Friday, September 25, 2015

New Life for the Ancient Dead: Skeletons (Part II)

Originally posted: Thursday, September 17, 2015

This is the second half of the document I had started to share in my previous post. Part one offers some creative ways to modify a skeleton combat to make it more interesting than the typical "smash and grab" encounter. You can find that article here. Part two concerns itself with variant skeletons. The Pathfinder RPG Bestiary offers the bloody and burning skeleton variants; below are seven more variants that I have created.

Skeletons Originally posted: are the most basic form of undead to exist and one of the first types that a fledgling necromancer is likely to learn to create. Because the skeletal system does not decompose like living tissue, it can be animated regardless of how long ago the original creature perished. Although skeletons are the most simplistic form of living dead, much research has gone into the augmentation of these unnatural creations to make them more resilient and more dangerous.

Each of the following skeleton types modifies the base skeleton in a few key ways. Except as noted, these variations can be stacked with one another.

Adamantine Skeleton

Skeletons are easily destroyed when subjected to even a moderate blow. However, some unique methods of preparing a skeleton before animation have been discovered for increasing its durability. One technique involves a special alchemical solution of liquid adamantine. Unsurprisingly, the precise formula is a closely guarded secret of alchemists and necromancers alike.

Prior to animation, the entire skeleton must be fully submerged in the emulsion, during which time it undergoes a process similar to natural petrification. As a result, the bones acquire a metallic sheen - a strong clue as to the skeleton's nature for those in the know. After 24 hours, the skeleton can be extracted and animated as the necromancer desires.

The adamantine variation cannot be combined with the fossilized variation.

Challenge Rating: As a normal skeleton +1.
Defensive Abilities: An adamantine skeleton loses its DR 5/bludgeoning and gains DR 10/-.

Blessed Skeleton

Some remote cultures consider it a mark of honor to serve one's community or diety after death. In these cultures, renowned individuals are chosen to be returned from the dead. The manner in which an individual is chosen varies between mores but, in every case, it is considered to be the greatest of proviliges. Unlike other undead, which are typically raised gainst the will of deities - if not the creature itself - these corpses are animated with the divine consent of a good- or neutral- aligned deity for a specific purpose, such as guarding over a holy site or to serve as a chieftain's elite body guard.

Challenge Rating: As a normal skeleton.
Alignment: Always neutral good or true neutral, depending on the consenting deity. A blessed skeletal champion can be of any good or neutral alignment.
Defensive Abilities: A blessed skeleton gains the positive energy affinity ability. The creator of a blessed skeleton that is not of a good alignment may choose to give the skeleton this ability.

Positive Energy Affinity (Ex): The creature is not alive but is healed by positive energy and harmed by negative energy, as if it were a living creature.

Corrosive Skeleton

A corrosive skeleton undergoes an additional step in the preparation of its animation by being saturated with a caustic fluid. Typically this involved being submersed in a viscous acid for an extended period of time. A special alchemical additive prevents the corpse from being destroyed by the acid. Although this adds a significant delay in the animation process, the result is a formidable and feared monster. Corrosive skeletons do not wield weapons or wear armor as their caustic touch quickly decays the equipment. In addition to the standard changes for the skeleton template, make the following adjustments to the base creature.

Challenge Rating: As a normal skeleton +2.
Defensive Abilities: Corrosive skeletons gain immunity to acid damage.
Melee Attacks: A corrosive skeleton's melee attacks with natural weapons deal an additional 1d6 points of acid damage.
Special Attacks: Corrosive skeletons have the corrosive ichor special attack.

Corrosive ichor (Ex): Anyone striking a corrosive skeleton with an unarmed strike or natural attack takes 1d6 points of acid damage. Whenever a character strikes a corrosive skeleton with a manufactured weapon, the weapon takes 1d6 points of acid damage.

Exploding Skeleton

Clerics, mages, and necromancers harness negative energy to animate and control undead. When the physical corpse is destroyed, the necrotic power energizing it typically dissipates with minimal impact. Sometimes, whether done intentionally or as the result of a misstep in the animation process, the negative energy disperses with volatile consequences. The resulting explostion turns the remaining bone fragments into dangerous shrapnel.

Challenge Rating: As a normal skeleton +1.
Hit Dice: An exploding skeleton's Charisma is considered to be 4 for the purpose of determining its hit points.
Special Attacks: Exploding skeletons have the shrapnel special attack.

Shrapnel (Su): When an exploding skeleton is reduced to 0 or less hit points, it shatters into countless shards that cause 2d6 points of piercing and slashing damage to all creatures adjacent to it. A successful Reflex save (DC = 10 + 1/2 the skeleton's Hit Dice + the skeleton's Cha bonus) halves the damage.

Grinning Skeleton

One of the most unsettling aspects of a skeleton is the way its skull appears to be constantly smiling. Some sorcerers and necromancers enhance their minions by playing off this disturbing visage. In addition to the changes for the skeleton template, make the following adjustments to the base creature.

Challenge Rating: As a normal skeleton +1.
Aura: Grinning skeletons possess the unnerving countenance aura.

Unnerving countenance (Ex): Creatures within 10 feet of a grinning skeleton that have line of sight to it must succeed at a Will save (DC 10 + 1/2 the skeleton's Hit Dice + the skeleton's Cha bonus) or, for the next hour, they become shaken whenever they are adjacent to any skeleton. Passing the saving throw renders the creature immune for 24 hours. This is a fear effect.

Special Attacks: Grinning skeletons have the maniacal laughter special attack.

Maniacal laughter (Su): Once per day, a grinning skeleton may unleash a spiteful cackle as a standard action. Any living creature within 30 feet of the grinning skeleton must succeed at a Will save (DC = 10 + 1/2 the skeleton's Hit Dice + the skeleton's Cha bonus) or become shaken for 1 minute. This is a sound-based, fear effect.

Fossilized Skeleton

The oldest of skeletons eventually undergo petrifaction. This natural process strengths the creature when it is eventually animated and makes it less susceptible to magic. In addition to the changes for the skeleton template, make the following adjustments to the base creature.

Challenge Rating: As a normal skeleton +2.
Defensive Abilities: Fossilized skeletons lose DR 5/bludgeioning and gain DR 5/adamantine.
Speed: Size Medium or larger fossilized skeletons reduce their base speed by 10 feet.
Special Abilities: Fossilized skeletons gain immunity to magic.

Immunity to magic (Ex): A fossilized skeleton is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell deals 1d6 points of damage per caster level to a fossilized skeleton, with no saving throw.
Transmute mud to rock immediately heals any and all damage currently suffered by a fossilized skeleton.
A stone to flesh spell does not actually change the skeleton's structure but negates its damage reduction and immunity to magic for 1 round.

The fossilized variation cannot be combined with the adamantine variation.

Rime Skeleton

A rime skeleton is coated in a layer of hoarfrost that saps the warmth of nearby living creatures. In addition to the changes for the skeleton template, make the following adjustments to the base creature. The rime variation cannot be combined with the burning variation.

Challenge Rating: As a normal skeleton +1.
Aura: Rime skeletons possess an icy aura.

Icy Aura (Ex): Creatures adjacent to a rime skeleton suffer 1d6 points of cold damage at the start of their turn. Anyone striking a rime skeleton with an unarmed strike or natural attack takes 1d6 points of cold damage.

Defensive Abilities: Rime skeletons gain vulnerability to fire damage.
Melee Attacks: A rime skeleton's melee attacks (including both those made with a natural weapon and those made with a manufactured weapon) deal an additional 1d6 points of cold damage.
Abilities: A rime skeleton's Charisma is 12.

New Life for the Ancient Dead: Skeletons (Part I)

Originally posted:Thursday, September 10, 2015

I was going through some of my old gaming documents this week and came across this little gem. I always like putting a new spin on things as it usually leads to the players doing a double take or scratching their heads as they wonder why their tried and true methods aren't working. Everyone seems to perk up and take notice once they realize not everything is as it seems. If it's done well - especially if it's done cool - they won't even mind that you might be taking some liberties with the rules as written, such as in the case of alternative spell effects.

The entire document I unearthed includes a number of skeleton variants that I'll make a second dedicated post about later. For now, here are some ideas on how to set the scene and plan out your next encounter that involves skeletons.

The average skeleton is a pretty straight-forward opponent. Being generally mindless, its tactics are simple - tear apart whatever living creature is within reach. It attack with its claws, maybe an old blade with which it died with long ago, and it protected by whatever armor it might have been wearing at the time. The standard array of undead traits aside, a skeleton's key defensive abilities include damage reduction and immunity to cold-based damage.

Rather than being just a "meatless"-shield between the PCs and their objective, a creature GM can find new purposes for this old monster. Below are a few ideas for how you can use skeletons in your next encounter.

Symbiotic Relations

 A swarm of insects may have taken up residence in the vacant skull or a coiled viper might drape itself over the rungs of the rib age. Either way, a meddlesome adventurer is going to find that he has disturbed more than just the restless dead when he goes to dispose of the next skeleton.

Alternatively, it's also possible that a "sleeping" skeleton gets caught up in the undulating mass of a passing ooze. The acidic secretions of these amoeboid creatures typically have no effect on non-organic material, allowing the skeleton to be carried for miles without incurring damage. Larger oozes may accumulate several skeletons over time, unwittingly travelling with its own small host of undead.

Walking Scrolls

Magic spells can be recorded on a variety of mediums, from rolls of papyrus and stone tablets to inked tattoos and illuminated decks of cards. Some clever necromancers have taken to inscribing important spells on their minions. Although this isn't as efficient as more traditional means, it does provide the spell caster with a certain element of surprise. Although the script is plainly visible, it's impossible for onlookers to interpret any of it while the skeleton is in action. On fact, only when the skeleton remains completely stationary, can the arcane script be read coherently.

Unfortunately, the destruction of the skeleton also means the destruction of the spell if it was not cast first. Since positive energy is notorious for reducing the undead to ash, there is no chance of recovering a spell bared by a skeleton that is annihilated in such a manner. The crushing damage of a weapon makes the recovery of a spell possible, although not necessarily easy. Between shattered ribs, crushed femurs, and broken phalanges, the task of piecing together a destroyed skeleton can be a daunting chore for even the most patient individual.

Alternative Spell Effects

Restore corpse
While this spell is traditionally used to prepare a skeleton corpse for animation as a zombie, it can also be used to bolster an existing animated skeleton. Although an animated skeleton cannot be turned into a true zombie with this spell, it can alter its appearance and increase its vitality. As the targeted skeleton regains flesh, it also gains temporary Hit Dice in accordance with its size. In addition, it replaces its DR 5/bludgeoning with DR 5/slashing. The DC to correctly identify a skeleton that has been affected by restore corpse, and its special abilities, increases by 5. Skill checks that fail by 5 or more misidentify the undead creature as a zombie. This use of the spell has a duration of 1 minute.

Skeleton Size
Temporary Hit Dice
Tiny or smaller
-
Small or Medium
+1 HD (4 hp) 1
Large
+2 HD (9 hp) 1
Huge
+4 HD (18 hp) 1
Gargantuan
+6 HD (27 hp) 1
Colossal
+10 HD (45 hp)1
1 This does not include bonus hit points from other sources, such as a high Charisma score or the Toughness feat.

Restore corpse can be countered and dispelled by decompose corpse.

Mythic: You may target the skeleton of a Large or larger sized creature.

20 Cursed Weapon Qualities

Originally posted: Wednesday, September 9, 21015

I recently stumbled upon the RPG Blog Carnival and was intrigued by this month's topic: Curses! Cursed Items, Spells, Campaign Stories (hosted at Roleplaying Tips). It's a fun topic from the game master's perspective so I thought I'd take part.
 
The intrinsic value of a magic item comes down to balancing its benefits against its costs. Cursed items that hinder or, worse, try to kill a character don't have much value and it's an easy call for the party to ditch it at their earliest convenience. However, to me, the best cursed items are ones that have a beneficial aspect to them as well. Suddenly, the players need to determine if they can deal with the difficulties of carrying the item with them (at least temporarily) in order to benefit from that item's more benevolent features.
 
As part of a creative exercise, I've created a list of 20 qualities that a GM might give a magic weapon that could render it cursed. Since they come from a brainstorming session, these qualities should be functional, but some may need a little refining to achieve better game balance and clarity. Not every quality is entirely negative, but all have some sort of cost associated with them. In some cases, it may be more dramatic to withhold the malevolent effects of the curse from the players, especially in the case where the effect is not immediately evident.

Arcane Beacon. All spell attacks made against you have advantage.
 

Bloodied. While you are holding this weapon, if you do not deal damage to a living creature before the end of your turn, you use this weapon to deal damage to yourself equal to it's average damage value. Do not apply your Strength modifier or other damage dice to this damage.

 
Blinding. A blinding weapon is made of highly polished metal that is exceptional at reflecting light. Its effects can only occur in areas of bright light. When you confirm a critical hit with this weapon, you may choose to deal normal damage and blind your opponent for 1d4 rounds. However, if your attack roll is ever a natural 1, you automatically blind yourself for 1d4 rounds.

Booming. This weapon issues a thunderous boom when it strikes true. When you score a critical hit with an attack from this weapon, the target and all creatures adjacent to it are deafened for 1d4 rounds.
 
Clumsy. If you miss with an attack with this weapon, you must succeed at a DC 12 Dexterity (acrobatics) check or fall prone.
 
Decapitating. All attacks that threaten a critical hit against you are automatically confirmed. If you die as a result of a critical hit, the blow removes your head.
 
Dulled. This weapon only deals bludgeoning damage equal to your Strength modifier.
 
Electrified. When drawn, veins of energy begin to dance along the blade and hilt as this weapon crackles with electricity. When you hit with an attack using this magic weapon, the target takes an extra 1d6 lightning damage. In addition, while you hold the sword, you take 3 points of lightning damage each round.
 
Exhausting. This weapon requires significantly more effort to wield in battle, although its blow tend to be much more devastating. All hits with this weapon threaten critical hits, but if you miss with an attack with this weapon, you gain 1 level of exhaustion.
 
Gaseous. This weapon carries with it an aura of noxious fumes. A powerful strike causes it to expel a poisonous gas cloud. When you hit with an attack with this weapon, the target must succeed at a DC 12 Constitution saving throw or become poisoned for 1 round. If you ever roll a natural 1, you accidently inhale the fumes and are poisoned for 1d4 rounds.
 
Isolating. While you are holding this weapon, allies cannot approach within 10 feet of you. Any ally that is already within 10 feet of you when you pick up the weapon cannot move any closer.
 
Leeching. This weapon draws upon the life force of your allies to keep you safe. When you suffer hit point damage, you take no damage; instead, the closest ally within 30 feet of you takes an amount of necrotic damage equal to the damage you would have sustained. This damage cannot be reduced in any way. If there is no ally within 30 feet of you at the time you take the damage, you suffer the damage normally.
 
Lodestone. For each attack you make with any weapon other than this one, your speed is reduced by 5 feet. This reduction disappears once you make an attack with this weapon against a target that is within your reach.
 
Merciless. You have advantage on attacks made against any creature with less than one half of its maximum hit points, but attacks against you gain advantage if you have less than one half your maximum hit points.
 
Murderous. If you miss with an attack with this weapon, you strike yourself and deal damage as normal. On a roll of a natural 1, you score a critical hit against yourself.
 
Offensive. There is something about you having this weapon that other creatures find insulting or offensive. Creatures of one specific type (i.e. beast, fey, fiend, undead, etc.) chose to attack you over other targets.
 
Seppuku. At the end of any combat in which you did not adhere to the weapon’s honor, you must succeed at a DC 15 Charisma saving throw or impale yourself upon this weapon. If you fail the saving throw, you deal maximum critical damage to yourself. Roll on the table below do determine the weapon’s honor.
 
1 – Deliver the killing blow to at least one creature.
2 – Do not make an attack with advantage.
3 – All allies are alive at the end of combat (they may be unconscious).
4 – Do not attack a non-spellcaster so long as an enemy spellcaster is present.
 
Spell Loathing. When you are affected by a spell (even if you passed the saving throw), you have disadvantage on your attacks for a number of rounds equal to the level of the spell slot that was used to cast the spell.
 
Vengeful. Each time you deliver the killing blow to a living creature while attuned to it, you suffer a cumulative 1 point of psychic damage.
 
Xenophobic. You have disadvantage when attacking creatures of a specific type (i.e. beast, fey, fiend, undead, etc.). In addition, you become frightened of any creature of that type that causes damage to you.

The Journey of A Thousand Miles...

...begins with a single blog post.

After some thought and consideration, I've made the decision to start this blog as a place for the many gaming related designs, ideas, thoughts, articles, and random bits that I want to share with whomever happens to stumble upon these pages, but are not directly related to my current personal project, the World of Aibhilon. Aibhilon is a world of my own design that I intend to grow and expand upon over time, yet at a significantly slower pace than the rate at which my mind generates other random gaming goodies that may or may not have a place there. The posts currently on that blog will remain there, but I intend to copy several of them over to here as well.
 
The rate at which I post may will most likely vary wildly as I tend to go through jags of motivation and/or inspiration in which the creative juices come flooding out of my gray matter. Other times, my attention is simply focused elsewhere, such as miniature war gaming or futilely painting my way through my vast collection of miniatures. And then, of course, there is the responsibilities of the dreaded "real world".

At any rate, I hope you - whoever you may be - enjoy what I have to share and find at least some of the content inspirational and/or useful for your own gaming-related endeavors. And I can't say it enough - feedback is always welcome, especially if something here gets incorporated into your own game(s).