| djdust |
the skeleton template states:
A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.
poison is an extraordinary ability that improves the bite attack, but does it make sense a skeletal creature would retain its venom glands?
asking for a friend.
Diego Rossi
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In this instance, I wouldn't say the poison "improves its melee attack". It adds a rider to the effect of the damage, but it doesn't enhance it.
A "vicious bite" that improves the critical range surely improves a melee attack. Something like poison is more dependant on the template and the GM interpretation.
BTW: the save DC is constitution-based. An undead has no constitution value, and, if necessary, is treated as having constitution of 10. Having no constitution value seems a good reason to remove an ability with a DC that is constitution-based. If it retains it, it will be nerfed as it will lose 3 points from the DC.
| Ryze Kuja |
Since this is the rules forum I feel obligated to say yes, it keeps the ability. I think that's stupid though.
I'd say this is entirely up to the GM. It depends entirely just how "boney" you decide you skeleton is. If the serpent's flesh, muscle, organs, and glands are completely gone and nothing but bare bones, then yes, it loses the ability to poison, but if he still has enough muscle, flesh, and glands/organs (albeit rotting) to produce venom, then yes, it keeps this ability. Make the save Charisma based if you decide to keep it, otherwise it's worthless.
Diego Rossi
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Attacks: A 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. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A claw attack deals damage depending on the skeleton’s size (see Natural Attacks). If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.
Special Attacks: A skeleton retains none of the base creature’s special attacks.
Attacks: As standard skeleton.
Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.
It is interesting to note that the template says different things for Special attacks and Special Qualities, and nothing about Special Abilities.
The poison is a special ability.
All things included, I say that poison isn't allowed because it loses "attacks that can’t work without flesh". Per see poison isn't an attack, but you need flesh (organs, actually) to produce it.
| djdust |
So maybe a bloody skeleton would...
Maybe I'm confused over the difference between a special quality and special ability.
Its also interesting that the skeleton template does not effect Strength scores, although the creature now lacks a muscular system. But, hey, magic, amiright?
Follow up question, would an unintelligent undead be able to use a Wondrous Item, specifically a Cloak of Fangs, if the item does not specifically identify a trigger.
Diego Rossi
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Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
A skeleton is mindless.
RAW I think a typical skeleton can't activate magic items unless they are use-activated.
A skeleton with an intelligence score can activate it.
| AwesomenessDog |
Not every non-use activated object uses a command word either, though there's no reason an undead couldn't speak (except *maybe* the fact that a skeleton has no lungs or vocal chords, but) as plenty of intelligent undead with the same anatomy as a basic zombie/skeleton/whatever can communicate normally. Note that if you simply "told" a mindless undead to speak, they probably wouldn't understand the command, but you directly control their actions with things like animate/create/control undead, so you should be able to directly puppet them into activating any item you also know how to activate.
| willuwontu |
In a world where animated bones can move about via magic, I see no reason that said magic cannot cause their poison to be retained. The exact mechanics do not need to be explained, it perfectly fine to have some level of handwavium.
To make it clear, yes, as an ability that improves its natural attacks, I do think that the poison should be retained.
Diego Rossi
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Not every non-use activated object uses a command word either, though there's no reason an undead couldn't speak (except *maybe* the fact that a skeleton has no lungs or vocal chords, but) as plenty of intelligent undead with the same anatomy as a basic zombie/skeleton/whatever can communicate normally. Note that if you simply "told" a mindless undead to speak, they probably wouldn't understand the command, but you directly control their actions with things like animate/create/control undead, so you should be able to directly puppet them into activating any item you also know how to activate.
Not every item needs a command word, but if an activation method isn't defined or self evident it is the standard activation method, as defined in the citation above.
The cited cloak has an activated power and a constant power. As the activated power hasn't a self-evident or specific activation method it uses the default method.Plenty of skeletal creatures can speak, but normally mindless creatures can't. Maybe they can mimic what you say, but it is questionable if that can trigger a magic item.
If I cast magic mouth on my shoulder, with the order to say a command word in a specific circumstance, it can trigger a magic item and spare me a standard action?