Monday, September 28, 2015

One Character, Nine Systems: Part 10

Last week, I proposed an experiment of generating the same character in nine different editions/variations of the D&D game. In the first post we introduced Junco Eliade, now it's time to give him some crunch. In this iteration we'll use:

Dungeons & Dragons, 5th Edition

The 5th edition of the Dungeons and Dragons, sometimes referred to as D&D Next, is the latest offering in the D&D line. It draws heavily on its predecessors (backgrounds similar to 2nd-edition Kits, multi-classing like 3rd edition, class-independent attack and skill advancement similar to 4th) while also introducing some new mechanics (most especially the idea of rolling with Advantage). In all cases, the focus of 5th edition appears to be simplicity and eliminating the number-bloat seen in previous versions. The focus on simplicity means that, among other things, there are only three books of rules for 5th edition: the Players Handbook, the Dungeon Master's Guide, and the Monster Manual, of which, only the PHB has rules relevant to building a character. 


Race: Dwarf, Hill
5th edition allows two subraces for player character dwarves: Hill dwarves and Mountain dwarves. Both subraces use the same base statistics with only a few minor variations between the two. In deference to earlier iterations of Junco, this incarnation will also be a Hill Dwarf.
Class: Cleric 3rd
5th edition allows multi-classing in a manner similar to 3rd edition, with the character being allowed to select at each "character level" which level to take in any class. However, 5th edition introduces ability requirements for multi-classing. In order to multi-class in 5th edition, you must have a score of 13 in the primary ability score of both your current and desired classes. In this case, in order to multiclass as a Cleric/Fighter, Junco would need a score of 13 in both Strength and Wisdom, of which he meets neither. Since Cleric has been his dominant focus in previous versions, the 5th-edition incarnation of Junco will be a single-classed Cleric.
Character Level: 3rd
Minimum XP: 900
5th edition has the lowest experience requirements to reach 3rd level of any edition of D&D yet published (a full order of maginitude lower than most).
Alignment:  Lawful Neutral
Hit Dice: 3d8 (+12)
In addition to being rolled to determine hit points at each level, Hit Dice fill a much larger role in 5th edition. Each character has a number of Hit Dice (equal to those gained from his class levels) which he can use as a pool of healing each day, similar to the Healing Surges in 4th edition. Any time the character takes a "short rest" (1 hour break from adventuring) he can choose to roll 1 or more Hit Dice and heal that amount of hit points. Junco, as a 3rd-level Cleric, has 3 8-sided hit dice, which he can choose to use all at once, or split up among up to 3 short rests. Once Hit Dice have been used, the character must get a full night's sleep ("Long Rest") before he can heal in this way again.
Average Hit Points:  30
Stats:
  • Str: 9 -- -1 modifier
  • Dex: 16  -- +3 modifier
  • Con: 17 -- +3 modifier
  • Int: 16 -- +3 modifier
  • Wis: 12 -- +1 modifier
  • Cha: 8 -- -1 modifier
Hill Dwarves in 5th edition gain a +2 bonus to Constitution and a +1 bonus to Wisdom. While his abilitt scores may have hampered his effectiveness in the past, 5th edition is the first edition where Junco's scores specifically prevent him from obtaining the desired classes (because of the limitations/requirements placed on multi-classing).
 Dwarf Abilities:  
  1. Speed. Your base walking speed is 25 feel. Your speed is not reduced by wearing heavy armor.
  2. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  3. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance (half damage) against poison damage.
  4. Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
  5. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a leveI.
  6. Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tooIs, brewer's supplies, or mason's tools.
  7. Stone cunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  8. Languages. You can speak, read, and write Common and Dwarvish. 

                                                                      Cleric Abilities:
                                                                          1. Proficiencies:
                                                                            • Armor: Light armor, medium armor, shields
                                                                            • Weapons: All simple weapons
                                                                            • Tools: None
                                                                            • Saving Throws: Wisdom, Charisma
                                                                            • Skills: Choose two from History, lnsight, Medicine, Persuasion, and Religion
                                                                          2. Cleric Spells:  Save DC 11, Spell attack modifier +3, Prepare 4 spells.
                                                                            • Know 3 Cantrips
                                                                            • Cast 4 1st-level spells per day
                                                                            • Cast 2 2nd-level spells per day
                                                                          3. Divine Domain: At 1st level, the cleric must select a Domain -- area of specialization. Since Junco's has historically been a scholar, he will use the Knowledge domain.
                                                                            • Domain Spells: These spells are always treated as being prepared, in addition to the 4 he can prepare freely.
                                                                              • 1st level: Command, Identify
                                                                              • 2nd level: Augury, Suggestion
                                                                            • Blessings of Knowledge: At 1st leveI, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
                                                                          4. Channel Divinity:  At 2nd level, clerics gain the ability to channel divine energy directly from their deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. When you use your Channel Divinity. you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your c1eric spell save DC.
                                                                            • Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
                                                                            • Knowledge of the Ages: Starting at 2nd leveI, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or too1.
                                                                          5th edition focuses heavily on the idea of Proficiencies. Every character has a "Proficiency Bonus" based on their level (+2 at 1st level, +3 at 5th, +4 at 9th, +5 at 13th, and +6 at 17th or higher). All rolls (attacks, saves, skills, etc.) basically boil down to an ability check on a d20, with or without this proficiency bonus--generally with no other modifiers. Thus a large number of abilities can be easily summed up by simply identifying whether the character is proficient or not.

                                                                          Spellcasting in 5th edition is a little more flexible than previous editions. First, the character has a number of cantrips (0th-level spells) which he knows and can cast at will. In addition, he gains a number of spell slots of various levels determined by his class level. These slots can be used to cast any spells he has prepared of that level or lower (using a 2nd-level slot to cast a 1st-level spell will typically increase the power of that spell beyond its basic parameters), without needing to assign prepared spells to specific slots ahead of time. Clerics are able to prepare a number of spells equal to their cleric level plus their Wisdom modifier (minimum 1), of any level(s) they have access to. As a Cleric, Junco's Save DCs and attack bonus for his spells are based on his Wisdom as well, meaning that while his low Wisdom does not prevent him from using his Clerical spells, it does somewhat hamper him. Also, some spells are defined as "rituals". These spells can be cast at will, without expending a spell slot, so long as the character has them prepared and spends an extra 10 minutes casting them.

                                                                          Background Abilities:  Sage
                                                                          Backgrounds are a new feature in 5th edition, but very similar to the Kits in AD&D 2nd edition. Each character selects a Background (in addition to his Race and Class) which gives him a small number of additional proficiencies (in skills, tools, or languages) plus one additional special ability or feature which can aid the character in role-playing encounters. In keeping with his role as a scholar, Junco has selected the "Sage" background.

                                                                          • Skill Proficiencies: Arcana, History
                                                                          • Languages: Two of your choice.
                                                                          • Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
                                                                          Note that, with the 2 bonus languages from his Background, Junco will know 6 total languages (2 from his race, 2 from his "Blessings of Knowledge" ability, and 2 from his background.


                                                                          Attack Rolls:  varies

                                                                          Attack rolls in 5th edition, like everything else, are ability checks (with or without proficiency). Most melee weapon attacks are Strength-based checks, with the proficiency bonus applied if the character is proficient with the weapon in question. Missile weapons are Dexterity-based. Many spells also call for attack rolls, these will use the "Spell attack modifier" listed above (Wisdom + Proficiency in Junco's case).

                                                                          Saving Throws:
                                                                          • Strength: -1
                                                                          • Dexterity: +3
                                                                          • Constitution: +3
                                                                          • Intelligence: +3
                                                                          • Wisdom: +3
                                                                          • Charisma: +1
                                                                          Saving throws in 5th edition, like everything else, are ability checks (with or without proficiency) and thus map directly to the six ability scores. Each class is proficient with 2 of the six types of saving throws. Non-proficient saving throws will generally never improve except by increasing the ability score in question.

                                                                          Skills: 
                                                                          Skills in 5th edition are based on Proficiency (see above). All skills can be used by any character, either as an ability check, or ability + proficiency check. In addition, some "skills" (especially crafting) are represented by proficiency with the tools (rather than a "skill"), so a character attempting to craft a potion would make a check against his "Alchemists' tools" proficiency.

                                                                          • Acrobatics (Dex): +3
                                                                          • Animal Handling (Wis): +1
                                                                          • Arcana (Int†): +5
                                                                          • Athletics (Str): -1
                                                                          • Deception (Cha): -1
                                                                          • History (Int†): +5
                                                                          • Insight (Wis†): +3
                                                                          • Intimidation (Cha): -1
                                                                          • Investigation (Int): +3
                                                                          • Medicine (Wis†): +3
                                                                          • Nature (Int†): +7
                                                                          • Perception (Wis): +1
                                                                          • Performance (Cha): -1
                                                                          • Persuasion (Cha): -1
                                                                          • Religion (Int†): +7
                                                                          • Sleight of Hand (Dex): +3
                                                                          • Stealth (Dex): +3
                                                                          • Survival (Wis): +1
                                                                          † Skills with which Junco is proficient. 


                                                                          Junco gets double his proficiency bonus to Nature and Religion checks from his Blessings of Knowledge ability.

                                                                          Feats:
                                                                          Feats in 5th edition are optional and work very similarly to those in 3rd or 4th edition, but are gained at a much slower rate. Non-human characters do not get a proficiency at 1st level, and will typically not gain access to such until 4th level or later (this is variable depending on their class). As a 3rd-level Dwarven Cleric, Junco has no feats.

                                                                          Sunday, September 27, 2015

                                                                          The Exodus: Session 14

                                                                          My Dinner with Ghengis...

                                                                          We're in Xanadu
                                                                              Ja'Lin's malik seneschal explains that Ja'lin's dad is trying to decide
                                                                                  which of his four sons should bear the banners of empire
                                                                                      Ja'lin is (of course) the youngest, least experienced, most academic one
                                                                                  He wants our help to let Ja'Linget the one-up on his older brothers

                                                                              We head to the baths to get ready...except Khut (who hides)...
                                                                                      because why would anyone want to be wet all over on purpose?
                                                                                  Giant roman-style baths
                                                                                      Fire and Ice spirits bound to make the caldarium and frigidarium
                                                                                  Six evil mer-monsters with big harpoons burst out of the pools
                                                                                      Just as everyone is getting naked...
                                                                                      Ado stuns them all with some pretty feathers floating in the air...
                                                                                          We kick their asses...
                                                                                              Mostly by lots of Khut, Khad, Ithunn, and Barruk...
                                                                                                  knocking, throwing, kicking, bull-rushing them into the hot/cold
                                                                                              and Squee driving them insane...
                                                                                              and Ithunn grabbing one by the head and holding it under...
                                                                                                  in the pool closest to the Ice spirit...
                                                                                                      freezing it solid...
                                                                                              and Vadim and Khad playing tug of war to tear one in half...
                                                                                          AND free Updon Telegon (the spirit mother of fire)...
                                                                                              and accidently drop her into a pool of freezing water...
                                                                                                  banishing her...
                                                                                  And then we get all gussied up to go hob-nobbing...
                                                                                      While everyone else is dressing, Khut has some mer-monster sushi...

                                                                          We are led off to dinner by some steppefolk women
                                                                                  strange women with dark-dark skin and red-tinged tusks...
                                                                              We see the three princes...
                                                                                  Prince Jamushka is attended by lots of big heavy-set brutal killer types...
                                                                                      no intelligence, no imagination...
                                                                                  Prince Baijou, emaciated with a big scary staff...
                                                                                      attended by paper-pushers and number-crunchers behind him...
                                                                                  Prince Subotai, old, fat, carried in an ornately-carved wheelbarrow,
                                                                                      with strangely nondescript attendants...

                                                                          We bust in and make a big entrance...
                                                                              Barruk (big malik champion that he is) definitely gets their attention...
                                                                              Khadagan walks in also looking big and bad...
                                                                                  with a big-teeted malik serving-lady on his arm...
                                                                                      Prince Subotai is very pleased (by the threat?!)...
                                                                                          and clearly not as drunk or incompetent as he looks.
                                                                              Squee rocks in, wearing a big feather headdress,
                                                                                  and makes friends with Ghengis Khan...
                                                                                     Who reaches down, draws Squee up into his lap...
                                                                                          and proceeds to hold court...
                                                                                      And she starts braiding his beard...
                                                                              Ado fluffs up and wheedles over to General Baijou...and invites him to tea...
                                                                                  And makes suggestions that they should band together against Subotai...
                                                                                  And Baijou calls for some very weak, almost clear, tea...
                                                                              Breaks Like Wind slides in obsequiously and starts collecting people's shoes
                                                                                  and passing out silk slippers...heading to Subotai first...
                                                                                      Subotai's are certainly not in need of changing
                                                                                          but Breaks is there right as some wine is spilled on the shoes...
                                                                                      And he reads the lines on the bottom of Subotai's foot-palm...
                                                                                          his lifeline is extraordinarily long, continuous, and strong...
                                                                              Khut skitters in hiding under Ja'Lin's trailing robes...
                                                                                  then rolls under Jamushka's table...
                                                                                      his men are wasted, distracted by ladies, and stink of fresh blood...
                                                                              As Ja'lin walks in, there is not a place set for him...
                                                                                  Vadim controls Ja'Lin's plants...
                                                                                      causes a table and mushroom-cushions to appear...
                                                                                     
                                                                          Then...there is food...
                                                                              Whole roast warbler with all feathers replaced...
                                                                              Whole roast hellpig braised only in sea-grass...
                                                                              A thunderbird crafted out of ice, each feather dyed, infused with sugar...
                                                                              Landshark egg-drop soup...which Breaks and Barruk get the recipe for...
                                                                              Whole roast thunderbird, each scale and feather replaced in place...
                                                                                  Baijou appears to eat...but doesn't touch anything...
                                                                                  And several people start looking severly ill...
                                                                              Haunch of gorgon...whole roast gorgon legs...
                                                                                  AND Khut laces Jamushka's food with badberry...
                                                                                  AND Vadim (legit poisoned) projectile vomits on Baijou...
                                                                                  AND Jamushka ends up on hands and knees emptying his guts...
                                                                                     
                                                                          Then the Storytelling...
                                                                              Vadim tells the story of battling the sorcerer atop the Thunderbird nest...
                                                                                  While brandishing the horns of the Malik sorcerer...
                                                                                      and the thunderbird scale shield...
                                                                                  One of Jamushka's goons starts to heckle...
                                                                                      then REALLY needs to go to the restroom (thanks to Khut)...
                                                                              Ithunn tells the story of the burning of the Remembrance of Yaguth...
                                                                                  with a performer's flair...
                                                                                  Everyone laughs at the ridiculousness...except Genghis...
                                                                              Barruk stands up, taking the Malik sorcerer's horns...
                                                                                      and laying down a Zone of Truth...
                                                                                  And tells the tale of the assault on the Malik sorcerer's camp...
                                                                                      And his acting as the bait to draw the Gorgon stampede...
                                                                              Breaks Like Wind...appears out of no where...
                                                                                  and tells them that he's looked THROUGH the mirror...
                                                                                      AND the whole room is silenced...
                                                                              Khadagan laces a brazier with mad-cackle weed...
                                                                                  "Let me tell you about how I met my wife..."
                                                                                      AND even the worst hecklers are spell-bound...
                                                                              Squee, still in the Khan's lap...speaks up saying "I'm fun-sized"...
                                                                                  and tells the story of coming from a pink castle on a purple moon...
                                                                                      and how the queen sent her on a mission to "collect shiny things"...
                                                                                          IN A ZONE OF TRUTH...
                                                                                              And the party is completely baffled, amazed, dumbfounded...
                                                                                          Quothe Khadagan: "This is madness!"
                                                                                          Quothe Squee: "This is squee!"
                                                                              AND Ado is up...
                                                                                  he thanks Baijou for the tea...
                                                                                  warns Ja'Lin that he may need to render Ado unconscious at the end...
                                                                                      And tells the story of his encounter with the undead warblers...
                                                                                          and his trip to the fade...
                                                                                              Baijou looks horrified/guilty...
                                                                                              Subotai looks cool...
                                                                                              The Khagan looks shaken...
                                                                                      AND stabs himself in the left-eye with a cursed arrow...
                                                                                      AND hands the cursed arrow to Ja'Lin's second-ranked Malik seneschal...
                                                                                      AND the room goes deathly quiet...
                                                                                              then erupts into booing and hissing, except the Khagan...
                                                                              AND Sorqutani tells the story of the spirit, the Mother of Fire...
                                                                                  with lots of special effects...
                                                                                  AND turns into a potted plant?!
                                                                                      Quothe Khadagan:
                                                                                              "Next time [she] turns into a plant, I am going to deflower her."
                                                                              AND a voice echos out from under the tables...
                                                                                  "Once, I walked into the feast of the great khan himself...
                                                                                          and poisoned his sons, and stood before him...and was gone"
                                                                                      AND KHUT stands up, unwashed, right in front of Ghengis...
                                                                                          and meeps away and is swiftly hidden again...
                                                                              THEN
                                                                                  Subotai tells the story of "The Cattle-Raid of Oolan Baatar"...
                                                                                      to a whole lot of heckling from the professional cattle rustlers...
                                                                                          But he carries it on with his expert oratory...
                                                                                  Baijou tells of the taking of Val-Ashem,
                                                                                      riding on the backs of thunderbirds, burning the city with lightning...
                                                                                         Which is actually kindof cool...

                                                                          Squee realizes that Ghengis is going to pit the two "winners" in a death-match...
                                                                             

                                                                          Next Time:  The final story of Jhamoushka Khan...

                                                                          Life, Death, and What Comes After

                                                                          An idea from a nascent but now defunct older campaign that has found a new, and more proper, home in the Pathfinder campaign I started last week...

                                                                          A concept that works itself into many of my games is that the Undead are not somehow inherently evil, nor abominations out to destroy the living by default, but rather, an acceptable and socially useful extension of life. As the church of Yevon says in Final Fantasy X, "Enlightened rule by the dead is preferable to the misguided failures of the living." Sure, there are the occasional vampires or liches out to conquer the world, but these are the remains of beings who were evil to begin with. Non-intelligent undead often appear as free labor and less-harmful forms of intelligent undead may be integrated into society.

                                                                          This campaign takes it one step further. Undeath is so common as to be considered a natural part of life, and the transition to undeath is preferable to the loss of a loved one. Everyone who dies in the water comes back as undead with full memory of their lives among the living, and, knowing this, most people seek out such a death...

                                                                          Waters of (Un)Life...

                                                                          All beings die, and, when they die their are only two options: Rot or Drown (or so people say). Any sentient being that perishes while submerged in the strange waters of the world will return as one of the Drowned. The only intelligent beings that do not become one of these undead are those poor souls who breath their last breath on land. Thus it is common practice for those that are near death—those with critical diseases, mortal wounds, or suffering from advanced age—to be thrown into the nearest body of water. Most religions in the world recognize the existence of the Drowned as the only afterlife.

                                                                          While even the Drowned do not exist forever (their bodies continue to decay and their minds degrade over the centuries), this second existence allows most individuals to complete any unfinished business, allows parents to continue to protect their young, and ensures that wars are almost never won by attrition.

                                                                          Death and Dying works exactly as described for "Injury and Death" in the Pathfinder core rules. However, any creature that dies while submerged in a body of water immediately comes back as one of The Drowned, 1 minute after death occurs, so long as enough of their body still exists to animate. Raise Dead, Reincarnate, Resurrection, and similar spells with a casting time of 1 minute or longer do not function in the world of Beyond the Shore. Spells such as Breath of Life still function if they can be applied before the minute it takes for the character to become undead lapses.

                                                                          If you chuck a sentient creature at negative hit points into a body of water and let them bleed out there, they will come back as one of The Drowned. Otherwise, if you die you are dead and have to hope someone is willing to sell their soul to Dormin to get you back. If Drowned creature dies, it cannot be brought back by any means short of a Wish or Miracle spell.

                                                                          Pirates find this metaphysical trait of the world particularly troubling. Battles at sea can often last for hours as those knocked overboard and slain soon crawl their way back on deck to resume the conflict. Likewise, drowned victims have a high probability of reporting to authorities. For this reason, they will often chum the waters to attract sharks before an engagement (to dispose of the bodies), coup-de-grace downed enemies before they can be shoved overboard by a friend, and almost never employ drowning as a method of execution or intimidation (no sane person really fears walking a plank).

                                                                          ____________________________________________________________________

                                                                          The Drowned

                                                                          The Drowned are a diverse lot, being drawn from the deceased of all of the many intelligent races that have walked the world. The one consistent feature of the Drowned is that they are dead. They may appear as skeletal humans, rotting elves, salt-mummified dwarves, or any other form of sentient corpse the player wishes.

                                                                          It is considered polite for a being that becomes one of the Drowned to remain in their watery graves until their flesh has dissolved, so that they do not offend the living with their smell. Unless they have some extremely pressing unfinished business (such as those that die mid-conflict) it is considered good form for them to pay their immediate respects to the Kraken King in the underwater city of Venit and remain their in his service for 3 to 5 years. Thus, most Drowned encountered will be their race's equivalent of a walking skeleton. Truly vain individuals may return to land immediately and seek out someone to embalm their remains, so as to preserve their flesh for as long as possible.

                                                                          Society & Relations: The Drowned are the one constant in the ever-changing politics of the world. Raised with the knowledge of their former lives and professions, the Drowned are what keep society running. They may be smiths, sailors, bakers, soldiers, merchants, bureaucrats, or anything else. Regardless of their former race or profession though, they perform their tasks tirelessly.

                                                                          The Drowned are most numerous in sub-aquatic polities, but can be found in all land-locked cities as well. Regardless of their former lives and current station or nation, all Drowned recognize The Kraken King as their nominal lord and pay their respects to him in his sunken capital of Venit, alongside any living leaders of their current homeland.

                                                                          Despite their undead nature, most people in the world treat the Drowned just as any other beings. The Drowned have existed for time immemorial. Everyone grows up around these walking corpses, and many children have Drowned caretakers: a deceased grandparent or sleepless nanny. In fact, the only dead truly pitied are those that do not make it to water before they perish, and therefore never pass into the afterlife as one of the Drowned.

                                                                          Racial Traits
                                                                          The Drowned are Undead (with all that implies). They have the same ability scores they had in life, save that they have no Constitution score. They lose any race-specific abilities of their former selves (infravision, finding secret doors, etc.) and replace them with the following traits.

                                                                          • Slow Speed:  The Drowned have a base speed of 20 feet. Regardless of their original form, the loss of fins, wing membranes, and connective tissue limits them to walking with a slow shuffling gate. A Drowned's speed is never modified by armor or encumbrance.
                                                                          • Water Sense: The Drowned are so attuned to their watery graves that they can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
                                                                          • Focused Study: The Drowned have ages in which to perfect their craft. At 1st, 8th, and 16th level, members of the Drowned gain Skill Focus in a skill of their choice as a bonus feat.
                                                                          • Shards of the Past: The Drowned retain the memories of their mortal lives. Each Drowned picks two Knowledge skills. The Drowned gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the Drowned actually takes.
                                                                          • Claws: Members of the Drowned can make two attacks per round with their bony claws (or caratinous equivalent). Each attack deals 1d4 points of damage.
                                                                          • Resurrection Vulnerability: A Raise Dead  or equivalent spell cast on one of the Drowned can destroy it (Will negates). Using the spell in this way does not require a material component. Luckily such spells are extremely rare.
                                                                          The Drowned retain full memory of their former lives among the living. They retain their former alignment, all class levels, and can speak any languages they knew in life.


                                                                          The Drowned are the same height they were in life, but, due to loss of body mass (either from injury or decay), weigh only half what a living member of their species would. Despite their undead nature's their continue to decay over time. The Drowned lose 1 point from Strength, Dexterity, Intelligence, Wisdom, and Charisma for every 100 years that they exist as their bodies and minds continue to degrade. A Drowned who reaches 0 in any stat (save Constitution) falls apart and ceases to function. Only the most truly remarkable individuals can extend their existence by more than a millenia by becoming one of the Drowned.