Beast Type
Basic Information

Skeletons do not just happen on their own in the wild. Something or someone has to animate them. However, once animated, they will remain animated until they are destroyed. In places where skeletons are animated, which often are places rich in death magic, they are often large groups of them.

Habitat: Skeletons are more uncommon than most people would think. Unlike spirits and zombies, something or someone must animate a skeleton to life. Therefore you would only find skeletons in places where there is a lot of death magic, a necromancer, or death elementals.

Appearance: Skeletons appear just as their name would suggest, a walking skeleton of a creature long deceased. Usually this would be a humanoid creature, however skeletons of other creatures have been seen. In the case of the typical skeleton it will be a human-like skeleton.

Alignment: chaotic evil

Build: medium

Combat Notes

Skeletons will attack anything that moves. They lack any brains or intelligence to know friend from foe and they lack any eyesight. Instead if they "sense" they are near a living, moving, target, they will attack that target. This has made skeletons hard for necromancers to control, but that hasn't stopped them from trying to do so. Skeletons are extra dangerous because they cannot be affected mentally or spiritually, cannot be blinded or visually distorted in any way, and are relentless in their attacks. However they will attack any target they are closest to, including other skeletons.

The listed equipment for the skeleton is simply the typical equipment that they are reanimated with. The GM can, however, choose different equipment for the skeleton.

Runic Element Information
Runic Element Affinity Strong Weak Runic Energy Runic Soul Runic Spirit Runic Speed
Death Death Time Life 2 7 2 1
Modifiers  
HP
Stat Name Current Full Derived Stat Stat Modifiers
 HP 100 (200) 100 Mortality 50 +100 HP
SA
Stat Name Current Full Derived Stat Stat Modifiers
 SA 40 40 Awareness 10
EP
Stat Name Current Full Derived Stat Stat Modifiers
 EP 200 200 Fatigue 50
Armor Stats
DR% MR% Slash Pierce Bash Chop Breath Explosion Radiation Evade Weight
53 31 35 0 19 14 10 1 23 23 (12) 81.48
Modifiers -11 Evade (armor); +4 to Spirit against death magic; -10 Initiative; sneak penalty 20
Main Stats
Stat Name Stat Derived Stats Type Derived Stat Modifiers
Fortitude 100 Resist 70
Speed 70 Agility 70
Mental 20 Focus 20
Strength 100 Weight Limit 320  
Luck 50 Saving Grace 15
Will 10 Influence 10
React 45 Initiative 4 (-6) -10 Initiative (armor)
Perceive 20 Detect 20 (40) +20 Detect
Offensive Stats
Melee Power Throw Power Bow Power Hit Chance Hit Targeting Throw Range Critical
10 (60) 12 8 4 22 9 45
Modifiers +50 Melee Power
Movement Stats

World Movement:  4 + 2d20 + 2d6
Battle Movement:  10
Adventure Actions:  35

Equipped Weapons
Location Weapon Attack Parry Range Hit Chance Weight Durability
Right Hand Short Sword + Broad Blade 10 + 1d10 12 1 -2 10.5 625
Left Hand Short Sword + Broad Blade 10 + 1d10 12 1 -2 10.5 625
Modifiers  
Rune Stone  
Other Effects  
Equipped Armor
Location Armor DR% MR% Slash Pierce Bash Chop Breath Explosion Radiation Evade Modifier Weight
Body Cured Leather Brigandine 14 9 4 0 9 0 0 0 1 0 10
Enhancements Reinforced Bone Plate Cuirass 9 5 12 0 1 4 4 0 3 -5 34
Enhancements Reinforced Bone Plate Bracers 5 3 5 0 1 1 0 0 3 -1 1.28
Enhancements Steel Pauldron 2 0 0 0 0 3 0 0 0 0 1
Rune Stone  
Modifiers +2 to Spirit against death magic; -5 Initiative; sneak penalty 10
Legs Belted Leather Britches 8 5 3 0 2 0 0 1 2 0 1.8
Enhancements Reinforced Bone Plate Cuisses & Greaves 8 5 9 0 1 4 2 0 5 -4 29.75
Enhancements                        
Rune Stone  
Modifiers +1 to Spirit against death magic; -5 Initiative; sneak penalty 10
Head Reinforced Bone Full Helm 4 3 1 0 5 1 4 0 8 -1 3.4
Enhancements Leather Cap 3 1 1 0 0 1 0 0 1 0 0.25
Enhancements                        
Rune Stone  
Modifiers +1 Spirit against Death Magic
Cloak                        
Enhancements                        
Enhancements                        
Rune Stone  
Modifiers  
TOTAL 53 31 35 0 19 14 10 1 23 -11 81.48
Skills
Skill Effect Stat & Action Cost Range & Area Duration Skill Mastery
Hit Recovery 35% chance that the hit to the skeleton restores by the damage amount instead of damages, only works with physical attacks. N/A self instant 100
Resurrection 30% chance that the skeleton will resurrect with full stats after being killed. Each round that the battle is still going on the GM will roll for each defeated skeleton. Should the skeleton roll 30 or less, the skeleton is restored at full health. N/A self instant 100

*also can dual wield

Companion Information

N/A

Spoils

1 pound of Bone Meal: Alchemical Ingredient left behind when a skeleton is defeated.

Ingredient Description Effects Weight Space Taken Cost
Bone Meal

1 oz of crushed up powder from typical bones

  1. Cures SA Poison (requires Create Potions lvl2 or better);
  2. Inflicts Sickness for 1d6 rounds;
  3. EP Poison of 2 EP per round (requires Create Potions lvl2 or better)
0.1 0.1 1.00

Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

Submitted by mythus on Fri, 12/30/2022 - 00:20