Skullguard (3.5e Template)
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| Eroneko (talk) | |
|---|---|
| Date Created: | 4/23/07 |
| Status: | |
| Editing: | Please feel free to edit constructively! |
[edit] Skullguard
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At first sight, the skullguard may appear to be nothing more than skeletons in armor, but they wield a tactical intelligence that would make the strictest generals proud and horrorified. Born from the corpses of august soldiers and apraised commanders, they retain all their tactical experience and knowledge from when they were still alive, but mostly lack any other kind of intelligence and thus are the ultimate soldier. They wear black armor adorned with the a skull insignia that represents their order. Those underestimate their power are the first to die.
[edit] Creating a Skullguard
Skullguard is a acquired template that can be applied to about any humanoid or monstrous humanoid skeleton or zombie that could weild manufactured weapons and armor while alive (provided that the flesh stripped from its skeleton upon creation) and here after refered as the base creature.
The creation of a skullguard requires a powerful necromancer with atleast the skulls of those who were experienced in warfare while alive such as soldiers, mercenaries, assassins and the sort. The necromancer must animate the skull along with the rest of the skeleton (be it a composite of from many different corpses if needed) and then cast the spell Awaken Undead or another spell that brings intelligence to such undead. Awaken the skeleton will be capable of arming itself with any weapon it could use alive. From there the necromancer must train the skeleton himself in specific martial formations, manuevers or tactics in which it did not already know or acquire the assistance of some one else to train the skeleton instead (such as an Undead Lieutenant.) Once the skeleton is trained, it is given the armor of the skullguard and recruited into the necromancer's ranks.
The training of a Skullguard will take between a month to a year depending on the type of training.
[edit] Size and Type
The base creature's type does not change and retains all subtypes it has while also gaining the augmented subtype. The size of the base creature does not change (do not recalculate the base attack, armor class of the base creature.)
[edit] Hit Dice
The base creature retains all hit dice it had.
[edit] Speed
The base creature retains all modes of transportation that the base creature had.
[edit] Armor Class
The base creature retains the armor class of the base creature.
[edit] Attack
The base creature retains the use of all natural weapons and manufactured weapons that it had and gains proficiency with other manufactured weapons that it was trained to use.
[edit] Full Attack
Depending on its training, the creature will most likely depend on the use of manufactured weapons as it primary weapon, and resort to using the natural weapons of the base creature only when disarmed of its manufactured weapons.
[edit] Special Attacks
The base creature retains all special attacks.
[edit] Special Qualities
The base creature retains all special qualities it had and gains the following.
Bone Replacement (EX): A Skullguard can replace any bone in its body that is severly damaged or destroyed with the exception of the skull with the same type of bone from another corpse of the same size and kind. Replacing bones heals 1d4 damage to the skullguard and is considered a full round action to per source in which the replacement bones are taken from.
[edit] Abilities
A skullguard's intelligence changes to 10.
[edit] Skills
A Skullguards gains a number of ranks with in the class skills of the base creatures class equal to the number of months of training devoted to its creation.
[edit] Feats
A Skullguard retains all feats of the base creature.
[edit] Environment
Any, usually the same as the base creature.
[edit] Organization
Any.
[edit] Challenge Rating
Equal to the base creature +1.
[edit] Treasure
Same as base creature.
[edit] Alignment
Always neutral evil.
[edit] Advancement
By Character class
[edit] Level Adjustment
+1
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