Undead Paragon Classes II: Ghoul, Lich and Mummy

Undead Paragon Classes II: Ghoul, Lich and Mummy

The second collection of undead paragon classes clocks in at 28 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with an impressive 25 pages of content, so let’s take a look!

 

After an introduction to the concept of paragon classes, which are basically means to advance in a race via a class, as depicted in e.g. Rite Publishing’s excellent “in the Company of…”-supplements, we dive pretty much right into the base racial chassis employed – the rotting corpse as a race, which I covered in my review of part I. If you missed it:

 

Rotting corpses get -2 to Str, Dex, Int, Wis and Cha and use Charisma instead of Constitution as governing attribute. Weird, verbiage-wise: “If the base race gained an ability modifier to Constitution, apply that same modifier to Charisma.” Looks like dwarves make for particularly good-looking corpses…Anyhow; the rotting corpse becomes undead, but retains the parent race’s subtype. Okay, do they still qualify as humanoids of their parent race for the purpose of bane etc.? Rotting corpses don’t suffer from the standard 0 hp-destroyed issue of most undead, instead becoming disabled upon being reduced to 0 hp – it takes an exceeding of Charisma score in negative hit points to destroy them. The race gets +2 to Intimidate versus living creatures, but -2 to Diplomacy, Handle Animal and Ride when interacting with the living. They are not immune to ability drain or damage or mind-affecting effects. They otherwise retain full undead immunities. Nice: part II strikes through the undead immunities that are modified for the rotting corpse.

 

Okay, so fragility-issue is addressed; the base race has a couple of nerfs that prevent it from going overboard, but the immunity array is still pretty damn potent. A level 6 spell to raise undead (as opposed to the living) has been included – and yes, it’s still costly as all hell, retaining balance there. Cool: This second version provides guidelines on which classes fit best with which undead paragon classes – three of these have, as of yet, not yet been released, meaning we’ll get a third part at one date.

 

The pdf also reproduces several of the undead feats from the previous installment, unfortunately inheriting the issues of these feats. Some new feats for speaking with the dead and boon (the talents of these classes)-granting variant feats have been included, but as a whole, there’s not much new material here, so let’s move on to the paragon classes, shall we?.

 

The paragon ghoul gains d10 HD, 6 Int skills per level, full BAB-progression, good Fort- and Ref-saves and proficiency with simple and martial weapons as well as light and medium armor and shields, except tower shields. The paragon ghoul begins play with a bite attack (doesn’t specify whether primary or secondary, requiring you to default to standards) and 1/day as a swift action, the ghoul can channel fever: For one round ALL weapons of the ghoul can cause augmented ghoul fever. The ability gains +2 daily uses, +1/day every 2 levels thereafter. This ghoul fever’s save DC is governed by Charisma and causes 1d2 Con and Dex damage, with 2 consecutive saves to cure. At 6th level and every 4 levels thereafter, the damage die size increases, up to 1d8 at 18th level. Starting at 5th level, immunity versus disease no longer guards against the ghoul fever, unless the creature in question also is immune against poison. Starting at 11th level, neither disease, nor poison immunity help, unless the target is also immune to curses. Weird: At 17th level, the ghoul fever notes “The round after a creature is infected with augmented ghoul fever, it must make another save or take appropriate damage.” Well, the disease is already triggered immediately and already requires two saves to cure, so this is basically a cumbersome frequency addition, I guess – one that paradoxically could see it cured sooner.

Paragon ghouls are treated as ghouls for the purpose of prerequisites etc. and they begin play with devour corpse, allowing them to devour a corpse of a Small or larger being over 5 minutes, gaining temporary ht points equal to the HD of the corpse devoured. Now, personally, I prefer how the darakhul handled that, but oh well. 2nd level yields corpse scent and +1/2 class level to Perception and Knowledge checks to locate and analyze corpses and undead. At 7th level, corpses eaten also yield the information of blood biography.

 

Starting at 3rd level, the ghoul can 1/day, as a swift action, render all his attacks with “paralytic energy” – I am not a fan of the verbiage here. Once again, the save is governed by Charisma and the ghoul gains +2 daily uses at 5th level, +1/day for every 2 levels thereafter. While save or suck, the paralysis only lasts one round, at least until 9th level, where that is upgraded to 2 rounds and 15th level, which increases that to 3 rounds. Starting at 3rd level, the ghoul gains sneak attack…or so I think. The text contradicts itself here and the table – I assume that 3rd level’s the correct one, not 1st level as the pdf once notes. At 13th level, the ghoul can execute a coup-de-grace as a standard action and 19th level yields at-will control undead, but only for ghasts and ghouls. The capstone lets you coup-de-grace as a move action or in place of a melee attack. Additionally, ghoul fever’s frequency may be increased to 1/round…which is weird in its interactions, considering aforementioned option for saves in the follow-up round.

 

As always, the class gets boons – the first at 2nd level and an additional one every 2 levels thereafter. Full-round creature devouring can yield some wonky results with temporary hit points – while you can’t use rats, dire rats can, at least, be eaten. Claws (not codified, requiring to default to the standards) are included, as is gaining the corpse’s last minute of memory – while this *can* be narrative gold, it can also wreck many a murder mystery, considering a lack of options to offset this. The balance of these boons, in case you’re wondering, isn’t exactly tight +2 to atk and damage versus corporeal undead versus gaining two claws. Similarly, 300 ft. blindsight corpse and undead-detection can, depending on the plot, be a really powerful deal breaker. OP: For a boon, the ghoul can bypass paralysis immunities for several creature types and can take rend sans minimum level requirement. He may also poach zombie boons.

 

The second class herein would be the lich, who gains d6 HD, 2 + Int skills per level, ½ BAB-progression, good Will-saves, proficiency with club, dagger, heavy & light crossbow, quarterstaff and spellcasting of up to 9th level, drawn from the sorcerer/wizard list, with Spell Focus Necromancy as a bonus feat at 1st level. 5th level yields Greater Spell Focus: Necormancy. He has 3 spell slots per spell level, gained at appropriate levels, with a bonus spell slot for necromancy spells. The paragon lich counts as a lich for the purposes of prerequisites- He begins play with char soul: For each point of char he accepts, he takes 1 point of lethal damage per 2 levels, minimum 1. He may only accept char equal to his character level before requiring a rest and the damage cannot be otherwise healed – bingo, it’s a sort of Burn. He can use char to spontaneously add a metamagic feat known to a necromancy spell known sans increasing the spell level. This costs char equal to the metamagic feat’s level-increase. Secondly, he may increase the damage of a necromancy spell by +2 damage per die rolled, increase the CL by +2, increase the DC by +2 or accept a char to replace a prepared spell with a necromancy spell…that HE DOESN’T NEED TO KNOW. If the previous numerical escalation wasn’t enough – that right there is instant-ban-hammer at my table.

 

Starting at 2nd level, he gains lich touch, a standard action touch attack that inflicts 1d6 negative energy damage for every 2 class levels. “The paragon lich may use this ability to heal himself.” Infinite healing at level 2. There you go. That sound? That’s any pretense of balance whimpering, curling up in a ball and dying. I refuse to dignify this with further analysis. If you allow this fellow in your game, more power to you – personally, I wouldn’t touch this guy with a 50-ft.-stick. I’d even disallow that fellow in a Path of War game – it’s blatantly broken. NEXT.

 

The third lass would be the paragon mummy, who gains d8 HD, 4 + Int skills, ¾ BAB-progression, good Will-saves, proficiency with simple weapons, light and medium armor, shields and the favored weapon of their deity. They gain +1/2 class level to Knowledge (history), Knowledge (nobility) and Knowledge (religion) and may make them untrained. Mummies have an alignment aura and cast divine spells, drawn from the cleric spell list, as a prepared spellcaster of up to 9th level. They also get 2 domains and count as mummies for the purpose of prerequisites etc. They begin play with a slam attack (again, requiring to default to standards) and when slain, the killer suffers from the mummy’s curse. Mummies choose an oracle curse at first level and those slaying it suffer from oracle’s burden on a failed save.

 

Starting at 2nd level (not noted in the ability), they may 1/day make all attacks potentially convey cursed mummy rot as a swift action, with 4th level and every 2 levels thereafter yielding an additional daily use. The rot is both a curse AND a disease from the get-go and adheres to a similar damage die progression as ghoul fever, but targets Constitution and Charisma instead. The disease is ALSO accompanied by the oracle’s burden effect, making this a ridiculously strong debuff. 2nd level yields channel resistance +2, which increases by +2 at 5th level and every 3 levels thereafter, up to +8 at 11th level, culminating in immunity to curses at 13th level. (This ability. Weirdly, is mentioned twice – once in the scaling one and once as a stand-alone ability.) At 3rd level, the mummy increases the Dc of curses by +1, further increasing that to +2 at 7th level and every four levels thereafter by +1. 9th level halves the cost of raising magic, and 20th level yields permanent affliction of oracle curses for those affected and makes the rot nigh-incurable.

 

5th level and every 3 levels thereafter yields a mummy boon (erroneously referred to zombie boon once – and yes, they can poach zombie boons). These include arcane discoveries, 2/day channel negative energy at -3 levels, +1/2 character level to heal checks (should probably be class level) – once again, we have WIDE discrepancies in the power of the boons: Despair aura and a better 3 + Cha-mod bestow curse SP versus Eschew Materials. You get the idea.

 

So, the mummy is basically a cleric on speed sans the healing capacity, but here’s the joke: At 2nd level and 4th level and every 2 levels thereafter, they get to choose a single druid, psychic, witch or wizard spell for their spell list. Lol. That’s cherry-picking the most potent spell-lists there are. In case you’re wondering: No, this one will not get anywhere near my table either.

 

The pdf concludes with 2 pages of zombie boons. We do not get favored class options or the like.

 

Conclusion:

Editing and formatting, on a formal level, are actually pretty good. The rules-language is also, as a whole, rather precise and well-crafted. Layout adheres to a relatively printer-friendly two-column b/w-standard and the pdf sports fitting stock b/w-artworks. The pdf has no bookmarks, which is a serious comfort detriment.

 

Jeff Gomez’ second cadre of undead paragon classes is mechanically more interesting – the pseudo-burn is interesting and the recombination of the divine tricks featured by the mummy is similarly smart. The rules-language is concise and well made…but, alas, the pdf pretty much says goodbye to any semblance of internal balance within boons, balance within the context of racial paragon classes…and don’t get me started with existing options. In short: I wouldn’t even allow these options in my most high-powered Path of War games. Why? Because the power is, unlike in Path of War, not offset by something unique or captivating – you won’t be wowed or amazed by any of the options herein. The char would have had some promise, much like the vampire in #1, but it’s also, like its vampiric brethren, trapped in a broken chassis. As a whole, this exacerbates the issues of its predecessor and considering the amount of undead races and class-like options out there, I can rattle off more compelling ways to play undead without needing to accommodate the issues this one brings to the table. As a whole, I can’t find a reason to get this pdf, apart from its low price – my final verdict will hence clock in at 2 stars.

 

You can get these undead classes here on OBS.

 

Endzeitgeist out.

 

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