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Abhorsen

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.

Bells of the Necromancer[edit]


These are magical bells that a necromancer can use to aid his evil deeds. They are also the tools of the
Abhorsen, used to put the dead back to rest.
There are seven different bells, fastened into pouches on a bandoleer (worn across the chest) to silence
the noise. One must be proficient with the bells to use them, otherwise the bells will affect the ringer
rather than their target. Proficiency can be gained with the exotic weapon proficiency feat (bells), or by
having levels in the Abhorsen class. These both let you gain proficiency with all the bells.
The seven bells are: Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth and Astarael the Sorrowful.
To use a bell, the ringer must remove it from the bandoleer (standard action, requiring 2 hands).
Alternatively, a bell can be removed from the bandoleer one-handed (standard action). If the bell is
removed single-handedly, the ringer must pass a DC 15 Dexterity check to prevent the bell ringing of
its own accord. If this happens, resolve the affect of the bell as if the wielder was not proficient with
bells.
To ring the bell, the ringer must make a Perform (percussion) skill check. The target(s) of the bell must
then make an opposed Will save against the result of the ringer's Perform (percussion) skill check. If
they fail, resolve the effects of the bell. Note that Astarael the Sorrowful is an exception to these rules.
Also note that, if this bell functions as a spell follow all its rules, but ignore casting time and spell
components. These is replaced with the bell (ringing the bell is a swift action).
Ranna
Ranna is the sleepbringer, the high-pitched tinkling bell that brings the silence of sleep. Ranna causes
the target(s) to be affected by the Sleep spell (maximum target HD 4x ringer's level). Note that the
sleep effect does not allow the saving throw of the spell (this is replaced with the bell ringing rules
above), and DOES affect undead.
Mosrael
Mosrael is the waker, a harsh, rowdy bell that throws the ringer further into death while restoring life to
the listener. the Abhorsen should rarely, if ever. use this bell. The dead (in death) immediately disappear
and the corpses are affected by an Animate Dead spell. The ringer immediately disappears and then
reappears in the middle of a precinct of death d4 precincts deeper into death (closer to the ninth gate). If
the wielder can go no farther than the ninth precinct in this way. The ringer is not in control the dead
she animates with this bell.
Kibeth
Kibeth is the walker. It can give freedom of movement to the dead, or walk them past the next gate. The
ringer may give the listener (an undead creature) freedom of will (it gains a Charisma and Intelligence
score of 10 if it is not free-willed undead (this includes zombies and skeletons) and removes the control
over the target undead from the character or NPC that controls them. Alternatively, it can cause a death
affect on the target undead, sending them into the first precinct of death (if they are in life), or send
them to the next precinct of death (if they are in death). If affected by this bell herself, the ringer will
walk one precinct deeper into death. Other than this, Kibeth only affects undead.
Dyrim
Dyrim is a very musical bell, ringing a clear and pretty tone. Dyrim is the lost voice of the dead. An
undead who hears Dyrim gains the ability to speak and understand common. It If the ringer wishes, she
can remove the ability to speak all spoken languages from the undead listener. If the listener is alive,
the ringer can use this bell to temporarily (5 minutes x ringer's level) remove the ability to speak all
spoken languages from the listener, or to reverse any such affect.
Belgaer
Belgaer is a very trickysome bell that seeks to ring of its own accord. Most necromancers scorn to use
this bell, as it is the thinking bell that restores independent thought to the listener. An undead that hears
Belgaer regains the Intelligence, Wisdom and Charisma scores it had in life. It also regains all its
memories. When used on an intelligent undead or non-undead, the listener forgets all its memories, and
has Intelligence, Wisdom and Charisma of 0. This reverses in 1 minute x ringer level. The bell can be
used to reverse this.
Saraneth
Saraneth is the deepest and lowest bell. Anyone who listens to this bell is under the control of the
ringer. The save to negate is the ringer's will check added to the ringer's effective caster level. The
ringer can command up to 4HD x ringer's level at any one time.
Astarael the Sorrowful
This is the final bell. When it is rung (even by accident or by someone who is not proficient with bells)
the ringer's body is killed as if by a death effect, and they are sent into the d4+5 precinct of death.
Everybody (and everything, undead or living) within 30 ft must pass a DC 25 Will save or be affected
by the same fate as the Ringer. Everything between 30 ft-60 ft must pass a DC 20 Will save or be
affected by the same fate as the Ringer. Everybody between 60 ft and 100 ft must pass a DC 10 Will
save or be affected by the same fate as the Ringer. Everybody who suffers the death effect loses control
of themselves in death and will go as fast as possible to the ninth gate moving through the gates of
death automatically (they are not affected by the dangers of death).
Feats of an Abhorsen[edit]
The Charter Magic feat allows the Abhorsen to casts spells and magic using their Wisdom attribute
instead of Intelligence. They gain this knowledge through the ability to use the charter stones using
charter marks- drawn from the pool of charter marks networked around charter stones- to cast spells. To
gain the benefit of the Charter Magic feat requires the Abhorsen to cast all spells with verbal and
somatic components- speaking the names of the marks and directs the flow with her hand. The
knowledge of the charter mark's names comes to the Abhorsen intuitively, so she does not need to
memorize them beforehand. The Abhorsen casts divine spells in the same manner as a sorcerer casts
arcane spells, and knows as many spells as she gets spells per day. For example a 1st level Abhorsen
knows 3 level 0 spells, and 1 level 1 spell. The Abhorsen must have Wisdom and Charisma of at least
13 plus the spell's level in order to cast spells with this feat, as it requires one to use a magic
device(charter stones) and also to intuit the flow of magic from the charter marks.
The Flow of Magic feat means an Abhorsen must be within 120 miles of a charter stone to harness the
power of magic most effectively. If more than 40 miles away from a charter stone, she counts as being
one level lower for determining spells per day and spell effects. If within 40 miles of a charter stone,
the Abhorsen counts as being two levels higher for determining spells per day and spell effects.
Spells without the charter marks are drawn from residual power naturally around them, leading the
Abhorsen to use regular sorcerer spells. In order to find out your bonus spells, you must take the
average of your Wisdom and Charisma scores (rounding down) to apply it to Table: Ability Modifiers
and Bonus Spells Table: Ability Modifiers and Bonus Spells.
Increase the Flow feat allows the Charter stone to be further away and for the Abhorsen to feel the
more subtle marks that could not be felt before, allowing them to be twice as far from a Charter Stone
to be able to use the flow of magic feat bonus.
Wallmaker The wallmaker ability allows the Abhorsen to take 4 points of Constitution drain to create
a charter stone in a ritual that takes one hour
Improved Wallmaker The improved wallmaker ability allows the Abhorsen to take 1 point of
Constitution damage to create a charter stone.
Limitless Flow allows the Abhorsen to feel the subtlest charter marks and the power flowing from the
Great Charter Stones. She no longer needs to be near a charter stone to be able to use her Flow of
Magic feat
Identify Undead
The Identify Undead feat allows Abhorsen to sense the presence of the undead from up to 100 ft. away.
In addition, she can instantly identify anything that is undead just by looking, ignoring all magical
effects and preventative spells. This ability is always active.
Stand Tall
The Stand Tall feat allows Abhorsen to resist the flow of the currents in the death realm better, reducing
the difficulty of the DC checks for the currents in the realm of death by 10 + the number of the precinct
the Abhorsen is in. Once pulled downstream by the river, they are pulled downstream half the normal
distance.
Send the Dead Back

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.

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