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Cyberskeleton
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<blockquote data-quote="Devon" data-source="post: 267203" data-attributes="member: 1446"><p>I had a whole fleet of modified skeletons for a 2e game. I converted the basic warrior, with guidance from the Half-Machine template in Dungeon magazine 91, by Robert Lee.</p><p></p><p>Let me know if you have any comments or suggestions.</p><p></p><p>- Devon</p><p></p><p>Cyberskeleton</p><p>Medium-Size Undead</p><p>Hit Dice: 1d12+3 (9 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improved Initiative)</p><p>Speed: 30 ft.</p><p>AC: 21 (+ 1 Dex, +10 natural)</p><p>Attacks: 2 claws +2 melee</p><p>Damage: Claw 1d4+2</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Qualities: Undead, immunities</p><p>Saves: Fort +0, Ref +1, Will +2</p><p>Abilities: Str 14, Dex 12, Con -,</p><p> Int 5, Wis 10, Cha 11</p><p>Skills: Spot +12, Listen +10, Search +6, Move Silently +6</p><p>Feats: Improved Initiative, Toughness</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Any</p><p>Challenge Rating: 2 </p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 2 - 3 HD (Medium-sized)</p><p></p><p>Cyberskeletons are mechanically-enhanced skeletons with rudimentary intelligence. They follow the orders of their creator, and are intelligent enough to do some thinking on their own. Their bodies are covered in metal plates, rivets, hinges, and other metallic reinforcements -- some bones have been replaced with metal strusts and rods. They usually have one glowing red eye surrounded by metal plating.</p><p></p><p>Combat</p><p>Cyberskeletons attack unhesitatingly, sometimes employing tactics.</p><p></p><p>Rust Vulnerability (Ex): The cyberskeleton is affected by rust attacks, such as that of the rust monster or a rusting grasp spell.</p><p></p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p>Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.</p><p></p><p>Skills: Due to its mechanical implants and modifications, the cyberskeleton receives a +8 competence bonus to Listen and Spot checks.</p><p></p><p>Enhanced cyberskeletons:</p><p>Cyberskeletons of 3 HD one of the following special qualities:</p><p></p><p>Damage Reduction (Ex): The cyberskeleton has damage reduction 10/+1.</p><p></p><p>Haste (Sp): After it has engaged in at least 1 round of combat, the cyberskeleton can haste itself once per day as a standard action. The effect is the same as the haste spell cast by a 10th-level sorcerer. </p><p></p><p>They also get one of the following special attacks:</p><p></p><p>Extra Attacks (Ex): The cyberskeleton has 2 extra arms with curved blades (1d6+1 damage, -2 melee attack).</p><p></p><p>Increased Claw Damage (Ex): The cyberskeleton has long, reinforced metal claws which deal 2d4+2 damage.</p></blockquote><p></p>
[QUOTE="Devon, post: 267203, member: 1446"] I had a whole fleet of modified skeletons for a 2e game. I converted the basic warrior, with guidance from the Half-Machine template in Dungeon magazine 91, by Robert Lee. Let me know if you have any comments or suggestions. - Devon Cyberskeleton Medium-Size Undead Hit Dice: 1d12+3 (9 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 30 ft. AC: 21 (+ 1 Dex, +10 natural) Attacks: 2 claws +2 melee Damage: Claw 1d4+2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Undead, immunities Saves: Fort +0, Ref +1, Will +2 Abilities: Str 14, Dex 12, Con -, Int 5, Wis 10, Cha 11 Skills: Spot +12, Listen +10, Search +6, Move Silently +6 Feats: Improved Initiative, Toughness Climate/Terrain: Any land and underground Organization: Any Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 2 - 3 HD (Medium-sized) Cyberskeletons are mechanically-enhanced skeletons with rudimentary intelligence. They follow the orders of their creator, and are intelligent enough to do some thinking on their own. Their bodies are covered in metal plates, rivets, hinges, and other metallic reinforcements -- some bones have been replaced with metal strusts and rods. They usually have one glowing red eye surrounded by metal plating. Combat Cyberskeletons attack unhesitatingly, sometimes employing tactics. Rust Vulnerability (Ex): The cyberskeleton is affected by rust attacks, such as that of the rust monster or a rusting grasp spell. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons. Skills: Due to its mechanical implants and modifications, the cyberskeleton receives a +8 competence bonus to Listen and Spot checks. Enhanced cyberskeletons: Cyberskeletons of 3 HD one of the following special qualities: Damage Reduction (Ex): The cyberskeleton has damage reduction 10/+1. Haste (Sp): After it has engaged in at least 1 round of combat, the cyberskeleton can haste itself once per day as a standard action. The effect is the same as the haste spell cast by a 10th-level sorcerer. They also get one of the following special attacks: Extra Attacks (Ex): The cyberskeleton has 2 extra arms with curved blades (1d6+1 damage, -2 melee attack). Increased Claw Damage (Ex): The cyberskeleton has long, reinforced metal claws which deal 2d4+2 damage. [/QUOTE]
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