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Special Conversion Thread: Moldvay's Undead
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<blockquote data-quote="Cleon" data-source="post: 5047383" data-attributes="member: 57383"><p>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.</p><p></p><p></p><p></p><p>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 <a href="http://www.d20srd.org/srd/equipment/weapons.htm#tableWeapons" target="_blank">Table: Weapons</a>) on a successful grapple attack."</p><p></p><p>Something like:<p style="margin-left: 20px"><span style="color: White"><strong>Spikes (Ex):</strong> 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.</span></p> <p style="margin-left: 20px"></p><p></p><p>That's fine by me, I like the name "bonespray" too. All that leaves is the details.</p><p></p><p>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:</p><p></p><p>How much damage does it do? 1-3 spikes each doing 1-3 damage averages 6 damage, so I'm thinking 1d10 or so.</p><p></p><p>Are we allowing a reflex save to reduce damage? (Dexterity or Strength-based?)</p><p></p><p>Do we want the skeleton to take damage when it makes a bonespray attack, like it does in the original version?</p><p></p><p>I'm thinking something like:<p style="margin-left: 20px"><span style="color: White"><strong>Bonespray (Ex):</strong> </span><span style="color: White">A spike skeleton </span><span style="color: White">emits a spray of razor-sharp bone shards whenever it</span><span style="color: White">hits an opponent with a spike attack</span><span style="color: White">. It also emits a bonespray whenever the skeleton is struck for hit points of damage</span><span style="color: White">. Each bonespray does <span style="color: Red"><strong>X</strong></span></span><span style="color: White">[</span><span style="color: White"><span style="color: Red"><strong>1d10?</strong></span></span><span style="color: White">]</span><span style="color: White"> piercing damage to all creatures within a 5 foot burst centered on the skeleton (except for other spike skeletons). A successful DC <strong><span style="color: Red">Y</span></strong> Reflex save halves this damage. <span style="color: Red">Every time a spike skeleton emits a bonespray attack it takes <strong>Z</strong> hit points of damage.</span> The save DC is [<span style="color: Red">Strength/Dexterity</span>]-based.</span></p> <p style="margin-left: 20px"><span style="color: White"></span></p><p>The red bits are where I think it needs work.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5047383, member: 57383"] 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. 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 [URL="http://www.d20srd.org/srd/equipment/weapons.htm#tableWeapons"]Table: Weapons[/URL]) on a successful grapple attack." Something like:[INDENT][COLOR=White][B]Spikes (Ex):[/B] 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.[/COLOR] [/INDENT] 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:[INDENT][COLOR=White][B]Bonespray (Ex):[/B] [/COLOR][COLOR=White]A spike skeleton [/COLOR][COLOR=White]emits a spray of razor-sharp bone shards whenever it[/COLOR][COLOR=White]hits an opponent with a spike attack[/COLOR][COLOR=White]. It also emits a bonespray whenever the skeleton is struck for hit points of damage[/COLOR][COLOR=White]. Each bonespray does [COLOR=Red][B]X[/B][/COLOR][/COLOR][COLOR=White][[/COLOR][COLOR=White][COLOR=Red][B]1d10?[/B][/COLOR][/COLOR][COLOR=White]][/COLOR][COLOR=White] piercing damage to all creatures within a 5 foot burst centered on the skeleton (except for other spike skeletons). A successful DC [B][COLOR=Red]Y[/COLOR][/B] Reflex save halves this damage. [COLOR=Red]Every time a spike skeleton emits a bonespray attack it takes [B]Z[/B] hit points of damage.[/COLOR] The save DC is [[COLOR=Red]Strength/Dexterity[/COLOR]]-based. [/COLOR][/INDENT]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. [/QUOTE]
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