Raising The Dead
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These rules are available as Open Game Content.
One big issue that many gamers debate is raising slain PCs back from the dead. Gamers usually don't want PCs to die permanently. But at the same time, if the PCs can come back to life then why not kings, major villains, and other characters also. In addition, raising characters from the dead tends to be a strangely casual activity. Bob the barbarian does not grieve over the loss of Fred the fighter, because tomorrow morning Chris the cleric is going to prepare the Resurrection spell.
So if you wish, you can get rid of raise dead, resurrection, and all other such spells and use the following optional rule.
The Ritual
Any spellcaster of any level can attempt to resurrect a creature. However, it may not be practical depending on the situation. Raising the dead is also dangerous, as death does not release souls without a fight. Additionally, raising the dead can be considered taboo or even blasphemous in the game world. To raise a creature from the dead, the spellcaster must follow these steps.
1) The spellcaster must possess the body of the creature that is going to be resurrected. Creatures that have become undead must have their undead forms destroyed before they can be raised from the dead. The body need not be whole, but a significant portion of the body must be present. Usually this is accomplished by using the corpse, skeleton, or ashes of the dead creature. The GM ultimately decides if the remains are sufficient.
2) The spellcaster must possess the rites of resurrection. This can take the form of a scroll or tome (or similar item). The rarity and availability of these rites are up to the GM. Searching for the rites can even be an adventure in of itself. The rites of resurrection describe how to perform a resurrection ritual. The GM can add other requirements such as expensive components or virgin sacrifices.
3) After the spellcaster retrieves the remains of the creature and the rites of resurrection, he can begin the ritual. The ritual takes a number of days equal to the character level or hit die of the creature to be resurrected. The spellcaster cannot cast any spells during this time. Other spellcasters can assist in the ritual. Each additional spellcaster reduces the ritual time by 2 days. However, these spellcasters also cannot cast any spells during this time. The ritual takes a minimum of 1 day, no matter how many spellcasters assist in the ritual.
4) Based on the caster level of the spellcaster, the creature to be resurrected can only have been dead for a limited period of time. This can be important due the length of the ritual. If the ritual's duration extends the creature's time of death beyond the spellcaster's capabilities, then the ritual will fail. The chart below details how long a creature can be dead based on the spellcaster's caster level. Note that low level spellcasters will find it difficult to resurrect even weak creatures, due to the duration of the ritual and the limits of their power.
Caster Level | Days Dead |
1 | 1 |
2 | 2 |
3 | 4 |
4 | 8 |
5 | 16 |
6 | 32 |
7 | 64 |
8 | 128 |
9 | 256 |
10 | 512 (1.5 years) |
11 | 1024 (3 years) |
12 | 2048 (5.5 years) |
13 | 4096 (11 years) |
14 | 8192 (22.5 years) |
15 | 16,384 (45 years) |
16 | 32,768 (90 years) |
17 | 65,536 (179.5 years) |
18 | 131,072 (359 years) |
19 | 262,144 (718 years) |
20 | 524,288 (1436 years) |
5) The soul of the creature to be resurrected will know who is attempting to resurrect it, and can choose to not be resurrected (in which case the ritual fails).
6) If the soul decides to return, then the minions of death will come to reclaim the soul. All those attending the ritual run the risk of being slain by these supernatural forces. Note that any spellcasters performing in the ritual will not have the ability to cast spells when the minions of death arrive. Details for the minions of death are described below.
7) When the minions of death are defeated, the soul enters its body. The body heals to the state that it had in life (a one-armed man would still have one arm after resurrection). The newly resurrected creature does not suffer level lose or Constitution lose, but the creature is weak from the ordeal. The newly resurrected creature has 0 hit points and is exhausted. Typically the spellcasters performing the ritual will also have healing magic to relieve these conditions.
The Minions of Death
Any soul attempting to leave the realm of the dead will be pursued by the minions of death. These entities are merciless and cannot be bargained with. They are focused completely on stopping the soul from remaining in the realm of the living. It is suspected that the minions of death are not even capable of speaking, or having thoughts beyond retrieving the escaped soul. The minions of death are comprised of a single soul retriever, and one or more soul shadows. These entities appear in random locations within 60 feet, and within sight of the remains of the creature being resurrected.
The Soul Retriever
The soul retriever appears as a mockery of the creature being resurrected. It has demonic and/or undead features. For example, if the creature being resurrected is a wizard, then the soul retriever might take the appearance of a dark-robed skeleton. If the creature being resurrected is a barbarian, then the soul retriever might take the appearance of a feral beast.
The goal of the soul retriever is to gather the soul of the creature being resurrected and take it back to the realm of the dead. This process takes 10 full rounds of physical contact. The soul retriever must spend a full round action touching the remains of the creature being resurrected to count against the 10 round limit. These rounds need not be consecutive, but any other activity can break the contact, even if the soul retriever is standing over the body. The soul retriever will attack anything that attacks it, or anything that gets in its way. When all threats have been killed or driven off, the soul retriever will resume gathering the soul.
If the soul retriever successfully gathers the soul, then the ritual will fail and the minions of death will vanish. Another ritual can be attempted, but the additional days that pass may exceed the limits of the spellcaster to resurrect the creature.
If the soul retriever is slain, then it and any remaining soul shadows will vanish. The soul returns to its body and the creature is successfully resurrected.
The soul retriever is identical to the creature being resurrected in terms of power and abilities. In fact, the soul retriever is a template that is applied to the creature being resurrected. The soul retriever also appears with equipment appropriate for its level (based on the GM's game world). For example, if the creature being resurrected was a 10th level fighter then the soul retriever will have weapons, armor, and other equipment that would be appropriate for a 10th level fighter. This equipment vanishes along with the soul retriever. If the soul retriever is a spellcaster, then it can appear with a number of spells pre-casted equal to its caster level. For example, if the creature being resurrected was a 10th level wizard then the soul retriever can have up to 10 spells pre-cast when it arrives (i.e. Mage Armor, Shield, Bull's Strength, etc.).
Creating a Soul Retriever
"Soul Retriever" is an acquired template that can be applied to any living creature (although the actual creature is deceased). This creature is referred to hereafter as the base creature. A soul retriever uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to outsider (extraplaner). The creature's size does not change.
Hit Dice: Same as the base creature.
Speed: Same as the base creature.
Armor Class: The base creature's natural armor bonus improves by +4.
Attack: A soul retriever retains all the attacks of the base creature and also gains a claw attack if it didn’t already have one. If the base creature can use weapons, the soul retriever retains this ability. A creature with natural weapons retains those natural weapons. A soul retriever fighting without weapons uses either its claw attack or its primary natural weapon (if it has any). A soul retriever armed with a weapon uses its claw or a weapon, as it desires.
Full Attack: A soul retriever fighting without weapons uses either its 2 claw attacks (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a claw or other natural weapon as a natural secondary attack.
Damage: Soul retrievers have claw attacks. If the base creature does not have this attack form, use the appropriate damage value according to the soul retriever's size. Creatures that have other kinds of natural weapons retain their old damage values.
Special Attacks: Same as the base creature.
Special Qualities: A soul retriever retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Su): The soul retriever has damage reduction 5/magic. If the soul retriever's character level or hit die is between 8 and 14 then its damage reduction is 10/magic. If the soul retriever's character level or hit die is greater than 15 then its damage reduction is 15/magic.
Spell Resistance (Su): The soul retriever has spell resistance equal to 5 plus its character level or hit die.
Darkvision (Ex): The soul retriever has darkvision 120 ft.
See Invisibility (Su): The soul retriever can see invisible creatures and objects.
Immunity to Banishment (Su): The soul retriever is immune to any spell effect that would banish it, or teleport it unwillingly.
Unstoppable Force (Su): As a free action, the soul retriever can destroy a Wall of Force, Force Cage, or similar force field with a mere touch.
Flight (Su): The soul retriever can fly with perfect maneuverability at a speed of 60 feet. However, the soul retriever cannot gather a soul while flying.
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +4, Int +4, Wis +4, Cha +4.
Skills: Soul Retrievers gain a +8 racial bonus to Listen, Search, Sense Motive, and Spot checks. Otherwise, same as the base creature.
Feats: Same as the base creature.
Environment: Any
Organization: Solitary
Challenge Rating: Same as base creature +2
Treasure: None
Alignment: Neutral
The Soul Shadows
Soul shadows look like humanoid figures made from dark smoke, though they are actually solid. The goal of the soul shadows is to distract any who are foolish enough to interfere with the soul retriever. Although individually weak, soul shadows appear in numbers. The number of soul shadows that appear is equal to one plus one-half the character level or hit die of the creature being resurrected. If possible, soul shadows will attack any bystanders directly. Against powerful opponents however, soul shadows will use delay tactics such as tripping or grappling.
Medium Outsider (Extraplaner)
Hit Dice: 2d8+6 (15 hp)
Initiative: +7
Speed: Fly 50 ft. (perfect) (8 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Slam +5 melee (1d6+3)
Full Attack: Slam +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Damage Reduction 5/magic, Darkvision 120 ft., See Invisibility
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 16, Dex 16, Con 16, Int 14, Wis 14, Cha 14
Skills: Balance +10, Bluff +7, Escape Artist +8, Intimidate +9, Listen +7, Search +7, Sense Motive +7, Sleight of Hand +10, Spot +7, Tumble +8
Feats: Improved Initiative, Improved Bull Rush, Improved Disarm, Improved Trip, Improved Grapple, Improved Feint
Environment: Any
Organization: See above
Challenge Rating: 2
Treasure: None
Alignment: Neutral