Augment Skeleton I
New Spell.
Necromancy
Level: Cleric 3, Sorcerer 3, Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead skeleton touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You
temporarily add one of the following effects to an undead skeleton that you
touch. You need not be in control of the skeleton at the time of casting, and
it may even attack you with the enhancements from this spell if you don’t
control it in some way.
An
affected target cannot benefit from another casting of this spell (or augment skeleton II) until the first
casting ends.
Choose
of the following effects to enhance the target:
Fiery Skeleton: The touched creature’s
natural attacks deal an additional +1d6 points of fire damage. The target also
gains immunity to fire.
Frost Skeleton: The touched creature’s
natural attacks deal an additional +1d6 points of cold damage. The target also
gains immunity to cold.
Lightning Skeleton: The touched creature’s
natural attacks deal an additional +1d6 points of electricity damage. The
target also gains immunity to electricity.
Nimble Skeleton: The touched creature
gains a climb speed equal to its base land speed. The target also gains a +4
bonus to its Dexterity score.
Augment Skeleton II
New Spell.
Necromancy
Level: Cleric 5, Sorcerer 5, Wizard 5
Duration: 1 hour/level
This
spell functions as augment skeleton I, except
as noted above, and that you may choose any of the effects from augment skeleton I, or one of the
following effects to enhance the target:
Soldier Skeleton: The touched creature
gains a +1 circumstance bonus to its attack rolls and Armor Class for each
other soldier skeleton that is adjacent to it. Also, if a soldier skeleton
flanks an opponent, it gains an additional +1 circumstance bonus on attacks
against that opponent. If a soldier skeleton wields a weapon, it gains Weapon
Focus in that weapon as a bonus feat. It also gains Combat Reflexes as a bonus
feat.
Vicious Skeleton: The touched creature’s
claws deal damage as if the skeleton were one size category larger than normal
(a skeleton without claws cannot gain this benefit). Also, if the target hits
with at least two claw attacks, it latches onto the opponent’s body and tears
the flesh. This attack automatically deals extra damage equal to twice the
normal damage of a claw plus 1½ times its Strength bonus. The vicious skeleton
also gains Improved Critical (claw) as a bonus feat.
Augment Zombie I
New Spell.
Necromancy
Level: Cleric 3, Sorcerer 3, Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead zombie touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You
temporarily add one of the following effects to an undead zombie that you
touch. You need not be in control of the zombie at the time of casting, and it
may even attack you with the enhancements from this spell if you don’t control
it in some way.
An
affected target cannot benefit from another casting of this spell (or augment zombie II) until the first
casting ends.
Choose
of the following effects to enhance the target:
Diseased Zombie: Any successful melee
attack by a diseased zombie exposes the target to a disease (filth fever). Any
creature making a successful unarmed or natural attack against a diseased
zombie is similarly exposed (a character who grapples with a diseased zombie
gets a -4 penalty on the save made to resist infection).
Fast Zombie: Add 30 ft to the base land
speed, up to a maximum of twice the zombie’s normal base land speed. Fast
zombies can run. Fast zombies add a +2 dodge bonus to Armor Class. And the fast
zombie is not restricted in taking single actions only, however it still cannot
attack more than once per round.
Hunting Zombie: Hunting zombies gain the
scent ability, Track as a bonus feat, and a +4 racial bonus to Spot and Listen
checks. A hunting zombie has a Wisdom score of 14 (unless it already had a
higher score).
Augment Zombie II
New Spell.
Necromancy
Level: Cleric 5, Sorcerer 5, Wizard 5
Duration: 1 hour/level
This
spell functions as augment zombie I, except
as noted above, and that you may choose any of the effects from augment zombie I, or one of the
following effects to enhance the target:
Bloodthirsty Zombie: A bloodthirsty
zombie gains a bite attack that deals the same damage as its slam attack (or
its normal bite damage, whichever is more). If a bloodthirsty zombie scores a
critical hit with its bite attack against a living creature, that creature
takes 1 point of Constitution damage. Bloodthirsty zombies also gain Improved
Critical (bite) as a bonus feat.
Unkillable Zombie: An unkillable zombie
gains +2 hp per HD and fast healing 5.
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