First, a feat and stuff.
And how zombie powder is used.Create Zombie Powder
The character knows the carefully guarded methods by which zombie powder is created.
Prerequisite: Zombie Master 1 or better, Craft (chemical) +7, Knowledge (arcane) +4
Benefit: Without this feat, the character cannot create zombie powder, the foundation of a zombie master’s ability to create Living Dead.
Creating Zombie Powder
Zombie powder is very difficult to create, and the raw materials are even harder to come by. One phial requires 1 gram of graveyard soil, 1 gram of afterbirth secured following the delivery of a stillborn baby, 30 grams of finely ground human bone, and one pound of shade blossom, a very rare flower that can only be found in remote, virtually inaccessible valleys in the mountains of Burma, or in greenhouses kept by zombie masters—maintained. The shade blossom is a very delicate plant and it’s very hard to transplant and maintain, so only the most skilled horticulturists can manage this feat.
The raw materials are processed and distilled over three months, working from full moon to full moon. The resulting powder is then filtered for an additional month. The equipment used for distilling the powder is highly specialized, and its design is almost as well kept a secret at the ingredients.
At he end of the process, the Zombie Master must roll a Craft (chemical) skill check (DC 11). If the check is successful, 1d3 phials are created; the rest of the powder is so much useless white dust, although it may be useful for a zombie master who wants to bluff enemies, or sell useless trash to would-be rivals. If the skill check is failed, none of the end product is useful.
The upside to this extensive creation process is that, depending on how the zombie master uses the phial of zombie powder, he could conceivably expose hundreds or thousands of people with just one phial.
(FYI, the product in question will have some feats and class abilities for the zombie master advanced class that take the place of spellcasting. The design approach also makes this product compatible with "Modern Advances: Spookmaster" and "Mind Over Matter" & "Mind Expansion")
Zombie Powder
This fine white powder is created using methods carefully guarded and only revealed from zombie master to apprentice. It is the means by which the zombie masters transform men and women into living dead.
Zombie powder can be introduced into a victim’s system in several different ways, and once it is there, the zombie master can intensify its effect through rituals, or he can simply let the substance gradually and painfully rob the victim of his mental faculties and any semblance of life.
The powder is typically packaged in glass phials that are roughly the length of an adult’s index finger. One end is stoppered with a rubber or wax seal. It can be administered to a victim by anyone with access.
The zombie powder is extracted from the phial using a syringe, as oftentimes all that is needed is a few grains, and at most just a pinch.
Zombie powder is most effective when used in conjunction with a magical ritual performed by a zombie master in possession of a personal item belonging to the victim, as well as a small wax figure representing her.
In such a case, only a few grains of zombie powder need to be administered to the victim, either by ingestion or inhalation. As the zombie master completes his ritual, the victim must roll a Fortitude saving throw (DC20 + the zombie master’s level). If the saving throw fails, the victim immediately falls into a state of suspended animation so deep they appear dead. The victim remains in this state for three days, or until the zombie master awakens her by placing her under his control.
The zombie master must perform the magic ritual within 12 hours of the grains of zombie powder being introduced into the character’s system or all this tiny dose does is make the character feel a bit lethargic for a day.
If the zombie master does not have a personal item belonging to the person, a pinch of zombie powder is needed, and the victim is gradually turned into one of the Living Dead while he remains conscious; he loses the ability to speak, he starts to go blind, and he feels the coldness of death draining his strength and will to survive.
The zombie powder in this instance must be ingested or injected. The transformation process takes three days, and the victim receives a progressively more difficult Fortitude save each day to fight off the effects (DC20 on the first day, DC 20 + ½ Craft (chemical) ranks of the person who made the zombie powder on the second day, and DC24 + ½ Craft (chemical) ranks of the person who made the zombie powder on the third day). At the end of the third day, the victim falls into a deathlike-state where he remains for three days, unless a zombie master awakens the victim to serve him as one of the Living Dead.
The most costly and least effective way to use zombie powder is to attempt to use it in a fashion similar to a smoke bomb and affect multiple targets with it at the same time. This method requires the user to hurl an entire phial of powder onto the ground where it explodes in a wispy white cloud. Any characters within 5 feet of the impact must roll Fortitude saves (DC18) or be rendered immobile for 1d4 rounds by severe breathing difficulty. (Such a wasteful use of zombie powder is only done when a zombie master feels cornered; it may give him just enough time to escape.
Although victims may believe they are fine once their breathing returns to normal, they may be terribly mistaken. Each character exposed to the airborne zombie powder must roll an additional Fortitude save (DC18). If the save is successful, their bodies have successfully rejected the unnatural chemicals.