Arisen, Valshock (3.5e Template)
From D&D Wiki
- 1 Arisen
- 2 Physical Description
- 3 Social Description
- 4 Creating a Arisen
- 5 Special Qualities
- 6 Abilities
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Arisen are the intelligent undead race of Valshock but are as varied in alignment and beliefs as humans.
All Arisen look the same as the base creature except after many years of being undead, they tend to rot away and succumb to the elements.
Arisen are as varied in personality and social aspects as Humans are. This is because Arisen are made up of many races that have become intelligent undead. So all Arisen are different in some way, but there are places where Arisen do gather. Sometimes Arisen are treated the same as they were in life, other times they are hunted down like mindless undead beasts. Either way, here are a few examples of Arisen societies;
Orvasian Arisen: In most nations of Valshock, being an Arisen is often frowned upon or completely banned. In Orvasia, the nation of necromancers, necromancy is sanctioned by the state and it's religious temples as well. In the nation of necromancy, not everyone who becomes undead becomes an Arisen. In fact, most people do not. Most citizens become mindless zombies fit for only free labor or to enhance the Orvasian armies. This is not looked upon as a bad thing though, most Orvasian citizens are happy to lend their bodies to their nation to be even more beneficial to Orvasia. This is partially the reason why Orvasia is such a prosperous nation... because of it's free labor. Even though most of the population is mindless undead, at least 50% of the intelligent population is Arisen.
The Arisen in Orvasia are often treated as nobility for often they are in some way a Lord or Lady to some distant (sometimes long dead) royal bloodline. Although it's most common for nobility to become an arisen, they are not the only ones to have the ability to become them, anyone can become one if you can obtain the resources and obtain state or religious documented permission. Most of the still living citizens of Orvasia live in perfect harmony with their Arisen brothers and sisters because the undead are honored in the Nation of Necromancy and as such well cared for. For example, to prevent too much rotting, the Arisen are treated to an alchemical bath daily which slows the process of decay and also removes any smells that might cause the living distress. In short, an Orvasin Arisen is always treated well and like any other member of society.
Necropolis Arisen: In Necropolis, being undead is not only common, it's required. In Necropolis the living are a minority, who are farmed like cattle. Most are slain and re-animated as non-sentient zombies to act as servants and laborers to their Lich lords. Chosen few are adopted by the undead nobles, raised as their own children and then killed, mummified and resurrected as proper Necropolis Citizens when they come of age. There are few niche jobs that are consider below the nobles, but for which the zombies are too clumsy or too dumb, and thus the undead do tolerate a small number of living in their kingdom as long as they know their place.
So, In Necropolis, Arisen are treated as undead overlords and express their power over their still alive slaves. Necropolis Arisen often do not trust the living and the citizens of Necropolis usually keep to themselves and require no outside contact to continue to be a prosperous city. Often rennigade slaves try to lead revolts or outsiders try to free the "oppressed" living but usually these revolts are obliterated by the vast undead legions controlled by Necropolis.
Arisen Slums: In some areas of Valshock, Arisen are not hunted nor are they treated with great care, but only tolerated. These Arisen usually create a slum area in these areas to avoid the discrimination of the living and to help each other fend for themselves.
Hunted Arisen: The worst fate for an Arisen is to be in an area where undead are banned and shunned, and often hunted to be destroyed. In areas such as these, Arisen are not treated as if they have intelligence and they have no rights, they are brutally killed and their bodies burned.
Creating a Arisen
Arisen is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). See "Arising as an Arisen" to view how to acquire this template.
An Arisen speaks any languages it knew in life, and it has all the base creature’s statistics and special abilities except as noted here.
Arising as an Arisen
Size and Type
The creature’s type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Increase to d12.
An Arisen retains all the special qualities of the base creature and gains those described below.
Resist Control (Ex): Arisen have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.
Turn Resistance (Ex): An Arisen has +2 turn resistance.
Unnatural Resilience (Ex): Arisen automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on Arisen; however, negative energy (such as an inflict spell) heals them.
Same as the base creature, except that as undead creatures, Arisen have no Constitution score.
By character class.
Same as Base Creature
Add +1 AC to Arisen Creature for the toughness of its newly necrotic skin.
Arisen can dwell in any envirement and often do. They are sentient beings and have been recognized as such by many societies. Many pro-life establishments see Arisen in slum areas where as in some places, such as Orvasia, might have them as Nobles. Other amy dwell in forests and swamps to escape society.
Treasure is equal to the amount base creature has.
Alignment of Arisen are not changed once created.