PRIEST-CLERIC KIT Undertaker Description: Undertakers live apart from civilization, keeping mostly to the temples and monasteries of their faith, separated from the world of the living. They pray for and meditate upon the dead, occasionally emerging from their religious communities, always in ceremonial white (NG), gray (N), red (LN), or black (NE) robes, to perform funerary rites for persons of importance or high- ranking members of the faith or to perform urgent quests or missions for their divine patron, which often involve laying a troubled spirit to rest. In a way, Undertakers serve as mentors and guides for the spirits of the dead, and they also often provide shelter and information to adventurers whose interests coincide with their own, including those who wish to visit the spirits of the dead in the Outer Planes. Sometimes a lone Undertaker will wander the world, seeking personal enlightenment and spreading the faith of his or her deity while also preaching the divinely ordained segregation of the Living and the Dead. Those who thwart this natural order (specifically undead creatures or living people who have cheated death too many times) do so at the risk of being paid a cheerless visit by one or more somber-faced Undertakers seeking to restore the divine balance. Undertakers can be humans, aasimars, tieflings, half-elves, or dwarves. They must have a very balanced and dispassionate outlook on the world, requiring them to have at least one neutral component in their alignment; however, chaotic individuals simply cannot maintain the nearly monastic self-control and even temperament required of a Undertaker. A Undertaker must have at least a 16 Wisdom and 9 Intelligence. Weapons & Armor: Undertakers can wield any weapon normally allowed to priests of their faith, and in addition they can always wield the following weapons: knife/dagger (any), scimitar, scythe, sickle, or staff. Undertakers must wear their ceremonial robes at all times and are forbidden from wearing armor, though they may use shields. Special Benefits: Death Lords gain spell access and granted powers as do other Clerics of their faith, Ceremony: As a typical Cleric, although a Undertaker learns a much smaller set of rituals than normal: 1st burial 3rd consecrate item 5th special vows 7th consecrate ground 9th rest eternal Each Ceremony is the same as for a Cleric, save for the last-named: Rest eternal is performed upon the body of a deceased being, by means of which the soul or spirit of the creature is hastened in its journey to its final resting place. If this ceremony is successfully completed (Ceremony/Ritual check required), then animate dead, raise dead, reincarnate, and resurrection spells will have no effect whatsoever upon the body, though a wish spell can restore the creature to life. Church Affiliation: Undertakers are afforded a certain degree of respect within their church and so can request shelter for themselves and other companions as a Cleric could, but no other benefits of Church Affiliation are gained. Necromantic Mastery: All Undertakers gain access to all spells of the Necromantic sphere, and all spells from that sphere take effect as if the Undertaker was two levels higher than his or her actual level. Undertakers are also permitted to use standard or reversed versions (e.g., raise dead/slay living) of Necromantic spells regardless of normal alignment restrictions on such spells, though good-aligned Undertakers will generally do so only when on official missions to deal with creatures who have previously cheated death. When a Undertaker casts a raise dead or resurrection spell, the deceased creature automatically succeeds in his or her Resurrection Survival roll. In addition to the above, a Undertaker of 9th level can use a special enhanced version of speak with dead once per week. With this ability, the Undertaker need only know the name of the deceased in order to summon its spirit, regardless of the amount of time spent in the underworld or whether any portion of the creature's remains are available. The spirit can be summoned only once (ever) with this ability by any given Undertaker, but it receives no saving throw to resist interrogation and must answer six questions truthfully. Undead Bane: Much of a Undertaker's study is dedicated to the eradication of undead creatures, who are seen as an abomination and a direct violation of their deities ordained separation of life and death. As a result, all Undertakers are able to turn undead as if two levels higher than their normal level; this applies even with respect to evil Undertakers, who will always attempt to turn or destroy undead, not command them). Undertakers are also well-versed in the habits, strengths, and weaknesses of undead creatures of all types, gaining free knowledge of the Necrology proficiency but without the usual -4 penalty. In addition, they gain a +1 bonus to their proficiency score for every three levels of experience (rounding up). Because they are so jaded in matters of life and death, they are never subject to fear caused by undead creatures (including fear-type spells used by undead spellcasters). Undertakers are very skilled in combat situations against undead creatures, gaining a +1 bonus to hit and to saving throws vs. undead attacks; likewise, undead creatures save at -1 against his or her spells. Also, a Undertaker can never be turned into an undead creature by any means. Any attack that would cause him or her to become undead will merely kill him or her instead, and being slain by undead will never result in a Undertaker rising as undead. Upon attaining 5th level, a Undertaker performs a Ceremony (special vows), at which point he or she must select one specific type of undead creature as his or her personal specialty. Typical choices for this are powerful undead such as wights, mummies, wraiths, spectres, ghosts (including banshees), vampires, and liches, as weaker undead types provide unchallenging nemeses at higher levels. The choice of a specific enemy is permanent and cannot be changed after the Deathslayer has been created. A Undertaker's encyclopedic knowledge of that particular undead creature means that Necrology proficiency checks with respect to undead creatures of that type are instantaneous and automatically successful. When fighting his or her nemesis undead, all of the above bonuses vs. the undead are doubled. Hence, all spells cast vs. undead carry a -2 saving throw penalty, attack rolls gain a +2 bonus, undead turning is at four levels higher than normal, and the Undertaker gains a +2 bonus to saving throws vs. attacks by his or her chosen undead type. Special Hindrances: Undertakers are absolutely relentless in the pursuit of their divine calling and their study of the applications of the arts of necromancy, often to the exclusion of all else. At least one spell of every level that a Undertaker can cast must come from the Necromantic sphere. Spells that are cast from other spheres take effect as if the Undertaker was two levels lower than his or her actual level. It is important to note that in no case can a Undertaker of any alignment ever create any type of undead creature, nor will he or she tolerate comrades doing so. Undertakers consider it their highest calling to seek out and destroy undead whenever and wherever possible. Undead opponents will always be attacked in preference to living targets, and a Undertaker's nemesis undead type will be attacked in preference to any other undead type, regardless of tactical circumstances. A Undertaker who does not follow this code of conduct loses any experience points that he or she would have gained for that encounter. Undertakers have little interest in the affairs of the world and for interactions with the living, adopting a monastic lifestyle that they feel prepares them for the coming existence in the afterlife and as an example to other faithful followers. They never marry, and part of their special vows at 5th level require that a Undertaker remain celibate or risk losing his or her powers. Undertakers eat only simply prepared food (the blander the better) to remind them of the drab fare in the netherworld. In addition, at least one day a week must be spent in utter seclusion and meditation, abstaining from food, drink, or contact with other living creatures (when making long overland journeys, they will simply keep apart from their companions). Undertakers will never attract henchmen or followers of any sort, and they do not gain the standard Cleric ability to Inspire. They will never found churches or monasteries or build permanent structures of any sort. They will also never retain monetary wealth, donating any excess beyond very simple needs to their temple or among NPC members of their flock. Although they can and do retain some personal possessions and magical items, these must always have a plain appearance. Bonus Proficiencies: Necrology Required Proficiencies: Ceremony/Ritual, Religion Preferred Proficiencies: Alertness, Ancient History, Astrology, Awareness, Blind-fighting, Chanting, Demonlogy, Etiquette, Heraldry, Languages (Ancient), Night Vision, Reading/Writing, Spellcraft, Sixth Sense Forbidden Proficiencies: any Rogue