforged Undead (CR +1) - 50 IM x 5 HD x CR 10 = 2,500 IM



Alignment: Lawful Evil
Type: Undead
Size: Medium
Class: Magus - Eldritch Scion 5
Favored Class Bonus: HP +5
Feats: Power Attack, Combat Casting, Terrifying Strike, Pestilent, Divine Protection
Class Features: Bloodline (Draconic - Red), Claws, Draconic Resistance, Eldritch Pool 11/day, Cantrips, Spell Combat, Spellstrike, Magus Arcana (Spell Shield), Bonus Feat
Aura: Greater Despair DC 21

Hitpoints: 76
Armor Class: 10 + 0 (DEX) + 13 (Natural Armor) = 23 (Flat-Footed: 23, Touch: 10)
Movement: 20 ft
Initiative: +0 (DEX)
Immunities: Cold
Resistance: Fire 10, Channeling 9, Light Fortification
Weaknesses: Fire, Electricity
DR: 5/-

Base Attack Bonus: +3
Melee:
- Slam +11; 1d8 + 14; 20/x2
- Claws +11/+11; 1d6 + 14; 20/x2
Special:
- all natural attacks cause Mummy Rot; DC 21
- Breath of Death; DC 21
Spell-like Abilities:
At will - Animal Messenger, Calm Animals, Command Undead, Heat Metal, Summon Swarm
3/day - Commune with Nature, Control Winds, Dominate Animal, Insect Plague
1/day - Control Weather, Creeping Doom, Earthquake, Sunbeam

STATS:
STR 28 (+9)
DEX 10 (+0)
CON - (+0)
INT 17 (+3)
WIS 12 (+1)
CHA 28 (+9)

SAVES:
FORTITUDE: 4 + 0 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 4 + 1 (WIS) = 5

SKILLS
Intimidate:
5 + 3 (Class Skill) + 9 (CHA) = 17
Knowledge (Arcana): 5 + 3 (Class Skill) + 3 (INT) = 11
Knowledge (Dungeoneering): 5 + 3 (Class Skill) + 3 (INT) = 11
Knowledge (Planes): 5 + 3 (Class Skill) + 3 (INT) = 11
Spellcraft: 5 + 3 (Class Skill) + 3 (INT) = 11
Use Magic Device: 5 + 3 (Class Skill) + 9 (CHA) = 17

SPELLCASTING
Spell Save: DC: 10 + 9 (CHA) + Spell Level

Spells Known

0th - Mage Hand, Prestidigitation, Read Magic, Detect Magic, Arcane Mark, Dancing Lights
1st - 7/day - Long Arm, Shield, Shocking Grasp, Blade Tutor's Spirit
2nd - 4/day - Savage Maw, Frigid Touch, Blur

Greater Despair (Su)
Any creature within 100 feet of a dread mummy must succeed on a Fortitude save or be paralyzed by fear for 1d4 rounds. Once a creature recovers from the paralyzation effect, it remains staggered for 1 additional round. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and mind-affecting fear effect. The save DC is Charisma-based.

Breath of Death (Su)
Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed a Fortitude save or gain 1d4 negative levels. A creature killed by a dread mummy's breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. A zombie created in this manner is under the command of its creator (as command undead spell) and remains so until either it or the creator is destroyed.

Create Spawn (Su)
Any creature killed by a dread mummy's mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms a new dread mummy. A dread mummy created in this manner is under the command of its creator (as the dominate monster spell) and remains so until either it or the creator is destroyed.

Untainted (Ex)
Unlike other undead, this creature exudes no waste negative energy, making it very difficult to detect their nature. Spells such as Mage Sight or Detect Undead are incapable of detecting any aura of undeath on this creature and likewise will the creature not trigger magical traps or devices that react to the presence of the unliving. Other then for these purposes, it is affected by all effects as normal for an undead creature. Lastly, the creature gains a +5 bonus to all checks made to pass as a creature of a different type.

And yes, I used full PF rules for this. Frankly, the difference is negligible. Pathfinder gives more feats, but every serious build here in the thread uses 3.5 Feats + 2 free ones by exploiting flaws, which is more powerful and more broken. Skills are rarely relevant for most characters and I doubt that a few extra ranks will kill balance in any way, shape or form. Which leaves only cantrips and I'd say that nobody has cared about the existence of cantrips in the last 2+ years, so might as well have them cast arbitrarily often for fluff purposes.

This is not a problem unless you really, really want to make it one for no reason.
 
Last edited:
Did some tinkering.
Imperial Mummy Lord - CR 10 - 2,800 IM
- Magus - Eldritch Scion 5 (CR 5) - Needs to be supplied.
- Dread Mummy (CR +3) - 10 IM x 5 HD = 50 IM
- Metal-Clad - Gold (CR +1) - 50 lb. x 5 IM = 250 IM
- Soulforged Undead (CR +1) - 50 IM x 5 HD x CR 10 = 2,500 IM
Alignment: Lawful Evil
Type: Undead
Size: Medium
Class: Magus - Eldritch Scion 5
Favored Class Bonus: HP +5
Feats: Power Attack, Combat Casting, Terrifying Strike, Pestilent, Divine Protection
Class Features: Bloodline (Draconic - Red), Claws, Draconic Resistance, Eldritch Pool 11/day, Cantrips, Spell Combat, Spellstrike, Magus Arcana (Spell Shield), Bonus Feat
Aura: Greater Despair DC 21

Hitpoints: 76
Armor Class: 10 + 0 (DEX) + 13 (Natural Armor) = 23 (Flat-Footed: 23, Touch: 10)
Movement: 20 ft
Initiative: +0 (DEX)
Immunities: Cold
Resistance: Fire 10, Channeling 9, Light Fortification
Weaknesses: Fire, Electricity
DR: 5/-

Base Attack Bonus: +3
Melee:
- Slam +11; 1d8 + 14; 20/x2
- Claws +11/+11; 1d6 + 14; 20/x2
Special:
- all natural attacks cause Mummy Rot; DC 21
- Breath of Death; DC 21
Spell-like Abilities:
At will - Animal Messenger, Calm Animals, Command Undead, Heat Metal, Summon Swarm
3/day - Commune with Nature, Control Winds, Dominate Animal, Insect Plague
1/day - Control Weather, Creeping Doom, Earthquake, Sunbeam

STATS:
STR 28 (+9)
DEX 10 (+0)
CON - (+0)
INT 17 (+3)
WIS 12 (+1)
CHA 28 (+9)

SAVES:
FORTITUDE: 4 + 0 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 4 + 1 (WIS) = 5

SKILLS
Intimidate:
5 + 3 (Class Skill) + 9 (CHA) = 17
Knowledge (Arcana): 5 + 3 (Class Skill) + 3 (INT) = 11
Knowledge (Dungeoneering): 5 + 3 (Class Skill) + 3 (INT) = 11
Knowledge (Planes): 5 + 3 (Class Skill) + 3 (INT) = 11
Spellcraft: 5 + 3 (Class Skill) + 3 (INT) = 11
Use Magic Device: 5 + 3 (Class Skill) + 9 (CHA) = 17

SPELLCASTING
Spell Save: DC: 10 + 9 (CHA) + Spell Level

Spells Known

0th - Mage Hand, Prestidigitation, Read Magic, Detect Magic, Arcane Mark, Dancing Lights
1st - 7/day - Long Arm, Shield, Shocking Grasp, Blade Tutor's Spirit
2nd - 4/day - Savage Maw, Frigid Touch, Blur

Greater Despair (Su)
Any creature within 100 feet of a dread mummy must succeed on a Fortitude save or be paralyzed by fear for 1d4 rounds. Once a creature recovers from the paralyzation effect, it remains staggered for 1 additional round. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and mind-affecting fear effect. The save DC is Charisma-based.

Breath of Death (Su)
Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed a Fortitude save or gain 1d4 negative levels. A creature killed by a dread mummy's breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. A zombie created in this manner is under the command of its creator (as command undead spell) and remains so until either it or the creator is destroyed.

Create Spawn (Su)
Any creature killed by a dread mummy's mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms a new dread mummy. A dread mummy created in this manner is under the command of its creator (as the dominate monster spell) and remains so until either it or the creator is destroyed.

Untainted (Ex)
Unlike other undead, this creature exudes no waste negative energy, making it very difficult to detect their nature. Spells such as Mage Sight or Detect Undead are incapable of detecting any aura of undeath on this creature and likewise will the creature not trigger magical traps or devices that react to the presence of the unliving. Other then for these purposes, it is affected by all effects as normal for an undead creature. Lastly, the creature gains a +5 bonus to all checks made to pass as a creature of a different type.

And yes, I used full PF rules for this. Frankly, the difference is negligible. Pathfinder gives more feats, but every serious build here in the thread uses 3.5 Feats + 2 free ones by exploiting flaws, which is more powerful and more broken. Skills are rarely relevant for most characters and I doubt that a few extra ranks will kill balance in any way, shape or form. Which leaves only cantrips and I'd say that nobody has cared about the existence of cantrips in the last 2+ years, so might as well have them cast arbitrarily often for fluff purposes.

This is not a problem unless you really, really want to make it one for no reason.
Fingers crossed for as many volunteers as possible. These will be amazing.
 
Did some tinkering.
Imperial Mummy Lord - CR 10 - 2,800 IM
- Magus - Eldritch Scion 5 (CR 5) - Needs to be supplied.
- Dread Mummy (CR +3) - 10 IM x 5 HD = 50 IM
- Metal-Clad - Gold (CR +1) - 50 lb. x 5 IM = 250 IM
- Soulforged Undead (CR +1) - 50 IM x 5 HD x CR 10 = 2,500 IM
Alignment: Lawful Evil
Type: Undead
Size: Medium
Class: Magus - Eldritch Scion 5
Favored Class Bonus: HP +5
Feats: Power Attack, Combat Casting, Terrifying Strike, Pestilent, Divine Protection
Class Features: Bloodline (Draconic - Red), Claws, Draconic Resistance, Eldritch Pool 11/day, Cantrips, Spell Combat, Spellstrike, Magus Arcana (Spell Shield), Bonus Feat
Aura: Greater Despair DC 21

Hitpoints: 76
Armor Class: 10 + 0 (DEX) + 13 (Natural Armor) = 23 (Flat-Footed: 23, Touch: 10)
Movement: 20 ft
Initiative: +0 (DEX)
Immunities: Cold
Resistance: Fire 10, Channeling 9, Light Fortification
Weaknesses: Fire, Electricity
DR: 5/-

Base Attack Bonus: +3
Melee:
- Slam +11; 1d8 + 14; 20/x2
- Claws +11/+11; 1d6 + 14; 20/x2
Special:
- all natural attacks cause Mummy Rot; DC 21
- Breath of Death; DC 21
Spell-like Abilities:
At will - Animal Messenger, Calm Animals, Command Undead, Heat Metal, Summon Swarm
3/day - Commune with Nature, Control Winds, Dominate Animal, Insect Plague
1/day - Control Weather, Creeping Doom, Earthquake, Sunbeam

STATS:
STR 28 (+9)
DEX 10 (+0)
CON - (+0)
INT 17 (+3)
WIS 12 (+1)
CHA 28 (+9)

SAVES:
FORTITUDE: 4 + 0 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 4 + 1 (WIS) = 5

SKILLS
Intimidate:
5 + 3 (Class Skill) + 9 (CHA) = 17
Knowledge (Arcana): 5 + 3 (Class Skill) + 3 (INT) = 11
Knowledge (Dungeoneering): 5 + 3 (Class Skill) + 3 (INT) = 11
Knowledge (Planes): 5 + 3 (Class Skill) + 3 (INT) = 11
Spellcraft: 5 + 3 (Class Skill) + 3 (INT) = 11
Use Magic Device: 5 + 3 (Class Skill) + 9 (CHA) = 17

SPELLCASTING
Spell Save: DC: 10 + 9 (CHA) + Spell Level

Spells Known

0th - Mage Hand, Prestidigitation, Read Magic, Detect Magic, Arcane Mark, Dancing Lights
1st - 7/day - Long Arm, Shield, Shocking Grasp, Blade Tutor's Spirit
2nd - 4/day - Savage Maw, Frigid Touch, Blur

Greater Despair (Su)
Any creature within 100 feet of a dread mummy must succeed on a Fortitude save or be paralyzed by fear for 1d4 rounds. Once a creature recovers from the paralyzation effect, it remains staggered for 1 additional round. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and mind-affecting fear effect. The save DC is Charisma-based.

Breath of Death (Su)
Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed a Fortitude save or gain 1d4 negative levels. A creature killed by a dread mummy's breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. A zombie created in this manner is under the command of its creator (as command undead spell) and remains so until either it or the creator is destroyed.

Create Spawn (Su)
Any creature killed by a dread mummy's mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms a new dread mummy. A dread mummy created in this manner is under the command of its creator (as the dominate monster spell) and remains so until either it or the creator is destroyed.

Untainted (Ex)
Unlike other undead, this creature exudes no waste negative energy, making it very difficult to detect their nature. Spells such as Mage Sight or Detect Undead are incapable of detecting any aura of undeath on this creature and likewise will the creature not trigger magical traps or devices that react to the presence of the unliving. Other then for these purposes, it is affected by all effects as normal for an undead creature. Lastly, the creature gains a +5 bonus to all checks made to pass as a creature of a different type.

And yes, I used full PF rules for this. Frankly, the difference is negligible. Pathfinder gives more feats, but every serious build here in the thread uses 3.5 Feats + 2 free ones by exploiting flaws, which is more powerful and more broken. Skills are rarely relevant for most characters and I doubt that a few extra ranks will kill balance in any way, shape or form. Which leaves only cantrips and I'd say that nobody has cared about the existence of cantrips in the last 2+ years, so might as well have them cast arbitrarily often for fluff purposes.

This is not a problem unless you really, really want to make it one for no reason.
I'm not a fan of the Gold-clad option. The Dexterity penalty is much too steep . If we're going to develop a new Metal-clad variant for our Undead, Mithral or Silver would be much better, IMO.
 
I'm not a fan of the Gold-clad option. The Dexterity penalty is much too steep . If we're going to develop a new Metal-clad variant for our Undead, Mithral or Silver would be much better, IMO.
The Dex penalty is sharp, but it's something that can be negated through items. Gold Clad's +6 CHA bonus is too good to pass up.

... Also it quite literally is metal as hell. ;)
 
The Dex penalty is sharp, but it's something that can be negated through items. Gold Clad's +6 CHA bonus is too good to pass up.

... Also it quite literally is metal as hell. ;)
Silver gives a +4 to Charisma with only a -2 to Dexterity, along with other benefits.
 
I'm not a fan of the Gold-clad option. The Dexterity penalty is much too steep . If we're going to develop a new Metal-clad variant for our Undead, Mithral or Silver would be much better, IMO.
I have a few counter-arguments:

1. Those templates have much higher CR costs.
2. Golden Mummy
3. I'm mostly after the CHA bonus. The Mummy has a ton of Natural Armor, so the only downside of the DEX penalty is a +3 to reflex save. Give them some Adamantine Full Plate, Boots of Speed and a Cloak of Resistance and you are done.
4. Golden. Mummy.
5. You can still buff their DEX a bit.
6. GLORIOUS GOLDEN MUMMY LORD
 
Silver gives a +4 to Charisma with only a -2 to Dexterity, along with other benefits.
Point, but gold is just more pimping. Imagine a bunch of Scholarum mages trying to emulate Viserys with his cloak. :V
Would Valaena offering blood/fluid samples for the Forge work to make Azel's mummies? Her class is Eldricht Scion iirc
I think rather than growing these mummies wholesale it's intended to find Scholarum volunteers who are interested in the power and versatility of undeath, hence why it already has 5 levels of Magus.
 
I don't think we can outright create 5th level Maguses like that. I assumed @Azel's Mummy was an example that could be added to a 5th+ level mage.
That's the idea.

What we could do is looking into stacking Undead templates on Flesh Forge creations, but that would make the whole operation more expensive.
Granted, if there are stronger mages out there who are interested I certainly wouldn't say no to them, too. Mummy Lord vassals are so, so useful.
 
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