Added to
Homebrews.
A few issues:
If we retain the skeleton's Cha score, and make the burning blood Cha-based, it will suffer a -5 penalty. Should we raise the Cha to 10, or make the ability Dex-based?
My instinctive response was to raise the Charisma. Dexterity seems wrong for a supernatural effect that infects an opponent's blood. We could make it Strength-based I suppose, just to be different.
Should the spikes offer something akin to barbed defense, but only vs. grapples since they are short?
If we give them the equivalent or armour-spikes like I suggested, isn't that already included? Armour spikes "allow you to deal extra piercing damage (see
Table: Weapons) on a successful grapple attack."
Something like:
Spikes (Ex): A spike skeleton is covered in bony protrusions that allow the skeleton to make grapple and melee attacks as if it is wearing armour spikes. A hit with a spike attack triggers the spike skeleton's bonespray special attack.
I'd like to retain the original's name of "bonespray" for the shattering spike burst.
That's fine by me, I like the name "bonespray" too. All that leaves is the details.
I'm presuming we'll keep this a 5-foot radius like the original, triggered whenever the skeleton is struck or strikes an opponent, but we're left with a couple of questions:
How much damage does it do? 1-3 spikes each doing 1-3 damage averages 6 damage, so I'm thinking 1d10 or so.
Are we allowing a reflex save to reduce damage? (Dexterity or Strength-based?)
Do we want the skeleton to take damage when it makes a bonespray attack, like it does in the original version?
I'm thinking something like:
Bonespray (Ex): A spike skeleton emits a spray of razor-sharp bone shards whenever ithits an opponent with a spike attack. It also emits a bonespray whenever the skeleton is struck for hit points of damage. Each bonespray does X[1d10?] piercing damage to all creatures within a 5 foot burst centered on the skeleton (except for other spike skeletons). A successful DC Y Reflex save halves this damage. Every time a spike skeleton emits a bonespray attack it takes Z hit points of damage. The save DC is [Strength/Dexterity]-based.
The red bits are where I think it needs work.
I thought it a good idea to make other spike skeleton's immune to bonespray, otherwise they'd be constantly setting each other off. While this could do a lot of damage, it could also be a bugger to keep track of in play.