Need Advice for a New Skeleton Template


Advice


Hi everyone,

So I created a new skeleton template and could use a second pair of eyes to take a look at the numbers and abilities. I haven't had a chance to playtest it yet, so if anyone is interested in trying it out in a game, I would love to hear how the encounter went. Here is a creature using the template, along with the template itself:

Tar Skeleton CR 1/2
XP 200
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 6 (1d8+2)
Fort +0, Ref +2, Will +2; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits

OFFENSE
Speed 30 ft.
Melee broken longsword +0 (1d6), claw -3 (1d4+1) or 2 claws +2 (1d4+2)

STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Improved InitiativeB
SQ trap weapon
Treasure none

SPECIAL ABILITIES
Trap Weapon (Su) A tar skeleton is covered in sticky, black tar. Anyone who hits the creature with a melee weapon must make a DC 13 Strength check to free their weapon from the sticky substance. If the character fails on the first check, they may continue making the check each round until they are successful.

Creating a Tar Skeleton
A tar skeleton is covered in a sticky layer of thick, black tar. This tar allows it to trap weapons, both crafted and natural.

In addition to the changes for the skeleton template, make the following changes

Challenge Rating: As normal skeleton +1
Saves: A tar skeleton gains channel resistance +4
Abilities: A tar skeleton’s Charisma is 14
Special Qualities: A tar skeleton gains the Trap Weapon special quality

Trap Weapon (Su) A tar skeleton is covered in sticky black tar. Anyone who hits the creature with a melee weapon must make a DC 10 Strength check to free their weapon from the sticky substance. If the character fails on the first check, they may continue making the check each round until they are successful. Creatures who strike the skeleton with an unarmed strike are considered grappled until they are able to successfully free themselves.


1. The DC in the template does not match the DC in the creature (13 vs 10) Its unclear what the bonus is based on. If Strength, it should be DC 12, if CMD it should be 14.

2. While there is precedent for strength checks to be used for this, I don't think pathfinder supports them really well. Strength does not scale really well, and even a strength 18 level 1 character has 40% chance of failing to pull his weapon away. And that's after every attack.

I would recommend a reflex save to avoid being stuck and a grapple check to break free.

3. How does this interact with the skelleton's claws? Grab seems needlessly complicated on a simple monster.

4. The skeleton only has 6 hp. So they will usually die in one hit rendering Trap Weapon useless. Maybe put some language that it works even if the skeleton is destroyed?

5. I really dislike that skeletons have a broken weapon by default. It means that disarming them will make them more dangerous. Though maybe that's intentional? It makes it hard to give them a correct CR.

6. For bonus points, you should define what special thing you need to do to raise tar skeletons with Animate Dead :)

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