A revenant appears much as it did in life. Although the
decay and stench of a dead body are lacking, its skin has a
deathly pallor. Its body typically shows subtle or obvious
signs of its manner of death. A revenant understands
that it is dead and seeks to hide this fact from
anyone who might see it, so it rarely moves about in the
daylight and avoids brightly illuminated areas. Those who
knew the revenant in life usually recognize it. The revenant
retains its memories and habits, but it seems colder and
more emotionally distant than it once was. Astute observers
might also note that the revenant is nimbler than it once
was.
"Revenant" is an acquired template that can be added to any corporeal living
creature that has both an Intelligence score and a Charisma score greater than 6 (referred to hereafter as the "base
creature"). The
creature's
type changes to
undead. It uses all the base
creature's statistics and
special abilities except as noted here.
Challenge Rating: Same as base
creature +2.
Speed: The base
creature's speeds increase by +10 feet each.
During this time, any further
damage dealt to it heals instantly. When this time elapses, the revenant arises to fight again, and its nonvulnerability
damage tally is wiped clean. Note that
damage matching the revenant's special
vulnerability reduces its revenant regeneration
damage threshold by reducing its actual
hit points.
A revenant that died from
poison, starvation, suffocation, or some other cause that does not cause
hit point damage is instead vulnerable to some danger that frightened it in life or some means of death that it meted out to others. Choose one of the
damage types above for its special
vulnerability on that basis.
If the revenant was killed by an attack that dealt multiple types of
damage, only one of those
damage types counts as its special
vulnerability. If the revenant is subjected to another such mixed-
damage attack, it takes
hit point damage only from the
type to which it is vulnerable.
Turn Resistance (Ex): A revenant is treated as an
undead with
Hit Dice equal to the base
creature's
Hit Dice +3 for the purpose of turn or rebuke attempts. This turn resistance increases by an additional +2 when it sees a
creature upon which it wishes to take revenge and decreases by -2 while it is within sight of its
vulnerability fear (see below). These modifiers stack.
Undead: Revenants have the traits and immunities common to
undead.
Vulnerability Fear (Ex): A revenant is terrified of any specific items directly associated with its cause of death. Only something directly associated with the revenant's death can cause this fear; the
creature cannot be deceived by illusions or duplicates. When the revenant sees the item it fears, it must succeed at a Will
saving throw (DC 15) or be shaken for 24 hours. Success leaves it shaken for only 1d4 rounds. If that item is used to deal
damage to the revenant that matches its special
vulnerability, the revenant must succeed at a Will
saving throw (DC 20) or be panicked for 1 minute and shaken for 24 hours thereafter. Success indicates that the revenant is shaken for 1 minute. The time that a revenant is shaken or panicked from this effect does not stack.
Allegiances: Revenge becomes the revenant's sole purpose. Any
allegiances that would interfere with that goal are sublimated or abandoned (GM's choice).
Ability Scores: A revenant gains the following
ability score increases: Str +4, Dex +6, Cha +4. As an
undead creature, a revenant has no Constitution score and uses its Charisma modifier for all Constitution and Constitution-based checks.
Skills: A revenant gains a +8 species bonus on
Balance, Climb, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, and Tumble checks. It can use Tumble as though it had ranks in the
skill, even if it was untrained in life. A human revenant retains the extra
skill points afforded to all humans.
Advancement: By character class.
Revenant Police Officer (Human Strong Ordinary 1/ Dedicated Ordinary 1): CR 3; Medium-
size undead; HD 2d12; hp 11; Mas -; Init +8; Spd 35 ft.;
Defense 24, touch 16, flat-footed 20 (+4 Dex, +2 class, +4 natural, +4 concealable vest); BAB +1; Grap +5; Atk +5 melee (1d3+4 nonlethal, unarmed strike) or +5 melee (1d4+4, tonfa) or +5 ranged (2d6, Beretta 92F) or +5 ranged (2d8, Beretta M3P); Full Atk +5 melee (1d3+4 nonlethal, unarmed strike) or +5 melee (1d4+4, tonfa) or +5 ranged (2d6, Beretta 92F) or +5 ranged (2d8, Beretta M3P); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ darkvision 60 ft., revenant regeneration, special
vulnerability (bludgeoning), turn resistance,
undead,
vulnerability (
criminal's sawed-off shotgun); AL any; SV Fort +2, Ref +6, Will +3; AP 0; Rep +1; Str 19, Dex 18; Con -, Int 10, Wis 14, Cha 12.
Skills:
Balance +9*, Climb +11*, Drive +6, Escape Artist +9*, Hide +9*, Intimidate +11, Investigate +2, Jump +9*, Knowledge (current events) +2, Knowledge (streetwise) +2, Knowledge (tactics) +2, Listen +10, Move Silently +9*, Profession +4, Read/Write English, Sense Motive +12, Speak English, Spot +12, Swim +5, Treat Injury +4, Tumble +9*.
Possessions: Concealable vest, Beretta 92F (9mm autoloader), 50 rounds of 9mm
ammunition, Beretta M3P (12-gauge shotgun), 10 12-gauge shotgun rounds, tonfa, various gear and personal
possessions.
*
Includes -3 armor penalty for concealable vest.
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