RolePlay onLine RPoL Logo

Welcome to The Isles of Mercia

13:00, 27th April 2024 (GMT+0)

Andriel

Inventory:
(Equipped) Splintmail Halfplate
(Equipped) Heavy Steel Shield + 1
(Equipped) Heavy Mace
(Equipped) Ring of Sustenance
(Equipped) Silver Ring

FOR NEXT POST:
Upon further observation, Andriel also saw some weaknesses and easy upgrades of the skeleton shield wall.  If they were each given even basic standard weapons, armor, and equipment, they could be considerably more effective.  For one, a ranged weapon of sorts that they could fire in the meantime, while they form the shield wall could deal considerable damage.  Polearms with reach would be another excellent way to keep the enemy at bay.  Weapons that are based upon merely touching the enemy would be useful against more powerful enemies, like alchemist fire and nets and tanglefoot bags.  Light armor might be worth it for the additional movement.  What a way they had come though, from mere pack animals to already being considered for optimization in combat, all be it for mindless automatons, but still.

Elven Warrior Skeleton (Ashe) - same as original, add Skeleton.
Size/Type: Medium Undead - same as original, add Undead
Hit Dice: 12d12 (144 hp)   - all convert to d12.
Initiative: +8       - see below
Speed: 30 ft. (6 squares)    - same as base creature, but no non-magical fly speed
Armor Class: 20 (+4 +3 Dex, +2 natural, +5 Breastplate),
touch 12, flat-footed 18      - +2 nat for med (or L), plus equip.
Base Attack/Grapple: +6/+10 - BA = 1/2 * HD
Attack: Battle Axe (Crude) +9 melee (1d8+5/19-20) or Crude Greatclub +9 (1d10+5) or claw +8 melee (1d4+4)
                              - add claw (1d4+str for med) plus equip
Full Attack: Battle Axe (Crude) +9/+4 melee (1d8+5/19-20) or Crude Greatclub +9/+4 (1d10+5) or 2 claws +10 melee (1d4+4)
                      - add claw for each hand (1d4+str for med)
                plus equip.  Retain all natural attacks, except things that
                are flesh only, like a tentacle.
Space/Reach: 5 ft./5 ft.   - same as base creature
Special Attacks: —     - loses all of base creature
Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits                       - gains these 4 qualities, retains only ex sp that affect attacks
Saves: Fort +4, Ref +8, Will +8 - Fort & Ref +1/3 HD, Will +((1/2)*HD)+2
Abilities: Str 18, Dex 18, Con Ø, Int Ø, Wis 10, Cha 1
    Dex +2, No Con, No Int, Wis=10, Cha=1
    std Array:    11 11 11 10 10 10
    non elite:    13 12 11 10  9  8
    elite Array:  15 14 13 12 10  8
Skills: None                  - lose all
Feats: Improved Initiative   - lose all , and gain Improved Init.
Environment: Temperate plains, Temperate forests - same as base creature
Organization: Any
Challenge Rating: 6?   - see chart, by HD
Treasure: None
Alignment: Always neutral evil
Advancement: —       - as base, (or none if base advances by char class)
Level Adjustment: —

Elven Warrior Skeleton (Soldier leader (1)) - same as original, add Skeleton.
Size/Type: Medium Undead - same as original, add Undead
Hit Dice: 3d12 (36 hp)   - all convert to d12.
Initiative: +8       - see below
Speed: 30 ft.(20ft w/Armor) (6 squares)    - same as base creature, but no non-magical fly speed
Armor Class: 18 (+4 +2 Dex, +2 natural, +4? Rusty Chainmail),
touch 12, flat-footed 16      - +2 nat for med (or L), plus equip.
Base Attack/Grapple: +1/+3 - BA = 1/2 * HD
Attack: Long Sword (Crude) +2 melee (1d8+3/19-20) or Crude Greatclub +2 (1d10+3) or claw +3 melee (1d4+1)
                              - add claw (1d4+str for med) plus equip
Full Attack: Long Sword (Crude) +2 melee (1d8+3/19-20) or Crude Greatclub +2 (1d10+3) or 2 claws +3 melee (1d4+1)
                      - add claw for each hand (1d4+str for med)
                plus equip.  Retain all natural attacks, except things that
                are flesh only, like a tentacle.
Space/Reach: 5 ft./5 ft.   - same as base creature
Special Attacks: —     - loses all of base creature
Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits                       - gains these 4 qualities, retains only ex sp that affect attacks
Saves: Fort +1, Ref +4, Will +3 - Fort & Ref +1/3 HD, Will +((1/2)*HD)+2
Abilities: Str 15, Dex 18, Con Ø, Int Ø, Wis 10, Cha 1
    Dex +2, No Con, No Int, Wis=10, Cha=1
    std Array:    11 11 11 10 10 10
    non elite:    13 12 11 10  9  8
    elite Array:  15 14 13 12 10  8
Skills: None                  - lose all
Feats: Improved Initiative   - lose all , and gain Improved Init.
Environment: Temperate plains, Temperate forests - same as base creature
Organization: Any
Challenge Rating: 1/3   - see chart, by HD
Treasure: None
Alignment: Always neutral evil
Advancement: —       - as base, (or none if base advances by char class)
Level Adjustment: —

Elven Warrior Skeleton (Soldiers) - same as original, add Skeleton.
Size/Type: Medium Undead - same as original, add Undead
Hit Dice: 3d12 (36 hp)   - all convert to d12.
Initiative: +8       - see below
Speed: 30 ft. (20ft w/Armor) (6 squares)    - same as base creature, but no non-magical fly speed
Armor Class: 18 (+4 +0 Dex, +2 natural, +6? Rusty Halfplate),
touch 10, flat-footed 18      - +2 nat for med (or L), plus equip.
Base Attack/Grapple: +1/+3 - BA = 1/2 * HD
Attack: Battle Axe (Crude) +2 melee (1d8+3/x3) or Crude Greatclub +2 (1d10+3) or claw +3 melee (1d4+1)
                              - add claw (1d4+str for med) plus equip
Full Attack: Battle Axe (Crude) +2 melee (1d8+3/x3) or Crude Greatclub +2 (1d10+3) or 2 claws +3 melee (1d4+1)
                      - add claw for each hand (1d4+str for med)
                plus equip.  Retain all natural attacks, except things that
                are flesh only, like a tentacle.
Space/Reach: 5 ft./5 ft.   - same as base creature
Special Attacks: —     - loses all of base creature
Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits                       - gains these 4 qualities, retains only ex sp that affect attacks
Saves: Fort +1, Ref +4, Will +3 - Fort & Ref +1/3 HD, Will +((1/2)*HD)+2
Abilities: Str 15, Dex 18, Con Ø, Int Ø, Wis 10, Cha 1
    Dex +2, No Con, No Int, Wis=10, Cha=1
    std Array:    11 11 11 10 10 10
    non elite:    13 12 11 10  9  8
    elite Array:  15 14 13 12 10  8
Skills: None                  - lose all
Feats: Improved Initiative   - lose all , and gain Improved Init.
Environment: Temperate plains, Temperate forests - same as base creature
Organization: Any
Challenge Rating: 1/3   - see chart, by HD
Treasure: None
Alignment: Always neutral evil
Advancement: —       - as base, (or none if base advances by char class)
Level Adjustment: —

Human Warrior Skeleton (BASE) - same as original, add Skeleton.
Size/Type: Medium Undead - same as original, add Undead
Hit Dice: 1d12 (6 hp)   - all convert to d12.
Initiative: +5       - see below
Speed: 30 ft. (6 squares)    - same as base creature, but no non-magical fly speed
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield),
touch 11, flat-footed 14      - +2 nat for med (or L), plus equip.
Base Attack/Grapple: +0/+1 - BA = 1/2 * HD
Attack: Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1)
                              - add claw (1d4+str for med) plus equip
Full Attack: Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1)
                      - add claw for each hand (1d4+str for med)
                plus equip.  Retain all natural attacks, except things that
                are flesh only, like a tentacle.
Space/Reach: 5 ft./5 ft.   - same as base creature
Special Attacks: —     - loses all of base creature
Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits                       - gains these 4 qualities, retains only ex sp that affect attacks
Saves: Fort +0, Ref +1, Will +2 - Fort & Ref +1/3 HD, Will +((1/2)*HD)+2
Abilities: Str 13, Dex 13, Con Ø, Int Ø, Wis 10, Cha 1
    Dex +2, No Con, No Int, Wis=10, Cha=1
    std Array:    11 11 11 10 10 10
    non elite:    13 12 11 10  9  8
    elite Array:  15 14 13 12 10  8
Skills: None                  - lose all
Feats: Improved Initiative   - lose all , and gain Improved Init.
Environment: Temperate plains, Temperate forests - same as base creature
Organization: Any
Challenge Rating: 1/3   - see chart, by HD
Treasure: None
Alignment: Always neutral evil
Advancement: —       - as base, (or none if base advances by char class)
Level Adjustment: —