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Skeleton and Children as playable races.
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<blockquote data-quote="d23" data-source="post: 5182699" data-attributes="member: 90222"><p>Alright, first of all, thanks to all who have replied, <a href="http://www.enworld.org/forum/members/volcarthe.html" target="_blank">Volcarthe</a>, <a href="http://www.enworld.org/forum/members/alzrius.html" target="_blank"><span style="color: #c35817">Alzrius</span></a>, <a href="http://www.enworld.org/forum/members/pawsplay.html" target="_blank">pawsplay</a>, <a href="http://www.enworld.org/forum/members/valhallagh.html" target="_blank">ValhallaGH</a>, <a href="http://www.enworld.org/forum/members/ahnehnois.html" target="_blank">Ahnehnois.</a></p><p></p><p>Let me focus on the LIVING SKELETON for the time being so as to make the discussion simpler. I have taken into consideration the comments made and have edited the race accordingly:</p><p></p><p>LIVING SKELETON</p><p> </p><ul> <li data-xf-list-type="ul"><span style="color: Orange">Your race is Living Skeleton<br /> </span></li> <li data-xf-list-type="ul"><span style="color: Red"><span style="color: Orange">Players must choose a race which they belonged to before the Living Skeleton died. (Human, Elf, Dwarf, Half-Elf, Half-Orc)</span> </span><span style="color: Navy">(better clarification)</span></li> <li data-xf-list-type="ul"><span style="color: Orange">For all effects related to creature type, a Living Skeleton is considered an Undead. This does not mean that you gain undead traits, but spells and effects such as Turn Undead affect your character as though it were Undead.</span> <span style="color: Navy">(previously: Your creature type is Undead)</span></li> <li data-xf-list-type="ul">Medium Size</li> <li data-xf-list-type="ul">Base land speed of 30 feet.</li> <li data-xf-list-type="ul">+2 Dexterity, +2 Constitution<span style="color: White">,</span><span style="color: White"> -2 Intelligence</span>,<span style="color: Red"><span style="color: Orange"> -2 Charisma</span> <span style="color: Navy">(from -4)</span><br /> </span></li> <li data-xf-list-type="ul">+2 to Natural Armor</li> <li data-xf-list-type="ul"><span style="color: Orange">Damage Reduction (Ex): At 2nd level, Living Skeletons gain damage deduction 1/bludgeoning. This increases by 1 for every 2 levels that a Living Skeleton gains, to a maximum of 10/bludgeoning at level 20. </span><span style="color: Navy">(previously was 2/bludg,mag at lvl1, 5/bludg,mag at lvl 8)</span></li> <li data-xf-list-type="ul">Turn resistance +4</li> <li data-xf-list-type="ul">Darkvision out to 60 feet.</li> <li data-xf-list-type="ul">+2 racial bonus against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</li> <li data-xf-list-type="ul">Unlike other Undead, Living Skeletons are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, energy drain, and death effects or necromancy effects.</li> <li data-xf-list-type="ul">Immunity to poison, sleep effects, paralysis, stunning, disease, fatigue and exhaustion effects, as well as nausea and effects that cause the sickened condition. <span style="color: Navy">(removed immunity to death effects)</span></li> <li data-xf-list-type="ul"><span style="color: Navy">Living Skeletons cannot heal damage naturally.(removed) <br /> </span></li> <li data-xf-list-type="ul"><span style="color: Navy"><span style="color: White">P</span></span>ositive energy (such as a cure spell) damages Living Skeletons.</li> <li data-xf-list-type="ul">Negative energy (such as an inflict spell) can heal Living Skeletons.</li> <li data-xf-list-type="ul"><span style="color: White"><span style="color: Red"><span style="color: Orange">Living Skeletons are affected by raise dead and reincarnate spells as per normal</span> <span style="color: Navy">(previously unaffected)</span></span><br /> </span></li> <li data-xf-list-type="ul">Resurrection and true resurrection affect Living Skeletons differently. These spells turn the Living Skeletons back into the living creatures they were before becoming undead.</li> <li data-xf-list-type="ul">Undead do not breathe, eat, or sleep. However, a spellcaster must still complete 8 hours of uninterrupted rest to recover his or her spells. Living Skeletons can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.</li> <li data-xf-list-type="ul">A Living Skeleton with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenous activity does not risk further injury.[FONT=Verdana,Arial,Helvetica,sans-serif]<span style="font-size: 10px"><span style="color: #000000"><span style="color: Yellow"> <span style="color: Red"> <span style="color: Orange">When his hit points are less than 0 and are greater than -10, he is unconscious and helpless, and he cannot perform any actions. However, an unconscious Living Skeleton does not lose additional hit points unless more damage is dealt to him, as with a living creature. ( A Living Skeleton does not die if his Hit Points are reduced to -10 or greater)</span></span></span> <span style="color: Navy">(better clarification)</span></span></span>[/FONT]</li> <li data-xf-list-type="ul">Light Fortification (EX): When a critical hit or sneak attack is scored on a Living Skeleton, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.</li> <li data-xf-list-type="ul">A Living Skeleton has a natural weapon in the form of a claw attack that deals 1d4 points of damage.</li> <li data-xf-list-type="ul"><span style="color: Orange">Automatic Languages and Bonus Languages: Use Living Skeleton's original race to determine.</span></li> <li data-xf-list-type="ul">Favored Class: Fighter</li> </ul><p></p><p></p><p>As for being able to turn a Living Skeleton, I wanted to add this in as a risk-reward thing for parties. I gave it Turn Resistance +4 so that it would not be turned so easily, yet it would have that vulnerability. I realise that Players hate having control of their Characters taken away from them, so I am considering allowing Living Skeleton to be immune to turn undead.</p></blockquote><p></p>
[QUOTE="d23, post: 5182699, member: 90222"] Alright, first of all, thanks to all who have replied, [URL="http://www.enworld.org/forum/members/volcarthe.html"]Volcarthe[/URL], [URL="http://www.enworld.org/forum/members/alzrius.html"][COLOR=#c35817]Alzrius[/COLOR][/URL], [URL="http://www.enworld.org/forum/members/pawsplay.html"]pawsplay[/URL], [URL="http://www.enworld.org/forum/members/valhallagh.html"]ValhallaGH[/URL], [URL="http://www.enworld.org/forum/members/ahnehnois.html"]Ahnehnois.[/URL] Let me focus on the LIVING SKELETON for the time being so as to make the discussion simpler. I have taken into consideration the comments made and have edited the race accordingly: LIVING SKELETON [LIST] [*][COLOR=Orange]Your race is Living Skeleton [/COLOR] [*][COLOR=Red][COLOR=Orange]Players must choose a race which they belonged to before the Living Skeleton died. (Human, Elf, Dwarf, Half-Elf, Half-Orc)[/COLOR] [/COLOR][COLOR=Navy](better clarification)[/COLOR] [*][COLOR=Orange]For all effects related to creature type, a Living Skeleton is considered an Undead. This does not mean that you gain undead traits, but spells and effects such as Turn Undead affect your character as though it were Undead.[/COLOR] [COLOR=Navy](previously: Your creature type is Undead)[/COLOR] [*]Medium Size [*]Base land speed of 30 feet. [*]+2 Dexterity, +2 Constitution[COLOR=White],[/COLOR][COLOR=White] -2 Intelligence[/COLOR],[COLOR=Red][COLOR=Orange] -2 Charisma[/COLOR] [COLOR=Navy](from -4)[/COLOR] [/COLOR] [*]+2 to Natural Armor [*][COLOR=Orange]Damage Reduction (Ex): At 2nd level, Living Skeletons gain damage deduction 1/bludgeoning. This increases by 1 for every 2 levels that a Living Skeleton gains, to a maximum of 10/bludgeoning at level 20. [/COLOR][COLOR=Navy](previously was 2/bludg,mag at lvl1, 5/bludg,mag at lvl 8)[/COLOR] [*]Turn resistance +4 [*]Darkvision out to 60 feet. [*]+2 racial bonus against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). [*]Unlike other Undead, Living Skeletons are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, energy drain, and death effects or necromancy effects. [*]Immunity to poison, sleep effects, paralysis, stunning, disease, fatigue and exhaustion effects, as well as nausea and effects that cause the sickened condition. [COLOR=Navy](removed immunity to death effects)[/COLOR] [*][COLOR=Navy]Living Skeletons cannot heal damage naturally.(removed) [/COLOR] [*][COLOR=Navy][COLOR=White]P[/COLOR][/COLOR]ositive energy (such as a cure spell) damages Living Skeletons. [*]Negative energy (such as an inflict spell) can heal Living Skeletons. [*][COLOR=White][COLOR=Red][COLOR=Orange]Living Skeletons are affected by raise dead and reincarnate spells as per normal[/COLOR] [COLOR=Navy](previously unaffected)[/COLOR][/COLOR] [/COLOR] [*]Resurrection and true resurrection affect Living Skeletons differently. These spells turn the Living Skeletons back into the living creatures they were before becoming undead. [*]Undead do not breathe, eat, or sleep. However, a spellcaster must still complete 8 hours of uninterrupted rest to recover his or her spells. Living Skeletons can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. [*]A Living Skeleton with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenous activity does not risk further injury.[FONT=Verdana,Arial,Helvetica,sans-serif][SIZE=2][COLOR=#000000][COLOR=Yellow] [COLOR=Red] [COLOR=Orange]When his hit points are less than 0 and are greater than -10, he is unconscious and helpless, and he cannot perform any actions. However, an unconscious Living Skeleton does not lose additional hit points unless more damage is dealt to him, as with a living creature. ( A Living Skeleton does not die if his Hit Points are reduced to -10 or greater)[/COLOR][/COLOR][/COLOR] [COLOR=Navy](better clarification)[/COLOR][/COLOR][/SIZE][/FONT] [*]Light Fortification (EX): When a critical hit or sneak attack is scored on a Living Skeleton, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally. [*]A Living Skeleton has a natural weapon in the form of a claw attack that deals 1d4 points of damage. [*][COLOR=Orange]Automatic Languages and Bonus Languages: Use Living Skeleton's original race to determine.[/COLOR] [*]Favored Class: Fighter [/LIST] As for being able to turn a Living Skeleton, I wanted to add this in as a risk-reward thing for parties. I gave it Turn Resistance +4 so that it would not be turned so easily, yet it would have that vulnerability. I realise that Players hate having control of their Characters taken away from them, so I am considering allowing Living Skeleton to be immune to turn undead. [/QUOTE]
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