After sinking a ton of time working on my Stronghold rules, the Awakened Undead fell by the wayside for a little bit.
Well, no longer! The spooky, scary skeletons (and revenants and, now, ghosts!) are back in force, rebalanced, tweaked, and with all-new content.
What content is that? Let's see what the changelog has to say.
WHAT I CHANGED:
- Playable Ghosts! These spectral undead have been added to the roster, take a look and tell me what you think!
- No more Exhaustion immunity. Instead, Exhaustion for undead is treated as being one level less than it is.
- Diversified Skeletons and Revenants! Skeletons can now pop off their arms to beat people with or pick locks, and Revenants get tHP when they refuse to die.
- Sidebar rule with brief guidelines on dead characters returning to play as awakened undead, and awakened undead returning to mortal life.
- Ghosts trend strong, but I think I managed their abilities well. Ghosts have a good deal of kit, making it hard to confine them to just a subrace, but I'm fairly sure they are balanced as presented here.
- I essentially gave both Skeletons and Revenants a minor buff. The Revenants could stand to have one, but Skeletons were already powerful. Still, the buff for Skeletons is mostly just a fluff power, albeit one that allows you to use what's basically a bludgeoning rapier by disarming yourself.
WHAT I LEARNED:
- Racial magic feats (a la Svirfneblin Magic) are weird. Svirfneblin Magic has a 2nd level spell cast at-will (albeit not a particularly useful one), and three 1st level spells cast once a day. I jettisoned the at-will in mine and allowed casting three spells from a small spell list per day, which included 1st-3rd level spells thematically appropriate for a ghost. I figure the axing of the at-will probably covers the difference of power in terms of spell slots, but I'll let you be the judge of that.