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 3 10 3 2
Modifiers  
HP
Stat Name Current Full Derived Stat Stat Modifiers
 HP 120 (270) 120 Mortality 60 +150 HP
SA
Stat Name Current Full Derived Stat Stat Modifiers
 SA 60 60 Awareness 15
EP
Stat Name Current Full Derived Stat Stat Modifiers
 EP 300 300 Fatigue 75
Armor Stats
DR% MR% Slash Pierce Bash Chop Breath Explosion Radiation Evade Weight
69 59 24 17 24 11 8 1 24 33 (19) 78
Modifiers -14 Evade (armor); unable to gain any benefit from the skills hide or sneak due to brightness of armor; sneak penalty of 20; -4 to Initiative; +6 to Spirit against life magic
Main Stats
Stat Name Stat Derived Stats Type Derived Stat Modifiers
Fortitude 100 (120) Resist 80 +20 Fortitude
Speed 90 Agility 90
Mental 30 Focus 25
Strength 100 (150) Weight Limit 470 +50 Strength
Luck 70 Saving Grace 25
Will 30 Influence 20
React 65 Initiative 6 (2) -4 Initiative
Perceive 30 Detect 25 (45) +20 Detect
Offensive Stats
Melee Power Throw Power Bow Power Hit Chance Hit Targeting Throw Range Critical
15 (65) 17 13 5 25 14 55
Modifiers +50 Melee Power
Movement Stats

World Movement:  5 + 3d20 + 2d6
Battle Movement:  12
Adventure Actions:  45

Equipped Weapons
Location Weapon Attack Parry Range Hit Chance Weight Durability
Right Hand Tempered Steel War Scythe Bearded 28 + 1d10 N/A 3 -2 22.5 800
Left Hand              
Modifiers  
Rune Stone  
Other Effects  
Equipped Armor
Location Armor DR% MR% Slash Pierce Bash Chop Breath Explosion Radiation Evade Modifier Weight
Body Leather Brigandine 14 9 4 0 9 0 0 0 1 0 10
Enhancements Reinforced Gold Scale Cuirass 12 10 8 6 1 3 3 0 4 -6 30
Enhancements Reinforced Gold Scale Bracers 7 6 1 4 1 1 0 0 2 -2 1.25
Enhancements Steel Pauldron 2 0 0 0 0 3 0 0 0 0 1
Rune Stone  
Modifiers unable to gain any benefit from the skills hide or sneak due to brightness of armor; sneak penalty of 10; -2 to Initiative; +2 to Spirit against life magic
Legs Belted Leather 8 5 3 0 2 0 0 1 2 0 1.8
Enhancements Reinforced Gold Scale Cuisses & Greaves 11 11 4 7 1 3 2 0 4 -4 25
Enhancements                        
Rune Stone  
Modifiers sneak penalty of 10; -2 to Initiative; +2 to Spirit against life magic
Head Reinforced Gold Full Helm 4 5 1 0 5 1 2 0 6 -2 4
Enhancements Gold Chain Coif 2 3 0 0 2 0 1 0 2 0 3
Enhancements Cured Leather Cap 3 1 1 0 1 0 0 0 1 0 0.25
Rune Stone  
Modifiers +2 to Spirit against life magic
Cloak Leather Cloak 4 7 2 0 2 0 0 0 1 0 1.5
Enhancements Leather Cowl 2 2 0 0 0 0 0 0 1 0 0.2
Enhancements                        
Rune Stone  
Modifiers  
TOTAL 69 59 24 17 24 11 8 1 24 -14 78
Skills
Skill Effect Stat & Action Cost Range & Area Duration Skill Mastery
Hit Recovery 40% 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 35% 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
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 - 03:43