16 February 2014

Heroic Skeleton

Inspired by this post on Necropraxis.



Skeleton
Prime Requisite: None
Requirements: None
Hit Die: d8
Maximum Level: 13

Sometimes a heroic mortal dies someplace tainted with evil, but instead of rising up as a truly evil or mindless undead minion of the dungeon they rise up in full possession of their memories and will, sans their flesh and any spell-casting ability. This is but one of the ways a heroic Skeleton could come into being. Others include a botched resurrection or raise dead spell, or a once ordinary mortal spontaneously rising out of their grave.

Heroic Skeletons are still skeletons, thus their attack bonus advances by one point every level of experience until 9th level, and their saving throws advance by 2 points every 3 levels (like a fighter). They are skilled with all arms and armor; additionally, they have a natural armor class of 7, and can attack with their claws in lieu of attacking with a weapon, dealing 1d6 in damage. When wearing armor they use the armor class of that armor. Skeletons can use any kind of shield, as well as fight with two-handed weapons, and with a weapon in each hand. 

Due to their inhumanity they suffer a -2 to the reactions, loyalty, and morale of all living beings. They also get a +2 when dealing with the undead.

As a member of the undead they are immune to the effects of gas, poison, and to the effects of charm, sleep, or hold spells of any sort. They also possess 60’ infravision. However, they are inherently evil for purposes of detect evil and protection from evil spells, and can be turned or controlled by clerics as if they were a undead based on their level, but the Skeleton still gets a saving throw vs. Spells to resist.

A heroic Skeleton will reconstitute itself 10 minutes after being reduced to zero hit points provided it isn't ground to powder or burned to ash, however a random ability score will be reduced by one each time. If any score is reduced to zero the Skeleton is finally laid to rest.
They are unable to be healed by magic cast by clerics of Cosmic alignment, but can be by clerics of Voidic alignment. If more than a week is spent in a safe place with suitable materials, a Skeleton will be able to recover lost hit points. Suitable materials include other bones and specially prepared glues and cements.

At 9th level a heroic Skeleton will attract 3d6x10 skeletons upon the construction or claiming of a stronghold with a full graveyard. These skeletons will all be free willed, but extremely loyal to the heroic Skeleton.

Heroic Skeleton Level Progression

Experience
Title
Level
Hit Dice

Attack Bonus
Damage Bonus
0

1
1d8
+1
+1
3,000

2
2d8
+2
+1
6,000

3
3d8
+3
+2
12,000

4
4d6
+4
+2
24,000

5
5d8
+5
+2
34,000

6
6d8
+6
+3
70,000

7
7d8
+7
+3
140,000

8
8d8
+8
+3
290,000
Skeleton Lord
9
9d8
+9
+4
440,000

10
10d8
+9
+4
590,000

11
11d8
+9
+4
740,000

12
12d8
+9
+5
890,000
Death Lord
13
13d8
+9
+5

Heroic Skeleton Saving Throws
Character Level
Petrif. &
Paralysis
Poison &
Death
Blast &
Breath
Staffs &
Wands
Spells
1
15+
14+
16+
16+
17+
2-3
14+
13+
15+
15+
16+
4
13+
12+
14+
14+
15+
5-6
12+
11+
13+
13+
14+
7
11+
10+
12+
12+
13+
8-9
10+
9+
11+
11+
12+
10
9+
8+
10+
10+
11+
11-12
8+
7+
9+
9+
10+
13
7+
6+
8+
8+
9+