Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Features: An undead creature has the following features.
12-sided Hit Dice.
Base attack bonus equal to 1/2 total Hit Dice (as wizard).
Good Will saves.
Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.
( Player’s Handbook II, p. 93)
Opponents that are immune to the effects of the Intimidate skill, such as mindless creatures and those with immunity to fear, are immune to this maneuver.
(Complete Divine variant, p. 14)
A spirit shaman casts divine spells from the druid spell list.
WHAT IS A SPIRIT?
Several of the spirit shaman’s abilities affect spirits. For purposes of the spirit shaman’s ability, a “spirit” includes any of the following creatures:
All incorporeal undead
Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
All creatures of the spirit subtype (see Oriental Adventures)
Spirit folk and telthors (see Unapproachable East)
Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7).
In the spirit shaman’s worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.
NEGATIVE ENERGY PLANE TRAITS
The Negative Energy Plane has the following traits.
Subjective Directional Gravity:
Similar to the Elemental Plane of Air, on this plane each inhabitant
decides his own “down.”
Areas within the plane
have only the minor negative-dominant trait, and these
islands tend to be inhabited. As an option for
cosmologies where the Negative Energy Plane is more
inhabited, make the minor negative-dominant trait the
default, with pockets of major negative-dominant.
Spells and spell-like abilities that use
negative energy are maximized (as if the Maximize Spell
feat had been used on them, but the spells don’t require
higher-level slots). Spells and spell-like abilities that are
already maximized are unaffected by this benefit. Class
abilities that use negative energy, such as rebuking and
controlling undead, gain a +10 bonus on the roll to
determine Hit Dice affected
Within the D&D cosmology, the Inner Planes have
no affinity to particular alignments, though specific locations may have them.
But regardless of alignment, the natives of the plane
tend to be hostile to uninvited visitors.
These planes are vast, empty
reaches that suck the life out of travelers who cross them.
They tend to be lonely, haunted planes, drained of color
and filled with winds bearing the soft moans of those who
died within them. As with positive-dominant planes, negative-dominant
planes can be either minor or major. On minor negative-dominant planes,
living creatures take 1d6 points of damage per round.
At 0 hit points or less, they crumble into ash.
Major negative-dominant planes are even more severe.
Each round, those within must make a Fortitude save (DC 25) or gain a negative level.
A creature whose negative levels equal its current levels or Hit Dice is slain,
becoming a wraith. The negative energy protection spell protects a traveler
from the damage and energy drains of negative-dominant planes.
More details pending.