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HD D8, BAB ¾ , Fort Poor, Ref Poor, Will Good, Alignment: Any Good, Class Skills: 4 + Int
mod/lv)
Starting Equipment: The Abhorsen possesses the The Bells of the Necromancer: Ranna, Mosrael,
Kibeth, Dyrim, Belgaer, Saraneth, and Astarael the Sorrowful, The Book of the Dead, and a Charter-
spelled Longsword (Masterwork Longsword) passed down from their order.
Starting Gold: 2d4 gp
Weapon and Armor Proficiency: The Abhorsen is proficient with longswords and light and medium
armor but not with shields. The Abhorsen is proficient with bells and pipes.
Put the dead back to rest
At 2nd level, the Abhorsen gets +2 to her attack and damage rolls against undead and constructs
(except if the construct was created with charter magic). This improves by +2 every 5 levels (5th, 10th,
15th and 20th). They also gain the ability to halt and turn undead.
While in the realm of death, the Abhorsen can see the souls of all of the dead that are currently in the
plane of the living. In combat, she takes her turns from the planes of death, while her body is
unconscious in the plains of the living. She can use her bells from the planes of death, and when she
does, the dead automatically fail their Will save. The bell's effects are always desirable and instant. Her
sword also gains a +2 sacred bonus to attack and damage rolls while in a precinct of death.
Paragon of Undeath
The knowledge of the realm of death allows the Abhorsen to transform into a wraith when she is in the
realm of death. She gains incorporeal traits, Can fly 90 ft. per round, and still has the ability to use all
of her bells.
Enter Death
The Abhorsen may enter the realm of death as a free action. While in death, the Abhorsen may not
move her body (which is in death). Her body in life loses 10 AC, and is always flat-footed. The
Abhorsen's soul is separated from her body and she enters death. If the Abhorsen's body is slain while
she is in death, she loses control and walks towards and into the ninth gate, automatically ignoring all
of the perils of death, and the gates automatically open to her as she approaches them.
In the realm of death the Abhorsen may travel east or west as far as she likes, and with a successfully
knowledge planes check (DC 20), she may travel to an area of death layered on any point in life
relative to where her body is by traveling the distance away from her body east or west. For example, if
she wants to travel 10 miles north, she may travel to the same point in death by passing a DC 20
knowledge planes skill check and travel east or west. If she leaves death she ends up back in her body
in the place where she entered death (but alive) even if she went far west or east in death.
She may only enter the next or previous precinct of death through a gateway- commonly a waterfall but
always some water feature- by speaking the required free magic command (a free action) while within
20 ft of the gate and walking through it while it is open. The gate closes after 4 rounds. Inside there are
9 precincts each with their own dangers. The gateways extend on the north and south side as far as you
can see. It takes 4d4 minutes to travel through a gate.
The precinct widths (south-north), type of gate and dangers are summarized on the table below. While
in the realm of death the Abhorsen is in water as if she where wading in a river (the depth varying from
ankle depth in the first precinct, to waist deep in the ninth precinct), and must pass a swim check each
round in death or be pulled downstream by the river (DC 15+ the number of the precinct the Abhorsen
is in). Once pulled downstream by the river, they are pulled downstream 30x the number of precinct
they are in ft a round (northwards), and must pass a swim check (same DC as before) in order to regain
their footing.
While in the realm of death, there is a 5% chance of an encounter with an undead monster every hour
spent in undeath (make the rolls 5 minutes after the Abhorsen enters death). Incorporeal creatures are
considered to be corporeal in death. Also, each precinct from 2nd onwards has its own unique danger,
summarized below:
Table: The Precincts of Death
Precinc Widt
Dangers Gate
t h
1st Stronger Current a waterfall 150ft
2nd Underwater Pits A Whirlpool 50ft
3rd Waves a Waterfall 150ft
4th Stronger Current a Waterfall 300ft
a Reverse Waterfall- a
5th Metamorphic Waters 300ft
Waterclimb
no current lots of
6th a circle of water* 300ft
dead
7th Stronger Current a Wall of Fire 300ft
8th Pillars of Fire a Wall of Darkness 300ft
9th the Light of Death the Veil of Stars 150ft
Stronger Current The swim check DC for this precinct of death is 5 higher than normal.
Underwater Pits For every 5ft traveled in this precinct of death, the Abhorsen must pass a spot check
(DC 20) or fall into a hidden underwater pit. She may make a reflex save (DC 15) to avoid this, but if
she fails, she falls into the pit and begins drowning. The Abhorsen is considered to be in difficult terrain
in this precinct of death.
Waves Every 5 rounds in this precinct, a wave sweeps the whole precinct. When this happens, the
Abhorsen must pass a swim check (DC 25) or be swept away as if she were pulled underwater.
Metamorphic Waters For every minute spent in this precinct the Abhorsen must pass a Will save (DC
20) or take d6 permanent Wisdom and Charisma damage. This cannot be reversed by anything short of
a wish or miracle spell.
Pillars of Fire Every round, the Abhorsen must pass a Reflex save (DC 15) or take 6d6 points of Fire
damage.
the Light of Death Once someone (or something...) enters the ninth precinct, they see a light. When
they see this light, they loose control of their body and walk through the ninth gate. People are only
affected by this light if they have died, are undead, are a necromancer, or if it is time for them to die.
This requires the DM to make a decision to whether or not this affects someone (but on the whole, an
Abhorsen will be unaffected). It is possible to avert your gaze from the glare if you were aware of the
danger before you entered the ninth precinct. If so, you must make a Reflex save (DC 20) each round to
avoid seeing the light.
The Ninth Gate The ninth gate is the final gate of death. If you walk through it, you die (and cannot
come back in any way short of two wish or miracle spells (the first to bring her back to the ninth
precinct, the second to bring her back from the precinct)).
Bane of Undeath (Su)
At third level, The Abhorsen's charter-spelled longsword becomes the bane of the undead. Whenever an
undead creature is struck, the undead must pass a will check of DC 10 + The character's Abhorsen level
or be shaken for 1d4 rounds. This ability is not a mind-affecting or fear effect.
+x blade
At sixth level the Abhorsen's longsword becomes a +1 undead bane longsword. This increases to by +1
every third level hereafter.
Vow of undeath slaying
The Abhorsen cannot accept more than half her share of gold from winning combats, and cannot earn
money by working or owning a business etc. If creating an Abhorsen above first level, halve the
starting gold the character receives.