Showing posts with label je suis paizo. Show all posts
Showing posts with label je suis paizo. Show all posts

Sunday, November 22, 2015

Roll20 Characters

I'm getting ready to run a game for some of friends on roll20. I know, I know. Still, it's free.

Because I never do things the easy way, I've made different classes along late-medieval themes and modified the d20 ruleset down to the barest bones possible. I doubt that will interest any randos that stumble across my blog, though.

Class Abilities

Anyway, here are the classes. They have strong, thematic capabilities. These assume you agree with the objectively correct, morally superior position of death to ability scores. They also assume that you receive two feats at first level and rely on them for all of your player-driven character customization. So feats have to be pretty chunky, more like 5e feats than 4e or buy-in 3e. Lastly and perhaps most objectionably, they assume that you don't receive more hit points as you increase in level. If you want that so much, take a feat.

A slow, dangerous melee class.
A defensive melee class. 
A standard-fare ranged caster. I'll probably post their Dark Gift table later, after I de-plagiarize it.

"Let's not fight," you say as you discreetly reach for your sword.
"Ze healing is not as revarding as ze hurting." A non-clerical healing class. I know plague doctors are done to death.
Never stop firing. Also, never stop moving.

Sit in the back row and gank people.

A momentum-based class.



Sunday, November 15, 2015

The Lord Of All Fragments

Vhalkana, his hammer, and his... arm-spikes?

Vhalkana, The Smith-God

Vhalkana was manufactured by the previous smith-god, Cobannos, in an attempt to correct what that deity perceived to be his own weaknesses. Cobannos used all of the best parts of himself as ingredients and died as a result. He omitted various flawed qualities from the new god. Stuff like empathy for mortals, interest in non-smith-related activities, et ceteras. The result is a very hands-on deity.

Vhalkana likes dragooning random mortals to fetch raw materials for him, and not just his worshippers. He sees mortals as a naturally occurring resource much like a lode of mineral ore or a stand of trees. If he needs something they can provide, he will take it.

A typical interaction with Vhalkana might involve him dropping a four-faced angel into the players' vicinity, followed by the angel imperiously ordering the party to retrieve an unusual crafting material from their proximity. Or else. The angel will wait.

Stuff Vhalkana Wants

Things Vhalkana might plausibly demand players fetch:

The Devoted

A priest of the smith-god is known as a "pyraethi", which means fire-keeper. They must be devoid of birth defects, proficient in metalworking, and ideally are descended from another pyraethi. Supposedly, most pyraethi are descended from Vhalkana or Cobannos. After death, they can expect to have their soul collected by their deity, converted to soulsteel or another substance (the better a craftsman the pyraethi was in life, the more rarified a material his soul becomes in death), and incorporated into Vhalkana's next project. For a pyraethi, there can be no greater reward.

The smith-god grants prayers relating to the creation of objects (magical or otherwise), the manipulation and refinement of materials, and protection from destruction or calamity.

Every shrine to the smith-god houses a sacred kiln that contains fire from one of Vhalkana's forges. If it doesn't have a sacred kiln, it isn't a shrine. The fire is continually fed and maintained. Many such fires have burned continuously for hundreds of years or more.

Summoning a wall of shields always helps.

Prayers Of Metal And Making

Create Facsimile (1st-level)

You fabricate a copy of a single common magical item touched. The item is identical in all ways except that it vanishes at the end of the day. You cannot copy the same item more than once on any given day, regardless of how many times you memorize this spell, nor can you copy expendable or charge-based items. [1]

Recharge (1st-level)

This spell attempts to recharge a rod, staff, or wand that has at least 1 charge left. It requires 50 gold in semi-precious stones and rare earth powders. Roll 1d6+1. If you roll a natural 1, your working is flawed and you destroy the object in question. Otherwise you restore the that amount in charges to the item (though not above its inherent maximum, if applicable).

Wall Of Swords (2nd-level)

You conjure a 5x1 wall of spinning blades within short range. The wall blocks line of sight. Each turn, the wall inflicts 1d8 damage to creatures that start their turn within it or enter at least one space of its area. It will not inflict this damage to a given creature more than once, per turn. This wall counts as a friendly creature for the purposes of determining flanking, both for players and enemies.

Wall Of Shields (2nd-level)

You conjure a wall of hovering shields into a 4x4 area within medium range. The zone blocks line of sight to creatures within or past it, imparts +1 AC and AOE resist (half damage) to creatures within it, and counts as a creature for the purposes of determining flanking for both you and your enemies.

Greater Facsimile (3rd-level)

As create facsimile, but for a single uncommon magical item touched. You cannot cast this spell more than once, per day. [2]

Sacred Holocaust (3rd-level)

With a touch, you envelop a foe in agonizing flames. A target touched suffers 4d6 fire damage, Fort half. This is a fire and pain-based effect. On a failed save, they are weak (inflict half damage) until the end of their next turn. On a successful save, this spell is not expended from your memory.

Glassteel (4th-level)

Obviously, the pyraethi can cast glassteel. For them it's probably a 4th-level level spell. I don't know why anybody would think it should be 8th level.

[1] I think the price point for a common item should probably be about 1500gp or less. In Pathfinder, anyways. Basically, the spell should let you clone a +1 weapon or armor.
[2] 4000gp or less.

Notable Pyraethi

Pyraethi Faerzin is the most highly regarded of his order, essentially acting as high priest. He has a dozen four-faced angels working for him and occasionally borrows Vhalkana's forge hammer for personal projects.

Per the direct orders of her deity, Pyraethi Xenia has infiltrated the Yellowcake-Priests. They possess sacred scientific knowledge that mankind is not yet ready to use and are obsessed with destroying the world. Since the world is Vhalkana's -or rather Cobannos'- greatest creation, Xenia is commanded to destroy them. She has forged a marvelous helmet that allows her to eavesdrop on their communications with the star that they serve, permitting her to pretend to be one of their number and to infiltrate their ridiculous floating pyramid. She feels like she is operating on borrowed time and will escape as soon as conveniently possible.

Though not the most powerful of spellcasters, Pyraethi Jasparo has bred a sacred goose that lays eggs of the purest iron ore. He guards it like one in the throes of a deeply insane paranoia. Unbeknownst to Jasparo, the goose also exhales fumes of concentrated mercury.

Several pyraethi cooperate at Yesh Barit, the sacred foundry. All manner of projects are carried out here under the direct supervision of Vhalkana's angels. Their chief task is refining orichalcum, used for divine armaments such as thunderbolts, and panchaloha, a chameleonic idol-metal sometimes used by the gods in the manufacture of living creatures.

The Fire Caravan

Now that is a cool-ass mineral. It's moldavite, found exclusively at meteor impact sites.
The Fire Caravan is a troupe of ten or so pyraethi that wander the world in search of thokcha, also known as meteoric iron. They pay top-dollar for documentation of recent meteor activity or stories about meteor fields. They eventually turn all of their findings over to Vhalkana, but also perform their own experiments on samples prior to handing them over. They probably have all manner of void-kissed substances.

Stuff like:

  • Armaments glazed with void-rust scrapings. They are forbidden from using the void-kissed meteoric iron, itself, but surely the forge-god will not begrudge his followers a little bit of rust. The priests are getting quite clever at working with it.
  • Spun objects of ultra-frozen primum frigidum that will never melt. Useful for, uh, well. Maybe they're unbreakable? I could see laminating some sort of ice-themed armor with it, or alloying it with an igneous mineral to make some sort of fire/ice super sword.
  • Superconductive wands (superconductive to electricity, magic, or emotion, depending).
  • Metals that convert into dangerous organic matter when contacted with water. They could probably use this to grow you a new limb or organ. Assuming you didn't mind it being hideous and unrecognizably alien.
  • A portal stone that permits instantaneous travel between worlds. The sender is waiting for somebody to activate it so they can come through. This would probably lead to undesirable outcomes.
  • An Eye of the Star-thing. Whatever it is, it grew uncountable millions of extra eyes, attached each to a stone capable of surviving atmospheric entry, and hurled them at an unfathomable number of worlds. This is probably one of those "when you gaze into the darkness, it gazes also into you" situations, so I wouldn't get too cozy with the eye. Maybe it could give you a bonus when casting contact other plane.
  • More moldavite than you can shake a fist at. I'm sure it possesses amazing properties for magic or spellcraft. Maybe allow it to reduce the price of crafting plausible magic items?
This is basically what I think an Eye Of The Star-Thing should look like.

Saturday, September 19, 2015

The Four-Faced Angels


Quadriphonsical antagonist or condescending passerby? You decide. Either way, the self-proclaimed forge god wants his piece. He also probably wants to replace humanity with these things, but doesn't have the divine clout.

Thursday, July 30, 2015

The Spells And Secrets Of The Hazarim

The exiled Hazarim know much of interest to adventurers and their enemies. Read more about the Hazarim here, or this probably won't make much sense.

Relics Of The Faithful

Pilgrim's Conveyances

Over the years, so many Hazar corpses have required transportation to the holy city of Ummaq that magical coffins are a cottage industry. Since the dead are revived at their destination and dispense with funeral trappings, these objects can see continuous recycled use amongst the faithful. Some even originate from inside Ummaq, where the once-dead inhabitants sometimes craft items to help their brethren. All conveyances will have unusual resistance to damage and protect their contents from harm.

Some possible variations:
  • An urn that animates the spirit of the deceased within as a ghast, but that ghast cannot venture beyond thirty feet from the the urn, nor will it seek to do aught except protect itself and those carrying it (assuming they are heading toward Ummaq).
  • A gilded sarcophagus made of insect-lacquer. Any who open it are driven dangerously, self-destructively mad for 1d4 days. We're talking "thinks they need to eat fire to live" crazy. They need to be restrained or will surely perish. Those that have been raised from the dead at least once by any means prove immune to this affliction.
  • A marvelously crafted mahogany coffin, inlaid with strange stones. If the coffin is rapped upon, it sheds a horrendous red light that strikes all within thirty feet blind for a day (save negates).
  • A humble sack stitched from the shirts of many different pilgrims who have made the sacred journey conveying others' remains to Ummaq. It and its contents are invisible save to those who truly believe in the Hazar gods and their prophets.

This used to be all the rage in Khaldok.
Over the years, Gossivam has sometimes given away some of his marvelous personal possessions to needy believers not quite ready to enter the sacred city (because they are still alive).

Gossivam's Shawl: This item imparts a +1 bonus to all saving throws. If one perishes while wearing it, raise dead and similar spells cost 25% less gold to cast upon the deceased. Gossivam has no problem getting new shawls, so he gives this item away fairly frequently (every year or two).

The Prophet's Ring: This unique ring hails from Gossivam's days as a greedy false prophet. It is made in the style of the ancient Khaldo, appearing as an insect curled about one's finger. The wearer enjoys a +3 bonus to initiative and can heal another creature touched (never himself) 2d8+5 hit points, once per day. If this ability is used or the ring changes hands, the initiative bonus is lost until the next day.

Potions And Elixirs

Surrounded as they are by the superstitious, insectophiliac Khaldo culture and the alkaloid-rich herbs of the drylands, the Hazar have developed some skill with alchemy.

Diviners' Draught: Concocted of powdered moon-moss and thousands of kiln-moths dissolved in a vitriolic extract, this potion allows the consumer to detect magic (as the spell) for an hour. Additionally, it allows the character to analyze anything they behold during that time as though they spent an hour studying it, even if they glimpse it for only a moment. Side effects occur after the effects wear off and include vomiting and sub-conjunctive hemorrhaging.

Natharon Oil: If one consumes even a small amount of oil from the dangerous nathar beetle, one is simultaneously rendered unintelligible to others and unable to parse language of any kind. This includes spoken, written, or even magical/telepathic communication. Strangely, a natharon-consumer is able to perfectly understand others under the effects of the drug, including almost any writing. The effects last for 1d6 hours and may cause lasting illiteracy for several weeks, especially with prolonged use and poor dosing. Hazar courtiers dilute the natharon oil into short-lasting potions that can be used to write cryptographically or read the same, with minimal risk of side effects.

Potion Of Undead Detection: The wide-leafed vines that grow near Ummaq can be pulverized and fermented to make a strange potion. When consumed, it causes violent illness based on the proximity of undead creatures: if there is at least one undead within a mile, the character feels mild nausea. If there are undead within three hundred feet, they retch uncontrollably for 3d6 minutes. If undead are within a hundred feet, the character suffers 1d6 damage and retches for at least ten minutes. If undead are within twenty-five feet, the character is so ill that they are reduced to 1 hit point from partial organ failure. Strangely, these potions do not function correctly in the presence of living vines of the species from which it is derived. when consumed within a mile of them, the character always suffers as though undead were within the closest proximity.

Prayers From Exile

Some of the spells and prayers used by the Hazar date back millennia, others have been revealed to priests more recently, gifts from the gods to help protect their people. Note that Hazar culture does not distinguish between arcane and divine spellcasters. To a Hazar, they are simply different kinds of priests. The spells below may be available to either or both, depending on your preferences.

The Lesser Invocation (1st level)
A short prayer traditionally recited before religious meetings, this incantation can become weaponized given a little magical energy. When cast, the caster heals 1d8 hit points. If the caster hits with a melee attack within the next round, the first such attack inflicts an extra +1d8 damage.

Forefather's Curse (2nd level)
A curse pronounced in an unrecognizably ancient Hazar dialect. Nobody even knows what the words mean, anymore. Whatever they are, a single living creature within short range is thoroughly cursed for a week and a day. During this time, food eaten by the target only provides 25% of its normal caloric value. Additionally, they suffer heatstroke when undertaking any labor as though they were performing said task in the middle of a sweltering desert. This makes something as simple as hammering in some pitons or wearing a suit of armor debilitatingly difficult. Finally, animals are automatically hostile to the target and seek to harm or avoid them if they can. Intelligent or magical animals might receive a save to resist attacking them (they still hate the target and want them to die, though).

Sacred Undoing (3rd level)
The works of man are flimsy to those who perceive the world of secrets. This spell can be cast upon a building or section of building not exceeding thirty square feet. Inside that space, any unlocked and unwarded doors or structural obstructions (barricades, portcullises) are destroyed, crumbling into useless chunks. Nonmagical glass or crystal based architectural features shatter into smithereens. If there are suitably flammable materials anywhere within the structure, 1d6 small fires (campfire-sized) will be lighted that will develop into a structure fire absent serious counter-efforts. Additionally, the caster can specify one 10x10 area on the exterior of the structure that will cave in, creating a large hole. This spell will not cause any but the most precarious structures to collapse immediately upon casting, but make a total structural failure due to other causes far more likely (during the next windstorm, for example).

The Grimwalk (2nd level)
After a few hours of chanting over a ritually prepared corpse, it animates as a zombie with double the normal hit points and that only suffers half damage from magic of any kind. The zombie cannot be controlled or turned, and will travel unerringly toward Ummaq of its own accord, only fighting if it is obstructed. Since the zombies created by this spell are not especially intelligent and frequently end up at the bottom of ravines or battling fearful travelers, this spell is regarded as a sort of last resort for those that do not have the luxury of personally conveying their friends' remains to Ummaq (a Hazar religious obligation). Note that it is violence-inducingly offensive to imply or state any similarities between the state of undeath and the special, sacred resurrection that occurs at Ummaq.

Prepare One's End (3rd level)
Adventuring is perilous. Sensible spellcasters will take precautions regarding their own final disposition. If you should perish within three days of casting this spell, your body will animate (as the grimwalk) after 1d4 hours of being dead. Unlike the grimwalk, this spell allows you to retain the majority of your intellect (though not your class abilities) for the first 24 hours of your animation, allowing you to do whatever you desire during that time (help your friends, try to find a cleric, etc).

A sky-demon descends to begin ritual combat against its summoner.
Syncretic Spells

Some spells have been learned from the wizards of Khaldo or developed with their influences during the Hazar exile there.

Clairvoyant Ichor (1st level)
You imbibe great quantities of poisonous insects, rendering yourself weak and nearly paralyzed from poison. This state lasts for an entire day. While it persists, your blood is altered to convey sensory information: you can perceive anything that occurs in the presence of a half liter or more of your blood as though you were standing there. Producing such a large quantity of blood necessarily involves inflicting damage equal to 25% of a character's hit points. Your mostly paralyzed body can strenuously whisper any revelations to those tending it. You only perceive information from blood shed the same day you cast this spell, though it need not remain in a liquid state. However, seriously diluting the blood or burning it will terminate your connection. Effects that cure you of your poisoned, paralyzed state also end this spell (or, in the case of protections from poison, prevent it).

Convene The Trial (4th level)
This spell summons a sky-demon to kill you. When cast, the creature lurks above you for up to an hour, singing songs about how it is about to kill you, then descends to wage ritual combat. In the old days, the priests of Crepulon would cast this spell before a crowd of people in order to prove their prowess and demonstrate the favor of their god. More recently, the Hazar have realized that the sky-demons really, really hates having the sacred formula of their rituals disrupted to the point where they will actually defend the caster from other enemies. Once those enemies are dealt with, the creature again turns its attentions to you. How you stat your sky-demon is up to me, but something along these lines might work.


Sunday, May 10, 2015

Thieves And Minor Magical Item Properties

Thieves have it rough. It's not just spider climb and knock and fly. It's the way DMs put in extra traps if there is a thief and don't bother putting in locked doors if there isn't. Quite reasonably, most DMs react to party composition rather than blindly inserting a quota of thief-only challenges. Being a skill-monkey isn't all it's cracked up to be.

So here's an ability unique to thieves:

When a thief appraises a newly-found magical weapon or suit of armor, they have a 5% chance of noticing or being already aware of an additional magical property of said item.

Sure, wizards study spells and history and magic all day long. But they don't spend all day daydreaming about the magical items that have passed through history and are worth stealing. "I wish I lived a hundred years ago so that I could steal Emilio Gotteson's Improved Cloak Of The Bat. That was much better than this dusty normal cloak of the bat that I just found, even if it looks similar... wait a minute." Nor are bards quite the materialists that thieves are. Sorry, bard, you didn't take any 200-level "Things Worth Stealing" courses in your bardic college.

When the 5% chance occurs, roll on the following table (d20):
  1. Lucky: You have +1 to all saving throws.
  2. Absorbing: Each day, you suffer half damage from the first source of damage to affect you.
  3. Life-Giving: Begins each day with a 15 hp healing pool otherwise identical to a paladin's laying on of hands.
  4. ____-Hating: Roll 1d6: animals, dragons, humanoids, undead, outsiders, or aberrations. The item glows when that creature type is near, giving you a +4 initiative bonus if enemies of that type are present.
  5. Bloodthirst: Each encounter, the first time you hit with a weapon attack, it inflicts +1d8 damage.
  6. Hearty: You have +5 max hit points.
  7. Protective: You have +1 AC. Great!
  8. Ever-Ready: You can summon the item from anywhere within 100 feet if you were the person who possessed the item most during the previous day. If armor, it appears on your person.
  9. Coruscating: Any time you critically hit, you heal 1d8+5 hp.
  10. Bewildering: Any time you critically hit, you may teleport 5 spaces. No line of sight needed.
  11. Sagely: The item can memorize a single 1st-level wizard spell if you let it read someone else's spellbook. You can use the item to cast said spell.
  12. Marching: You know how the DM puts your miniature on the board and tells you to roll initiative? Move your miniature four spaces before rolling initiative.
  13. Glowing: Your item emits light similarly to a torch unless you are consciously willing it not to. I feel bad if you rolled this.
  14. Reflexive: +2 to Reflex saves.
  15. Fortitudinous: +2 to Fort saves.
  16. Mind-Shielding: +3 to Will saves.
  17. Impenetrable: Any time you suffer exactly 1 damage after resistances and everything have been taken into account, you ignore that damage.
  18. Improved: The object has an additional +1 (+1 armor becomes +2, et ceteras).
  19. Duplicating: Each day, the item has a 33% chance of producing a copy of itself. That copy lasts until the next day, whereupon it dissolves into blue ash.
  20. Soaring: You are flying during the first round of each combat. Your speed is the same as your land speed.
Add the listed prefix to your item, e.g. if you roll a 1 with a longsword +1, it becomes a lucky longsword +1. I tried to keep them from being too complicated or distracting from items existing purpose.

If there are multiple thieves in the party, I suppose you could stack their percentile chance.

Monday, March 16, 2015

Accursed Arms: A Ritual To Curse Your Own Magic Items


A little gear-modifying ritual to enhance your D&D game.  It should work in most games with only a little modification.  You’ll probably want to tweak the gold price, especially in Pathfinder.

Because most players seem reluctant to do things that could potentially make their characters or gear worse, I recommend allowing them to see the list of curses before deciding whether or not to use this ritual.  Is the possibility of somewhat ruining an item worth a cool bonus?  I tried to balance things so that it would be.

Accursed Arms

Time: 3 days.
Cost: 75gp.
Duration: Permanent.

By summoning contaminating magical energies and deliberating infusing them into an already-magical weapon or suit of armor, you increase the item's power at the cost of permanently cursing it.  The item in question gains an additional +1 (not above a total of +5) and you roll on the table below to determine how the item is cursed.  Two additional qualities accompany the cursing process: first, a player must volunteer to equip the item at the culmination of the ritual before the exact nature of the curse is known; second, once the cursed item is equipped, it cannot be un-equipped until the character has gained two levels.

You cannot curse an item multiple times or change an item's curse once it is determined. This ritual also modifies the appearance of the item to appear more sinister. Some possibilities: veins of black running through any metal, it sometimes glows with a sinister red light, the sound of shrieking whenever it is drawn from its scabbard, it constantly drips with blood or tears, or whatever you and your players come up with.

Minor Curse Table (d10)
  1. Of Swiping: Your attacks botch on a natural roll of 2.
  2. Of Frustration: Any time you miss with an attack, you either suffer 1 damage or inflict 1 damage to an adjacent player (your choice).
  3. Of Catastrophe: Attacks of opportunity automatically hit you.
  4. Of Poverty: You squander 5% of your personal share of any gold-valued treasure.  Attempts to game the system via skewed treasure distribution or others handling your money will backfire.
  5. Of Hesitation: You have disadvantage on initiative checks.
  6. Of Snarling: Each day, you have a 1-in-6 chance of being stuck in wolf form for the day.  Your gear merges with your wolf form.  Don’t die in wolf form or you’ll die for real.
  7. Of Nearsightedness: You cannot see beyond 15 feet.
  8. Of Indifference: You have -1 to all saves.
  9. Of Mediocrity: Each day, you first critical hit is treated as a normal hit.
  10. Of Affliction: You are blind during the first round of each combat.
  11. Of Barriers: You can't tie or untie knots, lock or unlock objects, open or shut doors or portals of any kind, et ceteras.
  12. Of Otherworldly Influence: You attract inhabiting spirits like flies.  They can’t quite possess you, but they can nudge your behavior.  At the start of each combat, 
  13. Of Jealousy: You cannot use other magic items that are better than common rarity.  If item rarity isn’t a thing in your game, you can only use other items worth less than this one.  If magic items aren’t valued in your game, just eyeball it.
  14. Of Etiquette: You cannot enter a room unless someone within it invites you.  Usually, this means you cannot go in until another player goes in and says it is okay.
  15. Of Deference: Each encounter, you cannot attack until every other member of your party has made an attack.
  16. Of Contained Oblivion: You develop a gaping hole in your chest that constantly emits gouts of cloying, shadowy smoke.  Undead with 1 hit die or less regard you as a peer, but clerics and good outsiders with 3 hit dice or less automatically attack you without the possibility of communication or mercy.
  17. Of Cowering: When at less than half your maximum hit points, you cannot willingly enter a space that is adjacent to an enemy.  If you are already next to one or an enemy approaches you, that’s fine and you don’t need to move.
  18. Of Tantalization: You cannot eat food or drink water, including potions.  Don’t worry, you’re sustained by carnage.  A single worthy battle will sustain you for a day.  You can store up to a week of carnage meals at a time.  A battle is not worthy if it is contrived by the players to exclude the possibility of death.  For example, fighting an angry horse while the party cleric watches is not considered worthy.  Most fights found in a dungeon are worthy.
  19. Of Vertigo: If you end your turn in a space that is not adjacent to either a wall or another player, you fall prone.
  20. Of Plummeting: You have vulnerability to falling damage.

Optional Rule: Pay The Blood Price

As an alternative to paying the gold cost for this ritual, you can instead sacrifice a single non-evil humanoid. This also reduces the casting time to 1 day.

Tuesday, March 3, 2015

Death-Haunted Pathfinder Prestige Class

I'm no great fan of Pathfinder or of boring prestige classes, but since it remains so popular I thought it might be fun to make a special class as an alternative death penalty. Any time a player would lose a level due to raise dead or a similar spell, they may instead opt to swap a level from one of their classes for one of the death-haunted prestige class below. Alternatively, since Pathfinder's raise dead spell drops you two levels, it might be best to just allow a player to swap one level at a time. Whichever and whatever you prefer.

I'm hardly an expert at Pathfinder, so any tweaks you want to make are probably a great idea.

Death-Haunted

Requirements

To qualify to become a death-haunted, a character must fulfill all the following criteria.

Special: You must have perished and returned to life as the result of magic. Levels in this class are only obtained due to level substitution caused by the raise dead spell.

Boring Statistics

Hit Dice: d8.
Class Skills: Knowledge (religion), move silently, perception, sense motive, stealth.
Skill Ranks: 4 + Int modifier.

Table: Death-Haunted

Level Base Attack Bonus Fort Save Reflex Save Will Save Special
1st +0 +0 +0 +0 Haunted, Cold Resistance
2nd +1 +1 +1 +1 Poison Resistance, Leaping
3rd +2 +1 +1 +1 Ghastly, Chill Of The Grave
4th +3 +1 +1 +1 Final Action, Friend To The Dead
5th +3 +2 +2 +2 Ghostly, Moderate Fortification
6th +3 +2 +2 +2 Rotting, Nigh-Undead

Class Features

Haunted: Your physical presence is changed by your contact with death.  Your skin is alabaster-pale, you become prone to staring lifelessly, and you barely cast a shadow.

Cold Resistance: Due to your increasingly otherworldly metabolism, you have cold resistance 3.

Poison Resistance: You're blood is like fifty-percent ectoplasm at this point. On the one hand, it conveys poison resistance 3. On the other hand, you create and attract undead mosquitos.

Leaping: Your interactions with the laws of physics are somewhat modified due to your repeated brushes with death. You have a +10 bonus on acrobatics checks made to attempt jumps or long jumps.

Ghastly: Your flesh is semitransparent in moonlight or in reflects, dogs howl in the night whenever you are near, and you flinch every time you see a holy symbol (any holy symbol).

Chill Of The Grave: Your touch is cold enough that your unarmed attacks inflict an extra 1d4 cold damage. Creatures that strike you with an unarmed or natural attack suffer 1d4 cold damage, also. You keep insisting that you aren't slowly becoming undead, but it's starting to look pretty bad. The cleric keeps staring at you when they think you aren't looking.

Final Action: Any time you are killed by a non-disintegrating source, you can still take action until the end of your next turn. Furthermore, the creature that kills you provokes an attack of opportunity from you. Under no circumstances will your additional action allow you to avoid your immanent death (healing is ineffective).

Friend To The Dead: Unintelligent undead with less than will not perceive you to be a threat. You are under the effect of a permanent sanctuary spell that only affects undead. If you end the effect, it automatically recasts itself after 10 minutes have passed.

Ghostly: You are semitransparent in any light other than sunlight. You need consume only 1/5th the food, water, and air that a being of your race would normally require. You do not leave physical footprints (though you do emit wisps of ectoplasm similar to cobwebs, resulting in you breaking even when others are tracking you).

Moderate Fortification: Any time you suffer a critical hit or a sneak attack, you have a 50% chance of negating the extra damage.

Rotting: Okay, maybe you're starting to be more dead than alive. You don't need to eat, drink, or respire, and many of your bodily functions have stopped working entirely. You've got an ectoplasm-rich ichor in lieu of blood. Your body weighs half of what it normally would. Chunks of your flesh have fallen off or have holes in them, revealing gleaming white bone beneath. And -I would only tell this to a friend- you don't smell so great.

Nigh-Undead: Your cold and poison resistance both increase to 5, while your fortification increases to strong (75% chance of negating critical/sneak attack). Unfortunately, you are dazzled in direct sunlight, cannot derive benefit from most potions or other imbibed magical items, and the starting attitude toward you for good aligned NPCs and animals is automatically unfriendly.