What's new

Spooky, scary skeletons character sheets and houserules


Hentaispider

Lord of the Tap Dance \oO.Oo/ (And Reputation Mana
Staff member
Administrator
Joined
Nov 24, 2008
Messages
11,998
Reputation score
430
Discord:

Character creation

Special note: The following is not an exhaustive list of what's allowed. Third party material, exotic races, non-standard classes, etc. may all be allowed on a case-by-case basis.

Races: All core races are allowed as the basis of the undead.

Undead types: Dread Skeleton( ) and juju zombie( ) templates are allowed. Corporeal non-templated undead of up to 4 HD with intelligence of 6 or higher are also allowed for the most part, but may have non-standard point-buy and/or no traits, so ask first. Additionally, Dread Skeletons get a free bonus feat due to being otherwise weaker than juju zombies.

Ghoulish( ) is allowed with the following changes: +2 natural AC instead of +1, +2 channel resistance, DR 5/piercing and magic, +2 dexterity and a feat that has ghoul as a prerequisite(listed under )

Classes: All Paizo and DSP classes from the SRD are allowed.

Starting level: Characters start at level 4. Racial HD from being undead count as half rounded up.

Ability scores and traits: By default, characters start with 20pb and 2 traits. Constitution cannot be reduced or increased with points unless your character actually has a constitution score.

Hit points: Max HP for the first dice(regardless of whether it's racial or from class), average of a roll rounded up thereafter(so d8 would be 5, for example).

Skills: We're using the background skills variant rule:

Starting wealth: All characters start with 6000gp worth of equipment.

Combat maneuvers: A successful combat maneuver doesn't provoke an AoO. Additionally, Improved X combat maneuver feats have their bonus increased from +2 to +4.

Shields shall be splintered: A character who is proficient with shields and wielding a shield can once per round when he is not flat-footed or grappled choose to block an attack he is aware of that would otherwise hit him. The character takes no damage. A non-magical shield made of common materials is destroyed. A shield that is enchanted or made of special material of exceptional durability such as adamantine isn't automatically destroyed, but instead takes double damage from the attack(minimum 1 point after hardness is taken into account). If a magical shield is used to block a spell, it takes either full effects of the spell(no save) or, if the spell wouldn't normally affect the shield, 1 point of damage per spell level ignoring hardness.

Crossbows: Heavy crossbows, like composite bows, have strength rating that's added to their damage. If the wielder has strength bonus at least equal to the rating, they treat the crossbow as a light crossbow for the purpose determining how long it takes to reload it. For every 4 points the crossbow's strength rating exceeds the wielder's strength rating, the reloading time for the crossbow doubles(this makes free actions into swift actions, swift actions into move actions, move actions into standard action and standard actions into full-round actions when applicable). Having strength rating higher than 0 costs 75 gp per +1 for heavy crossbows and 150 gp per +1 for repeating heavy crossbows.

Other things of note

Arcane casters: Prepared casters with spellbooks(including alchemists) don't get free spells on level up after character creation. They do, however, get limited access to the lich's library(for free), which will include a large number of spells, including some unique ones developed by the lich.
 
Last edited:

the_taken

King of the Impossible
Joined
May 5, 2009
Messages
1,591
Reputation score
63
Willaford Do'Harris
Dread Skeleton Bard (Archivist) 4
Neutral Evil Undead Male Human
Representing the_taken

Strength 14 (+1)
Dexterity 14 (+2)
Constitution -
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 20 (+5)
Size: Medium
Height: 5' 8"
Weight: 140 lb
Eyes: Hollow
Hair: Bald
Skin: Gone
Total Hit Points: 43

Armor Class: 20 = 10 + 2 [natural] + 4 [chain shirt] + 2 [heavy steel] + 2 [dexterity]
Touch AC: 12
Flat-footed: 18

Combat Stats:
Initiative modifier: + 6 = + 2 [dexterity] + 4 [improved initiative]
Fortitude save: + 6 = 1 [base] + 5 [charisma]
Reflex save: + 6 = 4 [base] + 2 [dexterity]
Will save: + 4 = 4 [base]
Attack (handheld): + 5 = 3 [base] + 2 [strength]
Attack (missile): + 5 = 3 [base] + 2 [dexterity]
CMB: + 5 = 3 [base] + 2 [strength]
CMD: + 17 = 10 + 3 [base] + 2 [strength] + 2 [dexterity]

Speed: 30 feet
Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 1050 lb.

Attacks:
Claws [1D4+2, natural, piercing, slashing]
Masterwork Morningstar [+1, 1d8+2, crit x2, 6 lb., one-handed, bludgeoning and piercing]
Masterwork Long Sword [+1, 1d8+2, crit 19-20/x2, 4 lb., slashing]
Dagger [1d4+2, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Masterwork Heavy Crossbow (+5) [+1, 1d10+5, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]

Defences:
Mythral Chain shirt [light; + 4 AC; max dex + 6; check penalty 0 12.5 lb.] ; arcane spell failure 15%
Heavy Mythral Shield [ + 2 AC; check penalty 0; hardness 10; hp 20; 7.5 lb.]
Magic Lore (Ex) +4 bonus on saves vs magic traps, laguage effects, symbols, glyphs and writings.
Undead Traits (Ex)
DR 10/bludgeoning
Immunity to cold
Channel resistance +2
Unnatural Aura (Su) Animals do not willingly approach the creature unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Abilities:
Bardic Performance Uses: 15 = 4 + 5 [CHR mod] + 6 [two for each level above 1] rounds per day.
Countersong, Distraction, Fascination, Naturalist +1, Inspire Competence +2
Lore Master (Ex) You may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd.
Magic Lore (Ex) Gain half-level as bonus to identify magic items and can take 10. May Disarm magical traps like a rogue.
Command Skeletons (Su) As a free action, a dread skeleton can automatically command all normal skeletons within 30 feet (as Command Undead). It can attempt to command skeleton warriors, but they get a DC 17 Will save to resist (caster level equal to dread skeleton’s total HD; save DC is Charisma-based). Normal skeletons never attack a dread skeleton unless compelled.

Feats:
Improved Initiative +4
Bolstered Resilience Increase DR against next successful attack then become fatigued
Lingering Performance Bardic performance continues for 2 rounds after you stop performing
Spellsong You can combine your bardic performance and your spellcasting in two ways. Spend a Bardic Performance round to conceal casting a spell, or spend a Bardic Performance round to maintain a concentration spell for the duration of the performance and cast other spells.
Harmonic Spell Whenever you cast a 1st or higher level spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.

Traits:
Third Eye You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.
Tireless Logic Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Concentration Cha 9 = 5 + 4 [bard level]

Adventure Skills Ability Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* -2 = +2 -2 [armor] -2 [shield]
Bluff Cha 12 = +5 + 4 + 3 [class skill]
Climb Str* -2 = +2 -2 [armor] -2 [shield]
Diplomacy Cha 12 = +5 + 4 + 3 [class skill]
Disguise Cha 5 = +5
Escape Artist Dex* -2 = +2 -2 [armor] -2 [shield]
Fly Dex* -2 = +2 -2 [armor] -2 [shield]
Heal Wis 0 = +0
Intimidate Cha 12 = +5 + 4 + 3 [class skill]
Knowledge (arcana) Int 11 = +2 + 4 + 3 [class skill] +2 [bardic knowledge]
Knowledge (dungeoneering) Int 4 = +2 + 2 [bardic knowledge]
Knowledge (geography) Int Int 4 = +2 + 2 [bardic knowledge]
Knowledge (local) Int 4 = +2 + 2 [bardic knowledge] + 2 [bardic knowledge]
Knowledge (nature) Int 4 = +2 + 2 [bardic knowledge]
Knowledge (planes) Int 4 = +2 + 2 [bardic knowledge]
Knowledge (religion) Int 4 = +2 + 2 [bardic knowledge]
Perception Wis 7 = +0 + 4 + 3 [class skill]
Ride Dex* -2 = +2 -2 [armor] -2 [shield]
Sense Motive Wis 7 = +0 + 4 + 3 [class skill]
Spell Craft Int 9 = +2 + 4 + 3 [class skill]
Stealth Dex* -2 = +2 -2 [armor] -2 [shield]
Survival Wis 0 = +0
Swim Str** -2 = +2 -2 [armor] -2 [shield]
Use Magic Device Cha 12 = +5 + 4 + 3 [class skill]

Background Skills Ability Modifier Ability Modifier Ranks Misc. Modifier
Appraise Int 2 = +2
Artistry Int 2 = +2
Craft Int 2 = +2
Handle Animal Cha 5 = +5 [cannot use untrained]
Knowledge (engineering) Int 4 = +2 + 2 [bardic knowledge]
Knowledge (history) Int 11 = +2 + 4 + 3 [class skill] +2 [bardic knowledge]
Knowledge (nobility) Int 4 = +2 + 2 [bardic knowledge]
Lore Int 2 = +2 + 2 [bardic knowledge]
Perform (Wind) Cha 12 = +5 + 4 + 3 [class skill]
Profession (astrologer) WIS 7 = +0 + 4 + 3 [class skill]
Sleight of Hand Dex* 9 = +2 + 4 + 3 [class skill]

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Languages: Common, Necril, Orc, Goblin

Other Abilities:

Human
This human chose +2 to charisma (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Favored class points: Hit points +0; Skill points +4

Bard Archivist
Bardic Knowledge (already included)
Cantrips
Can know only limited numbers of spells, 6 Zero-level, 4 First-level, 2 Second-level
High charisma gains bonus spells daily
Zero-level Bard spells: Unlimited casting of cantrips known
Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument
First-level Bard spells: 4 (3 + 1) per day
Hideous Laughter, Jitterbugs, Magic Aura, Vanish
Second-level Bard spells: 2 (1 + 1) per day
Dust of Twilight, Hidden Presence

Dread Skeleton
Natural Amour +2 (already included)
Improved Initiative as a bonus feat (already included)
Bonus Feat, House Rule (already included)
Abilities: Dex +2, Cha +2. As an undead creature, a Dread Skeleton has no Constitution score (already included)

Class HP rolled
Level 1: Bard 8
Level 2: Bard 5
Level 3: Bard 5
Level 4: Bard 5 + 1 to Strength


Courtier's Outfit
50gp of generic jewelry
Courtier's Mask
Wig

48 lb Weapons / Armor / Shield (from above)
1 lb Crossbow bolts (quiver of 10)
4 lb Backpack, Masterwork
0 lb Bell
2 lb Caltrops
0 lb 10x Candle
0.5 lb Map Case
0 lb Chalk
0 lb Charcoal
0 lb Ink vial
0 lb Ink pen
0 lb 10x Paper sheets
5 lb 10x Sack
1 lb Sealing wax
0 lb Signet ring
0.5 lb Soap
0 lb 10x Vial (for ink or potions)
1 lb Whetstone
1 lb Magnifying glass
2 lb Hammer
2 lb Iron Spike of Safe Passage
2 lb Spell component pouch
5 lb Silk Rop (50ft)
0.5 lb Star Charts

75.5 lb Total
 
Last edited:

Zilrax

Master of Kinky Fetishes. Or just Bitch if you pre
Joined
Dec 13, 2013
Messages
3,097
Reputation score
31
 

cross_grave

Lurker
Joined
Feb 6, 2009
Messages
5,211
Reputation score
65




Magical Zombie Erica arrives!
 

Caulder

Is completely fucking irrelevant. And he's a bitch
RP Moderator
Joined
Nov 21, 2008
Messages
5,062
Reputation score
139


Ghoul Dread Necromancer.

Base race before ghouling:

Dread Necromancer class resource:
 
Top