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i see. thanks for the clarification


Often times poisons are listed specifically as extraordinary attacks

http://paizo.com/pathfinderRPG/prd/monsters/wasp.html#_wasp-giant

Here is the line from the giant wasp template. Notice Ex specially listed for extraordinary

Its Natural attack a sting (not special attack)
Melee sting +6 (1d8+6 plus poison)

Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

If you were to go with a skeleton if the GM would say that an exoskeleton counts as a skeleton..... I would say it retains its attack and poison

The save would have to change I think...


This would be my interpretation of the skeletal template.

What specifically would be wrong

CE Medium humanoid (Lycanthrope)
Evil Medium Humanoid Undead
Init +7; (+4 Imp Init +3 Dex)
Defense
AC 15, touch 12, flat-footed 20 (+0 armor, +3 Dex, +2 natural)
hp 9 (2d8)
Fort 0, Ref 0, Will +2
Defensive Abilities: DR 5/bludgeoning and immunity to cold + Undead

Offense
Speed 30 ft. (20 ft. in armor)
Melee longsword +5 (1d8+4/19–20), bite +1 (1d6+1 plus trip)
Skeleton retains all the natural weapons, manufactured weapon attacks,
and weapon proficiencies of the base creature, except for attacks that can't work without flesh.

Ranged light crossbow +4 (1d8/19–20)

Statistics
Str 19, Dex 17, Con 0,Int 0, Wis 10, Cha 10
Base Atk +1; CMB +6; CMD 18

Feats Improved Initiative

Skills

Languages Common

SQ None


Skeletons would keep extraordinary abilities which aid in attacks which poisons are often part of.


Trying to look at some creative summon skeletons of 2 HD and I am looking at a hybrid werewolf monster entry which I am including in this post. Can I apply a skeleton template to this and end up with a pretty cool 2 HD skeleton?

Werewolf (Hybrid Form)

Stats:

CE Medium humanoid (human, shapechanger)

Init +5; Senses low-light vision, scent; Perception +4

Defense

AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 natural)

hp 21 (2d10+6)

Fort +6, Ref +2, Will +2 (+3 vs. fear)

Defensive Abilities bravery +1; DR 10/silver

Offense

Speed 30 ft. (20 ft. in armor)

Melee longsword +6 (1d8+6/19–20), bite +1 (1d6+1 plus trip and curse of lycanthropy)

Ranged light crossbow +4 (1d8/19–20)

Statistics

Str 19, Dex 15, Con 17,Int 8, Wis 14, Cha 8

Base Atk +2; CMB +6; CMD 18

Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack

Skills Climb +4, Intimidate +4, Perception +4

Languages Common

SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)

In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless.

Of all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised—and with good reason, as the typical werewolf personifies all that is savage and bestial in a lycanthrope. This isn't to say that good-aligned werewolves are unknown, but they're certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat.

Just as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry's dark secret—unless, of course, the pack decides that the unlucky visitor won't be missed by friends back home.


sounds like we need some cheese


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Have you ever had another player play a character with your real first name.

Let's say my name was John and Joe's main character was named John...

That would be confusing after a while..

Now extend this to the entire table which plays characters with the same names as the players playing.

So the next Con you go to... join up with your friends with all level one characters and name them all names from the same friends your playing with at the table...

This would make it better if the GM knows everyone at the table...