Prophecy: Resurrection Rules

Resurrection in the Campaign

In order to justify that even nobility and influential people DO die, there
will be a certain amount of uncertainty in resurrection (and raise dead, etc.).
For a character to come back from the dead, he must roll a Diplomacy or Charisma
check.  The base DC of this check is 10, modified as indicated on the following
table:.

DC
Base DC of resurrection check 10
Person has died before + 4 for each previous death
Faith of the cleric performing ritual or that
of the person being raised is the ‘death/afterlife god(dess) of their
pantheon (i.e. Wee Jas)
-4
Faith of the cleric performing ritual,
or that of the person being raised, is of a deity very closely allied
to the pantheon’s death/afterlife god(dess).  (i.e. Norebo)

(This does NOT stack with the -4 for being of the actual
afterlife/death deities fate…only the best of the two modifiers applies))
-2
Cleric performing ritual is of same faith as
person being raised.
– 4 AND
– Diplomacy skill ranks possessed by cleric
Person has lived quite piously and true to
his faith
– 2
Person has lived impiously, and/or paid little
attention to matters of religion
+ 4
Person has performed several great services
for the faith of the cleric performing the ritual in the last several
years.
– 2
Person has performed numerous great services
for the faith of the cleric performing the ritual in the last several
years.
-4
Person has actively wronged or opposed the
faith of the cleric performing the ritual in the last few years.
+ 4
Person has grievously wronged, or aggressively
opposed the faith of the cleric performing the ritual in the last decade.
+8
Person is an atheist + 8*
Person is an agnostic +6
Casting spell in Consecrated/Desecrated area (if good/evil
respectively)
+2 (+4 if altar present)
Casting spell in Desecrated/Consecrated area (if good/evil
respectively)
-4 (-8 if altar present)
Cleric performing ritual is of an ‘allied faith’
to that of the person being raised
 – 1/2 Diplomacy skill
ranks possessed by cleric
The faith of the cleric and that of the person
being raised are ambivalent or neutral towards one another.
+ 4
Cleric performing ritual is of an ‘opposed
faith’ to that of the person being raised
+ 8
The faith of the cleric performing the ritual
is actively an enemy of the faith of the person being raised.
No chance of success
Person was once (even if not recently) or is an undead +8

*Note that in the case of an atheist, not only
is the DC modified by +8, but most clerics will be of a faith
considered at the very least ‘neutral or ambivalent’ towards
atheism, resulting in an additional +4 to the DC, for a total of
+12.  Also, many faiths are NOT ambivalent towards atheism,
and in such cases the ‘opposed faith’ modifier is added as
well.  Atheism is not a good idea if you want the gods to be
willing to return you to life.

Failure: This attempt cannot be ‘retried.’  Matters
of the divine are not to be trifled with, and only one raise
attempt can be made per death.  One must choose wisely the
priest to perform such a ritual the first time, for the gods simply
won’t even listen a second time.  (Think of it as multiple
attempts being viewed as ‘badgering the gods,’ something which is
just never a very good idea.) A wish or miracle spell will allow
for a single second try; multiple wishes and/or miracles will not
allow for more tries regardless of how many are used.

The Clone spell functions similarly but with
the following modifications. The check to successfully have the
Clone spell work is a Spellcraft check (by the casting mage) that
is not made until the Clone is activated (when the character dies).
The base DC is 15. Otherwise all modifiers from the above table
apply (substitute the casting mage for the references to cleric
performing the ritual) with the exception of Diplomacy rank
modifications (the skill of the caster is already being taken into
account as their Spellcraft check is the determining roll).
Knowledge (Planes), Knowledge (Religion), and Knowledge (Arcana)
are all possible synergistic skills (thus if the casting mage had
at least 5 ranks in all the above skills, he would get a +6 bonus
on the skill check).