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Maxus
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Mummy Template

Post by Maxus »

So I'm looking at trying my hand at running a play-by-post game, and I'm centering it around necromancy, mostly things found in the Tome of Necromancy.

I realized that a particular Mummy character wouldn't work out that great using the normal monster rules, so I took a shot at writing up a template, paragon, and PrC.

Mummy

Minimum Character level: 5

Type: The character’s type changes to Undead and the character’s former type becomes a subtype with the ‘augmented’ modifier. The character also gains the Dark Minded subtype.

Hit Dice: The character’s BAB, Saves, and Skills and HP are all unaffected. However, his Charisma bonus is substituted for his Con bonus for HP, and his bonus HP is recalculated accordingly. Also, all future HP rolls use d12 HD.

Ability Scores: The character gains +4 Strength, -2 Dex, and loses his Constitution score.

Special Qualities:

Natural Armor: The character gains +2 Natural Armor.

Natural Weapon: Slam Attack, 1d8 for a medium-sized creature. Gains iterative attacks based on BAB.

Mummy Rot (su): Supernatural disease—slam, Fortitude DC 10 + 1/2 Character Level + Charisma, incubation period 1 minute; damage 1d6 Con and 1d6 Cha.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any healing spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.


Implacable: The character can only run three times his movement speed, but he does not take penalties for carrying a medium load. Also, his lifting and carrying capacity is doubled.

Unstoppable: The character gains a +4 bonus to grapple, trip, overrun, and bullrush maneuvers.

Flammable: Being a dried, preserved corpse wrapped in bandages, the Mummy is naturally vulnerable to fire. He takes an additional 50% (1.5x) damage from fire effects.

Mummy Paragon

HD: d12
Medium BAB
Good Fort and Will Save.
4 + Int skill points.
Class Skills: Balance, Climb, Concentration, Craft, Hide, Intimidate, Jump, Knowledge (Religion, Arcana, History, Architecture and Engineering, Dungeoneering), Listen, Spellcraft, Spot.

1 Bestow Curse, Improved Preservation, +1 Divine Caster Level
2 Ability Boost (+2 Str), +1 Divine Caster Level
3 Beetle Discorporation, +1 Divine Caster Level

Bestow Curse (Sp): As the spell, at-will. DC equal to 10 + 1/2 Character Level + Charisma modifier.

Improved Preservation (Ex): The Mummy Paragon's Natural Armor increased by 2 with each class level.

Divine Caster Level: The Mummy Paragon gains caster levels, including spell slots and spells known, for any divine spellcasting class he had previously. If he does not have a Divine spellcasting class, he instead gets Full BAB.

Ability Boost: The Mummy Paragon gains +2 Strength.

Beetle Discorporation (Su): The Mummy Paragon can dissolve into a cloud of scarab beetles. Apart from the visual appearance, this is identical to gaseous form, and has a caster level equal to character level. This may be used at-will.
Last edited by Maxus on Sat Mar 14, 2009 10:09 pm, edited 6 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Username17
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Post by Username17 »

I would definitely hand out Mummy Rot carrying to any D&D Mummy. It's too classic to not have.

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Maxus
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Post by Maxus »

FrankTrollman wrote:I would definitely hand out Mummy Rot carrying to any D&D Mummy. It's too classic to not have.

-Username17
I looked at it earlier, and thought that it made more undead. Somehow, I missed the line about a creature which dies of Mummy Rot turns into dust. I'll correct in a bit.

So, should Mummy Rot be transmitted by the Slam attack or any other natural weapon?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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CatharzGodfoot
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Re: Mummy Template

Post by CatharzGodfoot »

Maxus wrote: Flammable: Being a dried, preserved corpse wrapped in bandages, the Mummy is naturally vulnerable to fire. He takes 50% damage from fire effects.
150%?

Other than that (and the mummy rot Frank mentioned), it looks cool. I'm not a fan of "-" constitution scores, but it does fit. Instead of a bonus feat, you could consider giving them beetle discorporation.
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Maxus
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Re: Mummy Template

Post by Maxus »

CatharzGodfoot wrote:
Maxus wrote: Flammable: Being a dried, preserved corpse wrapped in bandages, the Mummy is naturally vulnerable to fire. He takes 50% damage from fire effects.
150%?

Other than that (and the mummy rot Frank mentioned), it looks cool. I'm not a fan of "-" constitution scores, but it does fit. Instead of a bonus feat, you could consider giving them beetle discorporation.
Corrected the Flammable error. Thank you for pointing it out.

I'm not a fan of the "-" either, which is why they keep the HP they had when they took the template.

Edit: There. Added and juggled a few things.

Something did occur to me: The non-spellcaster benefit for the Divine Caster Levels isn't that great; they only gain 1 point of BAB over what they'd get otherwise. Maybe an HP boost at those levels or something. Nothing too extreme--Maybe 20 extra hit points over two levels.
Last edited by Maxus on Sat Mar 14, 2009 6:33 pm, edited 4 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Avoraciopoctules
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Post by Avoraciopoctules »

How would the mummy's flammability interact with a base creature immune to fire?
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Maxus
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Post by Maxus »

Avoraciopoctules wrote:How would the mummy's flammability interact with a base creature immune to fire?
That did occur to me. The best I could determine is the Mummy gets flame immunity and a heartfelt "Merry Christmas".
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Maxus
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Post by Maxus »

Moved down to the bottom.
Last edited by Maxus on Wed Mar 18, 2009 12:54 am, edited 5 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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angelfromanotherpin
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Post by angelfromanotherpin »

While some math would suggest that (vulnerability = +50%) + (immunity = -100%) = -50%; so the immune base creature/mummy would take half damage from fire, the unfortunate new wording of immunity is much stranger and supports your interpretation for simplicity's sake.
Last edited by angelfromanotherpin on Sat Mar 14, 2009 7:19 pm, edited 1 time in total.
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Post by CatharzGodfoot »

You could change it to standard fire vulnerability. And even though I don't like "-" constitutions, I like making the HP of a level 6 mummy cleric dependent on whether she became a mummy last level or this level even less.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
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Post by Maxus »

CatharzGodfoot wrote:You could change it to standard fire vulnerability. And even though I don't like "-" constitutions, I like making the HP of a level 6 mummy cleric dependent on whether she became a mummy last level or this level even less.
How about if they got half their Con bonus (as it stood when they underwent mummification) to bonus HP?

Point is, I'd like the mummy to be at least semi-viable for combat classes (there are a lot of temple guards as well as priests), as well as for clerics. So I'm trying to find a way for them to keep some kind of HP bonus.

I'm open to suggestions, though.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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angelfromanotherpin
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Post by angelfromanotherpin »

Maxus wrote:How about if they got half their Con bonus (as it stood when they underwent mummification) to bonus HP?

Point is, I'd like the mummy to be at least semi-viable for combat classes (there are a lot of temple guards as well as priests), as well as for clerics. So I'm trying to find a way for them to keep some kind of HP bonus.

I'm open to suggestions, though.
You could have them get their bonus hit points from a different stat. You could make a case for Strength, Wisdom, or Charisma.
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Post by Maxus »

angelfromanotherpin wrote:
Maxus wrote:How about if they got half their Con bonus (as it stood when they underwent mummification) to bonus HP?

Point is, I'd like the mummy to be at least semi-viable for combat classes (there are a lot of temple guards as well as priests), as well as for clerics. So I'm trying to find a way for them to keep some kind of HP bonus.

I'm open to suggestions, though.
You could have them get their bonus hit points from a different stat. You could make a case for Strength, Wisdom, or Charisma.
Angel, you are a lifesaver. :loveya:

Charisma, I think. Seeing as how the Mummy already gets +4 (And another +2 with the Paragon) Strength, and a Mummy cleric would pump Wisdom.
Last edited by Maxus on Sat Mar 14, 2009 10:16 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Maxus »

Okay, I have some ideas up for the Mummy Lord's abilities. They're tentative, but they're a starting point. As always, I welcome some suggestions.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Avoraciopoctules »

I'm drafting an improved mummy rot ability and I'll have it up here in my next post.

As it exists currently, the mummy's Despair aura is a bit wacky when it's part of a party. Every time your teammates wake up to the smell of you cooking breakfast, they need to save or be paralyzed in horror. I like the idea of an actively invoked ability, but you could also fix this by making allies immune after the first time they are exposed. Maybe make it so that if you've made saves against the same mummy 3 days in a row, you are immune to Despair until you are away for a week or more.

CHA mod to HP for some undead already exists as an ability called Unholy Toughness. Salt mummies and Dry Liches have it, I believe.
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Post by Maxus »

Avoraciopoctules wrote:
As it exists currently, the mummy's Despair aura is a bit wacky when it's part of a party. Every time your teammates wake up to the smell of you cooking breakfast, they need to save or be paralyzed in horror. I like the idea of an actively invoked ability, but you could also fix this by making allies immune after the first time they are exposed.
Point well made. I prefer actively invoked, or maybe a debilitating Aura which doesn't affect allies.

...Actually, if you were playing a mummy, would the rest of the party even *want* you to cook breakfast for them?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Judging__Eagle »

Maxus wrote:
angelfromanotherpin wrote:
Maxus wrote:How about if they got half their Con bonus (as it stood when they underwent mummification) to bonus HP?

Point is, I'd like the mummy to be at least semi-viable for combat classes (there are a lot of temple guards as well as priests), as well as for clerics. So I'm trying to find a way for them to keep some kind of HP bonus.

I'm open to suggestions, though.
You could have them get their bonus hit points from a different stat. You could make a case for Strength, Wisdom, or Charisma.
Angel, you are a lifesaver. :loveya:

Charisma, I think. Seeing as how the Mummy already gets +4 (And another +2 with the Paragon) Strength, and a Mummy cleric would pump Wisdom.
I should add that Cha is the usual stat used to give Undead extra HP in 3.5. To cement things if anything.
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Post by SunTzuWarmaster »

BAH. Do HP like everything else does it, jesus.

This is the way that is is done for liches and skeletons:
"Increase all current and future Hit Dice to d12s... Being undead, a lich has no Constitution score."

No mod, d12s for hp. If you were rolling d10s with a high con, you lose. If you were rolling d6s with an average con, you win. Lich is a great choice for anyone rolling a d4 or d6 for hp and needing more.

If you want to keep the "get cha mod as bonus hp", you can, but considering the above precedents, I don't like it. You get bonus hp as an undead based on who creates you (their feats, usually, although cha mod can play in).
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Post by Username17 »

In the long run, everyone loses when they switch to d12s with no modifier. The high level Con enhancement items give you +3 hit points per die. The wish mod gives +2.5 hit points per die. Even if you were rolling d3s for hit points, a high level character would still gain nothing converting their base Con of 10 into a - and going to a d12.

d12s with no modifier are so shitty by high level that real undead need huge crazy piles of hit dice to still fall wildly behind at mid and high levels.

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Post by SunTzuWarmaster »

That's fine then, use Cha mod.

What I REALLY, REALLY, don't like is having a level 8 wizard that took the mummy template (somehow) at level 6 calculate his hp by having 6d4+2d12+(cha mod)*level. That is very annoying and pointless.
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Post by Maxus »

Yeah. A Nightcrawler (CR 18 ) has 25 HD and inexplicably gets an extra 50 HP to bring it up to 212 hit points.

So, yes, I'd kinda like to keep this manageable, and that means bonus HP from some sort of source. So, hey, Charisma.
Last edited by Maxus on Sun Mar 15, 2009 4:00 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by CatharzGodfoot »

Characters with standard undead HP really only work if they can't be destroyed. Revenants, ghosts, lichs, and so forth. Making mummies canopic lichs could work fine. Letting them keep their constitutions could also work, although it probably goes a bit more against flavor. Beetle/sand/wrapping discorporation is also an option.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

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Post by Aktariel »

There already is a standard "Undead get Cha to HP" ability; it's called Unholy Toughness.

I quote, from Boneclaw's MMIII entry: A boneclaw gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.

So yeah. Basically it gets d12+Cha every level. Not bad for a mummy - they are supposed to be dried out and stringy.
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Post by Maxus »

Mummy Lord

Requirements:
K (Religion) 13 ranks
Must be able to cast 5th-level Divine Spells.
Feats: Wrappings of the Ages.

d12 HD
Medium BAB
Good Fort and Will
Skill Points: 4
Skill List: Coming soon

Level, Ability, Spellcasting
1, The Lord of the Tomb, +1 Divine Spellcasting
2, The Curse of the Mummy, +1 Divine Spellcasting
3, The Arts of Desecration, +1 Divine Spellcasting
4, The Hymn of Despair, +1 Divine Spellcasting
5, The Voice of the Dark Gods, +1 Divine Spellcasting

The Lord of the Tomb: At first level, the Mummy Lord gains all the terror of the Grave. He radiates an Aura of Paralyzing Fear out to 30 feet. Any enemies who fail a Will save (DC 10 + 1/2 Character level + Cha bonus) are paralyzed for 1d4 rounds. This is a mind-affecting fear effect. Additionally, the Mummy Lord can order mindless undead not under the control of someone else.

Spellcasting: The Mummy Lord gains caster levels, including spells known and spells-per-day, as if he'd gained a level in a previous spellcasting class.

The Curse of the Mummy: The Mummy Lord, if he does not already have it, gains Bestow Curse as an at-will Spell-like ability. Additionally, he gains the ability make a Curse Glyph which affects every creature within 30 feet when activated. If he already had the Bestow Curse ability, it improves [more on that later] and he gains Mass Curse.

The Arts of Desecration: The Mummy Lord gains Protection from Good, Magic Circle Against Good, Desecrate, Unhallow, and Black Sand as spell-like abilities, useable at will (the casting times are still the same as the spells, however).

The Hymn of Despair: All [fear] spells are considered spells known for the Mummy Lord, and he may prepare them at the level they appear on other spell lists. Furthermore, the Mummy Lord gains Crushing Despair as a spell-like ability.

The Voice of the Dark Gods: The Mummy Lord gains the Power Word spells as spells known at the level they appear on other spell lists. He also gains Bane, Bless, and Prayer as spell-like abilities useable at will. Furthermore, he can use Blasphemy as a spell-like ability a number of times a day equal to his Charisma modifier, caster level equal to Character level.
Last edited by Maxus on Wed Mar 18, 2009 4:10 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Avoraciopoctules
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Post by Avoraciopoctules »

Balanced it against a Monk Fighting Style

Wasting Curse (Su): A level 2 Mummy Lord may curse a struck target to become one with the desert. This manifests slowly, causing the target to dry out and eventually erode to dust.

A swift action is required to activate this ability. It lasts one round and is usable at will. The Wasting Curse affects all attacks made with natural weapons, including unarmed strikes and a Monk's Slam attack. The Mummy Lord has the option of making a touch attack with a natural weapon if they forgo the normal attack damage.

Attacks are modified as follows:
- The target takes 2 Constitution damage if struck.
- Half of all damage dealt by the attack is negative energy damage.
- The target must make a Fortitude save (DC 10 + ½ character level + Charisma Modifier) or contract Mummy Rot.
- If the target has Mummy Rot, they take 2 points of Strength damage in addition to the 2 Constitution damage if struck.

EDIT: The Wasting Curse can be used a maximum of Character Level / 3 times per round, rounding up.
Last edited by Avoraciopoctules on Wed Mar 18, 2009 9:22 pm, edited 1 time in total.
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