Undead; Macabre Use for Craft
Skills
author: Soltares
email: not revealed
date: 2003-06-02
status: test
I was thinking of non-magical modifications of Skeletons
and Zombies, inspired by this lovely article:
Undead; Six Ways to Scare Without Getting Lethal
and I decided to work out some stuff to supplement it.
Craft: Armorsmith allows the crafter to create a form of
armor out of spare bones, which can create alternate version of Studded Leather
armor. Craft: Bone also allows this, but the
DC is 4 pts higher. 5 ranks of Craft Bone give a +2
Synergy bonus to an Armorsmith making such armor. Armor
crafted from obvious Human bones will likely incur a
reaction penalty from many viewers..
Craft: Weaponsmith can create weapons of Bone, but they
have a -2 to attack and damage rolls compared to steel
weapons (DMG p 162). Bone has a Hardness of 6 and 10 hp /
inch of thickness. Note that weapons generally made
entirely of wood (such as Clubs) suffer no penalty if made
of Bone. An Alchemist can prepare Bone with a special
treatment that makes it equivalent to Iron in strength and
weight, obviating any penalties. 5 ranks of Craft Bone
will give a +2 Synergy bonus to a Weaponsmith roll to make
Bone weapons.
Craft: Leatherworking or Profession: Tanner can craft armor
from cured Human skin, but such armor is treated as
Padded. Human skin is not terribly effective as armor,
although it confers a +2 circumstance bonus to Intimidate
checks if recognized as such, and also guarantees that no
good-aligned, or even most neutral-aligned, Human will
react well to the wearer. [Either make all reactions
automatically one step worse, or penalize the Charisma
check to modify reactions by 4 pts or so.]
Craft: Boneworking allows a Craftsmage to add to the
generic 'average' hit points equal to the Craft check, up
to the creatures normal maximum. So a 2 HD Large Skeleton
crafted by someone who made his Craft roll by five, will
have an average of 13 hp, plus 5 hp for the Craft roll (but
never more than 24 hit points, based on its 2d12 HD).
Craft: Boneworking also allows the caster to thicken and
smooth the bones he uses, and to treat them in a shellac
that hardens them, keeps them from drying out and becoming
brittle and keeps them flexible and strong. With suitable
checks, he can add +2 Str, +2 Dex or +1 Natural Armor to a
Skeleton. [DC 14 for the first modification, DC 16 if he
tries a second, DC 18 if he wants his Skeleton all tricked
out with all three options and chrome fenders to boot.]
Craft: Weaponsmith can add metal spikes and blades to the
Skeletons claws, increasing their basic damage by one die
type. (So a Medium Skeleton, instead of doing 1d4 with a
Claw rake would do 1d6, but would become unable to
effectively manipulate other weapons.) Quality Skeletons
from Hollowfaust or among the Charduni generally wield
weapons, but this option is used in Glivid-Autel.
Zombie Improvements
(only used by the Charduni and
sometimes in Glivid-Autel. Hollowfaust has little use for
Zombies.)
Craft: Leatherworking can do much the same with Zombies,
keeping them flexible and strong, protection them from
dessication and decay. With a check one can add +2 Str, +2
Dex or +1 or +2 Natural Armor, or even Damage Resistance 1/-
(a Hardness score of 1). [DC 14 for the Str, Dex or +1 Nat
Armor, with +2 additional DC for each upgrade after the
first. DC +4 (base 18) for +2 Natural Armor or the Damage
Reduction, which also involves the insertion of extraneous
bony plates and bars in vulnerable areas.]
With Craft: Weaponsmith one can also increase a Zombies
Slam attack damage by implanting large sharp bone, metal
and / or obsidian spikes in its' fists (and stitching them
shut around these implements), making them useless for
manipulating items or carrying weapons, but causing them to
inflict damage 1 die type higher, of either Bludgeoning or
Piercing (like a Morning Star). Use the chart on MM p 14
to determine damage die upgrade. This requires a
Weaponsmith check (DC 15 for metal or obsidian, DC 18 for
to craft effective weapons of untreated bone), and is not
possible if the crafter doesn't also have at least 1 rank
of Craft: Leatherworking or Craft / Profession: Embalmer
(although it gains no Synergy bonus in any case).
Combining the above Craft options with the Augment
Animation Feat, which I mentioned in another thread, a
Hollowfaustian Crafted Skeleton would have the following
improvements:
+4 Str, +4 Dex, +1 HD and +1 Natural Armor from Craft Bone
skill and Augment Animation Feat, no added Claw damage.
They are armed with Longswords and Small Shields and wear
Scale Mail*. They have an average of eighteen hit points
(+5 to average for Craftsmanship) and usually no magical
enhancements. They have AC 21 (+3 Natural, +3 Dex, +4
Scale, +1 Shield), HD 2d12 (18 hp), either 2 Claw attacks
at +2 melee for 1d4+2 damage, or 1 Longsword at +2 melee
for 1d8+2 damage, standard Undead qualities and Skeleton
immunities, Str 14, Dex 16, Con -, Int -, Wis 10, Cha 11,
Fort save +0, Ref save +3 and Will save +3 and the Improved
Initiative Feat, giving them an Init of +7 (+3 Dex, +4 Imp
Init). All in all, a significant improvement over the
standard Medium Skeleton.
Glivid-Autelan 'masterworks' tend to show the lack of
interest in Craft, and have only the benefits of the
Augment Animation Feat and armor (usually only Hide), but
also have had their Claws enhanced by Weaponsmiths with
nails and spikes of corroded iron to inflict 1d6 damage,
and treated with dung and gore to inflict Filth Fever (DC
12 to avoid infection) on a successful hit.
* Some 'Scale' armor in Hollowfaust is salvaged gear from
the Sumaran guardsmen who may still be wearing it, often
composed of ash-stained and partially corroded iron, other
is composed of Alchemically strengthened bone 'scales,'
partially fossilized by the treatment and functionally
identical in strength and weight to regular metal Scale.
Shield and Longswords wielded by Skeletal guards may also
be made of either salvaged iron or alchemically
strengthened bone.
Last but certainly not least
An Alchemist can make Ironbone Oil that gives the Skeleton
Damage Resistance 1 / - (effectively, a Hardness of 1).
Multiple doses can coat a bone in thicker and thicker
layers of the oil, up to a maximum Hardness of 6 (DR 6/-).
Each point of Damage Resistance reduces the Skeletons
Dexterity by 1, as it weighs the subject down. While
affected, the Skeleton can be affected by rust effects and
counts as iron for the purposes of effects that target or
damage metal. For every six points of damage the treated
Skeleton takes, 1 pt of this Damage Resistance is lost, as
the reddish shellac-like coating is chipped away. Bones
coated in this oil are so dark red as to be nearly black at
a distance, and they have both the tang of iron and a faint
smell of old blood. It takes about 6 hours to administer a
dose (if it is rushed, the Skeleton will most likely be
unable to move, but make a durable statue...), so it can
take up to almost a week to give a Skeleton the 'full
treatment' and a DR 6/-.
Alchemy DC 25 to create. 20 gp / dose (6 doses required to
give a Medium-sized Skeleton a DR 6/-). Note that larger
Skeletons will require more, and that it may well need to
be re-applied after a battle, if the Skeleton survived.
A bath of Ironbone oil can permanantly strengthen items of
bone to make them as hard as iron for the purposes of
crafting armor or weapons from them, but the treatment
doesn't last on animated bone constructs. Bone typically
has a Hardness of 6 and 10 hit points / inch of thickness,
Iron, or Ironbone-treated Bone, has a Hardness of 8 and 15
hit points / inch of thickness.
It takes 20 gp worth of Ironbone Oil to treat up to 50 lbs
of items. Used in Hollowfaust to treat Longswords (15 gp /
4 lbs), Small Shields (3 gp / 5 lbs) or Scale Mail (50 gp /
30 lbs) made of Bone (about 40 lbs total, so an extra
Shield or Sword are usually added to the bath), it takes 8
hours of soaking for every pound of Bone to be affected,
which makes this take about two weeks (3 lbs / day).
Unlike the above Ironbone use, this bath thoroughly
impregnates the affected Bone and is permanent. The
affected Bone does increase in weight, to be functionally
identical to iron in weapon and armor effectiveness, and
also becomes subject to rust and metal-affecting magics and
effects. Someone must be present to monitor the soaking
process, to turn the bones on an hourly basis and ensure
that they soak evenly (and that the oil itself remains
stirred and does not settle), but this need not be the
Alchemist, any assistant or even an animated Skeleton can
perform this task (although it should wear gloves, if not
already Ironbone-infused, so that the fluid doesn't seep
into its hands and be wasted).
Alchemists can also create Molten Ice, which can give a
Skeleton 5 pts of Fire Resistance, this lasts until it
is 'burned off.' It can ward off 5 pts of Fire damage / HD
of the treated undead. Each HD requires another dose. So
a 2 HD Skeleton requires 2 doses to fully coat, and the
Fire Resistance can protect againsts 10 pts total (but not
more than 5 pts in a single attack).
20 gp / dose. Alchemy DC 20 to create.
This ointment is not usable on living tissue, as it is
bitterly cold and causes skin inflammation due to its
caustic nature. Anyone who touches the substance will be
aware of it's nature and if someone is fully coated in it
(a processs he will find excruciating), he will suffer a -2
circumstance penalty to all Skill checks and attack rolls
from the numbing sensation with a DC 12 Heal check or
Fortitude save allowed once / day to reduce this to a -1
penalty, and then to clear it up (which means that a Heal
check can reduce it to -1, and a Fortitude save that night
can clear it up completely). It takes 1 minute / dose to
coat a creature of approximately man-sized, and gloves are
strongly suggested.
When an undead creature protected by Molten Ice is targeted
by a Fire effect, it seems to flare up with a bluish-violet
flame, that somehow turns away some of of the actual fire
effect. This effect does not occur when a living creature
is coated with the oil, as it is changed by its reaction
with living skin.
An undead creature coated with Molten Ice is cool to the
touch, and appears to be coated with a rime of dark violet
frost. It can also be used as a protective coating to keep
other things cool, but it is not safe to use around
foodstuffs.
More Alchemical badness
An undead can also be soaked in Alchemists Fire, and will
feel warm to the touch and appear ruddy in hue, reeking of
spices (this process is also caustic to the living). If
any undead (or living creature, who will be suffering from
its other effects as well) is targeted by a Fire effect, it
flares up and he takes +1d6 from the fire effect, and
catches on fire, as if subject to a Burn effect (DMG p 86,
DC 12). All others within adjacent 5 ft squares are also
subject to this flash of fire, taking 1d3 damage.
Rarely a Skeleton is filled with a pressurized bladder of
Alchemists Fire, soaked in same, and used as a poor man's
Fireball. (The Alchemists Fire explosion only does 2d6
damage to all in the Skeletons square, and a d6 splash
damage to all within 5 ft of it, so it must rush in and
attempt to Grapple its target while the mage throws a fire
spell to activate it.)
A Glivid-Autelen Alchemist has also crafted a version of
Flakeiron (R&R2, p 15) that affects Bone. A Skeleton with
his Claws steeped in this ointment takes a single point of
damage each time a Claw hits while it is in effect, and for
each point of damage taken this way, that Claw inflicts one
less point of damage, until repaired. Still, in a living
target, the shattered splinters of bone grind painfully
into flesh, causing a -2 morale penalty to all actions for
2d4 rounds, while the splinters work their way out.
The damage inflicted on the Skeleton represents increasing
loss of fingerbones to splintering, and eventually the
creature will be completely unable to effectively inflict
damage, and if it continues attempting to strike, may well
shatter itself completely. Only magical healing (through
Inflict spells) is sufficient to restore these shards of
bone. Alchemy DC 20, only 120 gp for this variant.
Hardshell (R&R2, p 15), sadly, does not appear to be
effective on items of animate bone. It can be used to coat
them, but renders them incapable of movement. Minute
traces of silver in the compound seem to somehow inhibit
the flow of negative energy throughout the bone, once they
soak into it.
A lead-based variation, that doesn't seem to alter
Hardness, but does give the coated Skeleton a few points of
SR, at the cost of points of Dexterity, shows promise.
Reseach continues apace...
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