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An army of skeletons against a 9th level party - dumb?
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<blockquote data-quote="The Sigil" data-source="post: 924237" data-attributes="member: 2013"><p>For more fun, mix in Bone Fiend (I think that's it) from Bastion Press' Minions. Carries a constant "unhallow" effect around with it and can absorb and spit out skeletons.</p><p></p><p>Throw in a couple of "trick" skeletons, too... maybe a bone golem or something to that effect.</p><p></p><p>Use a boatload of Tiny skeletons and use the Swarm rules from the FF.</p><p></p><p>Or, to make it even more fun...</p><p></p><p>Give all the skeletons the following special ability:</p><p></p><p><strong>Regeneration (Su):</strong> Holy weapons, holy water, and other forms of positive energy deal normal damage to a skeleton. All other types of attacks deal subdual damage. A skeleton regenerates subdual damage at a rate of 3 hp/round.</p><p></p><p>Of course, describe how the skeleton gets knocked to pieces when it drops under 0 hp... and then describe the bones pulling themselves back together as the skeletons regenerate.</p><p></p><p>And for BONUS fun... add the following to the above:</p><p></p><p><strong>Reproduction (Su):</strong> A skeleton reduced to 0 or fewer hit points collapses into a pile of bones. The bones magically multiply, stretch, and otherwise morph into the materials needed to create two skeletons. Each of these skeletons has the same number of hit points as the original.</p><p></p><p>Remember, when they reproduce, they'll start at negative hp, but then in a couple of rounds, where you knocked down one skeleton, two pop up. Sorcerer's Apprentice and brooms, eat your heart out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Couple this with water or poison or acid or lots of simple CR 1 tripwire/crossbow traps (skeletons don't care much since crossbows are piercing weapons) and you have a recipe for mayhem.</p><p></p><p>Basically, pile up a bunch of "little things."</p><p></p><p>[hr]</p><p></p><p>Other ideas (pulling DCs out of my backside):</p><p></p><p><em>"Cold Burst skeletons" and water. Made not of bone but of para-elemental ice, when killed, these skeletons burst into a blast of cold that does 1d6 points of cold damage to all within 20' and freezes the water within 10' (Reflex save DC 15 to avoid getting caught in the ice so created). A character caught in ice must do 15 points of damage to the ice or succeed at a Str check (DC 18) an Escape Artist check (DC 25) to break free. Each time another skeleton "bursts" adjacent to a character, the amount of damage required to free him increases by 15 points and the Str check and Escape Artist check increase by 5 points.</em></p><p></p><p>Watch the party freak as they take a ton of cold damage when the party cleric destroys a dozen skeletons... "CLERIC, PUT THAT HOLY SYMBOL AWAY!"</p><p></p><p><em>"Shard burst" skeletons - when killed, explode like shrapnel (doing 1d6 points of damage).</em></p><p></p><p>As above - PUT THAT THING AWAY. Maybe the shards "heal" and are absorbed by other skeletons they hit.</p><p></p><p><em>"Phase" skeletons - give them the ethereal jaunt ability of a phase spider or blink dog.</em></p><p></p><p>If they're "out of phase," rule that the Turn attempt doesn't affect them.</p><p></p><p><em>"Darkness" skeletons - when destroyed, cast a Darkness spell centered on themselves.</em></p><p></p><p>Zap - there go the party's light sources.</p><p></p><p><em>Improved Invisible skeletons (self-explanatory).</em></p><p></p><p>Will take a while before the party figures out they're "just" skeletons.</p><p></p><p><em>Disease-spore-ridden skeletons.</em> - Destroy one and POOF! Cloud of poison or disease particles fills a 15' radius.</p><p></p><p>You get the idea... go pull a couple of Su abilities off another creature and slap 'em onto the skeletons. Bingo... instant havoc!</p><p></p><p>Most fun if every skeleton in the room has a different one of these. Bingo... "skeletons of Wonder" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>--The Sigil[/hr]</p></blockquote><p></p>
[QUOTE="The Sigil, post: 924237, member: 2013"] For more fun, mix in Bone Fiend (I think that's it) from Bastion Press' Minions. Carries a constant "unhallow" effect around with it and can absorb and spit out skeletons. Throw in a couple of "trick" skeletons, too... maybe a bone golem or something to that effect. Use a boatload of Tiny skeletons and use the Swarm rules from the FF. Or, to make it even more fun... Give all the skeletons the following special ability: [b]Regeneration (Su):[/b] Holy weapons, holy water, and other forms of positive energy deal normal damage to a skeleton. All other types of attacks deal subdual damage. A skeleton regenerates subdual damage at a rate of 3 hp/round. Of course, describe how the skeleton gets knocked to pieces when it drops under 0 hp... and then describe the bones pulling themselves back together as the skeletons regenerate. And for BONUS fun... add the following to the above: [b]Reproduction (Su):[/b] A skeleton reduced to 0 or fewer hit points collapses into a pile of bones. The bones magically multiply, stretch, and otherwise morph into the materials needed to create two skeletons. Each of these skeletons has the same number of hit points as the original. Remember, when they reproduce, they'll start at negative hp, but then in a couple of rounds, where you knocked down one skeleton, two pop up. Sorcerer's Apprentice and brooms, eat your heart out. :D Couple this with water or poison or acid or lots of simple CR 1 tripwire/crossbow traps (skeletons don't care much since crossbows are piercing weapons) and you have a recipe for mayhem. Basically, pile up a bunch of "little things." [hr] Other ideas (pulling DCs out of my backside): [i]"Cold Burst skeletons" and water. Made not of bone but of para-elemental ice, when killed, these skeletons burst into a blast of cold that does 1d6 points of cold damage to all within 20' and freezes the water within 10' (Reflex save DC 15 to avoid getting caught in the ice so created). A character caught in ice must do 15 points of damage to the ice or succeed at a Str check (DC 18) an Escape Artist check (DC 25) to break free. Each time another skeleton "bursts" adjacent to a character, the amount of damage required to free him increases by 15 points and the Str check and Escape Artist check increase by 5 points.[/i] Watch the party freak as they take a ton of cold damage when the party cleric destroys a dozen skeletons... "CLERIC, PUT THAT HOLY SYMBOL AWAY!" [i]"Shard burst" skeletons - when killed, explode like shrapnel (doing 1d6 points of damage).[/i] As above - PUT THAT THING AWAY. Maybe the shards "heal" and are absorbed by other skeletons they hit. [i]"Phase" skeletons - give them the ethereal jaunt ability of a phase spider or blink dog.[/i] If they're "out of phase," rule that the Turn attempt doesn't affect them. [i]"Darkness" skeletons - when destroyed, cast a Darkness spell centered on themselves.[/i] Zap - there go the party's light sources. [i]Improved Invisible skeletons (self-explanatory).[/i] Will take a while before the party figures out they're "just" skeletons. [i]Disease-spore-ridden skeletons.[/i] - Destroy one and POOF! Cloud of poison or disease particles fills a 15' radius. You get the idea... go pull a couple of Su abilities off another creature and slap 'em onto the skeletons. Bingo... instant havoc! Most fun if every skeleton in the room has a different one of these. Bingo... "skeletons of Wonder" :p --The Sigil[/hr] [/QUOTE]
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