16 February 2014

Heroic Skeleton

Inspired by this post on Necropraxis.




Skeleton Monster Class
Ability Score Requirements: None
Hit Die: d8
Saving Throws: As a fighter.
Armor: Any.
Weapons: Any.
Special Abilities: Base AC of 7(13), natural claw attack, skeleton immunities, being a skeleton.
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, but 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, but dead, mortal rising out of their grave.
Heroic skeletons are still skeletons. Upon death, while they may still possess some or all the memories of their life, they lose all previous class abilities, if any. They are instead skilled with all arms and armor, including shields; additionally they have a natural armor class of 7(13), 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.
As the walking dead they suffer a -2 to the reactions, loyalty, and morale of all living beings. Contrariwise they get a +2 when dealing with the undead.
They have the standard undead immunities such as the effects of gas, poison, charm, sleep, or hold spells of any sort. They also possess 60’ infravision. However, despite their actual alignment, for purposes of detect evil and protection from evil spells they are treated as evil/chaotic, 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 lawful alignment, but can by clerics of chaotic 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
Level
Experience
Attack Bonus
Title
Hit Dice
Damage Bonus
1
0
+1
Skelepeasant
1d8
+1
2
3,000
+2
Skeleton
2d8
+1
3
6,000
+3
Skeleton
3d8
+1
4
12,000
+4
Skeleton
4d6
+2
5
24,000
+5
Skeleton
5d8
+2
6
34,000
+6
Skeleton
6d8
+2
7
70,000
+7
Skeleton Baron
7d8
+3
8
140,000
+8
Skeleton Knight
8d8
+3
9
290,000
+9
Skeleton Lord
9d8
+3
10
440,000
+10
Skeleton Marquis
10d8
+4
11
590,000
+11
Skeleton Duke
11d8
+4
12
740,000
+12
Skeleton Prince
12d8
+4
13
890,000
+13
Death Lord
12d8+1
+5
14
1,040,000
+14
Prince of Death
12d8+2
+5




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