silver spectre
2011-08-03, 09:11 AM
Hi folks,
I'll be playing a human warlock 5/pale master 6 (with a minor entry requirement modification) in an upcoming game (3.5).
The basic fluff on him is that his family was annihilated during an invasion by an undead horde when he was a child and he was taken by a necromancer in the horde for experimentation. He was rescued by a group of adventures before any physical harm occurred to him but the mental/emotional trauma left with a fascination for the undead and skeletal undead in particular.
I’ve drawn up a couple of invocations and the spells they are based on for this character.
What are your thoughts on their power level, or do you know of something similar that has already been created?
LEAST INVOCATIONS
Flesh Strip: Blast the flesh from the target.
GREATER INVOCATIONS
Bone Craft: Craft functional items from once living material.
DARK INVOCATIONS
Greater Servant: Create more powerful skeletons.
INVOCATION DESCRIPTIONS
BONE CRAFT
Greater, 6th
The warlock is able to craft functional items from once living material (bone, chitin, horn, etc…). This invocation duplicates the bone shape spell and also increases the hardness (instantaneous effect) of the material affected by one third of the warlock’s invoker level.
FLESH STRIP
Least; 1st; Eldritch Essence
The invoker may instantly strip away all flesh from an inanimate body. If used on a living creature damage is taken normally, but only soft tissue is damaged by the blast. The skeleton and/or exoskeleton is unharmed leaving only a clean skeleton behind if the damage was enough to destroy the target.
GREATER SERVANT
Dark, 7th
You can use skeleton merge as the spell.
SPELLS
BONE SHAPE
Transmutation
Level: Dread Necromancer 1, Sor/Wiz 2
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: One touched piece or pile of bone no larger than 1 cu. ft./level
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Bone shape enables you to form one existing piece of inanimate bone or pile of bones, chitin, or horn into any shape that suits your purpose. For example, you can make a Bone weapon, fashion a special trapdoor, or sculpt a crude idol. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.
SKELETON MERGE
Transmutation
Level: Dread Necro 7, Sor/Wiz 8
Casting Time: one minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: four skeletons
Duration: Instantaneous
Saving Throw: Willing only
Spell Resistance: No
You merge four skeletons of the same nature (undead or deathless), size category, and the same general structure (bipedal, quadripedal, finned, etc…) into a golem like creation that combines the abilities of the disparate skeleton into one creation. The new skeleton resembles a hollow version of a creature similar to a creature that one of the skeletons originated from (i.e. if you merge the skeletons of a lion, a two horses, and a rhino then the final result can resemble a lion a horse, or a rhino). The quality of detail of the merged skeletons appearance is decided by a successful craft (sculpting or carving) check at DC 20. Otherwise the final skeleton will resemble a mannequin with little detail. The skeleton may have compartments and doors sized and placed appropriately for the creature.
The merged skeletons natural armor, ability scores, and speed are the highest of each of the constituent skeletons (if two of the skeletons have a STR of 11, one had a STR of 16, and one has a STR of 4 then the final result would have a a STR of 16) .
If one of the skeletons had a different speed category (burrow, swim, climb, etc…) then the merged skeleton has those abilities as well.
The merged skeleton also retains any extraordinary, supernatural, and spell like abilities possessed by the individual skeletons.
All hit dice of the constituent skeleton are totalled together up to what the caster could animate with one casting of the animate dead spell (if a 16th level mage merges four skeletons with ten hit dice each then the final result could not have more that 32 hit dice).
All skeletons must controlled by the same creator are considered willing participants if their creator permits the effect. Uncontrolled skeletons or skeletons controlled by different creators are considered unwilling and cannot be affected by this power.
One of the constituent skeletons may be an intelligent skeleton if it chooses to be affected by this power, but the final creation will be an autonomous creature (basically the intelligent skeleton with a power boost).
I'll be playing a human warlock 5/pale master 6 (with a minor entry requirement modification) in an upcoming game (3.5).
The basic fluff on him is that his family was annihilated during an invasion by an undead horde when he was a child and he was taken by a necromancer in the horde for experimentation. He was rescued by a group of adventures before any physical harm occurred to him but the mental/emotional trauma left with a fascination for the undead and skeletal undead in particular.
I’ve drawn up a couple of invocations and the spells they are based on for this character.
What are your thoughts on their power level, or do you know of something similar that has already been created?
LEAST INVOCATIONS
Flesh Strip: Blast the flesh from the target.
GREATER INVOCATIONS
Bone Craft: Craft functional items from once living material.
DARK INVOCATIONS
Greater Servant: Create more powerful skeletons.
INVOCATION DESCRIPTIONS
BONE CRAFT
Greater, 6th
The warlock is able to craft functional items from once living material (bone, chitin, horn, etc…). This invocation duplicates the bone shape spell and also increases the hardness (instantaneous effect) of the material affected by one third of the warlock’s invoker level.
FLESH STRIP
Least; 1st; Eldritch Essence
The invoker may instantly strip away all flesh from an inanimate body. If used on a living creature damage is taken normally, but only soft tissue is damaged by the blast. The skeleton and/or exoskeleton is unharmed leaving only a clean skeleton behind if the damage was enough to destroy the target.
GREATER SERVANT
Dark, 7th
You can use skeleton merge as the spell.
SPELLS
BONE SHAPE
Transmutation
Level: Dread Necromancer 1, Sor/Wiz 2
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: One touched piece or pile of bone no larger than 1 cu. ft./level
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Bone shape enables you to form one existing piece of inanimate bone or pile of bones, chitin, or horn into any shape that suits your purpose. For example, you can make a Bone weapon, fashion a special trapdoor, or sculpt a crude idol. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.
SKELETON MERGE
Transmutation
Level: Dread Necro 7, Sor/Wiz 8
Casting Time: one minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: four skeletons
Duration: Instantaneous
Saving Throw: Willing only
Spell Resistance: No
You merge four skeletons of the same nature (undead or deathless), size category, and the same general structure (bipedal, quadripedal, finned, etc…) into a golem like creation that combines the abilities of the disparate skeleton into one creation. The new skeleton resembles a hollow version of a creature similar to a creature that one of the skeletons originated from (i.e. if you merge the skeletons of a lion, a two horses, and a rhino then the final result can resemble a lion a horse, or a rhino). The quality of detail of the merged skeletons appearance is decided by a successful craft (sculpting or carving) check at DC 20. Otherwise the final skeleton will resemble a mannequin with little detail. The skeleton may have compartments and doors sized and placed appropriately for the creature.
The merged skeletons natural armor, ability scores, and speed are the highest of each of the constituent skeletons (if two of the skeletons have a STR of 11, one had a STR of 16, and one has a STR of 4 then the final result would have a a STR of 16) .
If one of the skeletons had a different speed category (burrow, swim, climb, etc…) then the merged skeleton has those abilities as well.
The merged skeleton also retains any extraordinary, supernatural, and spell like abilities possessed by the individual skeletons.
All hit dice of the constituent skeleton are totalled together up to what the caster could animate with one casting of the animate dead spell (if a 16th level mage merges four skeletons with ten hit dice each then the final result could not have more that 32 hit dice).
All skeletons must controlled by the same creator are considered willing participants if their creator permits the effect. Uncontrolled skeletons or skeletons controlled by different creators are considered unwilling and cannot be affected by this power.
One of the constituent skeletons may be an intelligent skeleton if it chooses to be affected by this power, but the final creation will be an autonomous creature (basically the intelligent skeleton with a power boost).