PDA

View Full Version : A question about skeletal minions.



Kogak
2011-08-06, 04:21 AM
I was reading through the various wizard specialist variants and I had a question specifically about the skeletal minion that a necromancer can choose.

Unearthed Arcana states:

"Skeletal Minion: A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton, as described on page 226 of the Monster Manual). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. This creature is a loyal servant that follows the necromancer’s commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer’s class level. Add one-half the necromancer’s class level to the skeleton’s natural armor bonus. Add one-third of the necromancer’s class level to the skeleton’s Strength and Dexterity scores. A necromancer using this variant permanently gives up the ability to obtain a familiar."

So if I am a lowly level 3 necromancer with the Corpse Crafter feat, my 100g skeleton is a 3 HD fellow with some nice boosts. If I am in an evil party and my clerical friend forgets the ins-and-outs of turning and tries to turn the zombies bearing down on us with his Talisman of Undead Mastery to boost his effective level and gains control over my skeleton... does it keep the boosts granted by being my minion previously? The text clearly states that losing the skeleton does not do anything to my necromancer except put him out another 100g. Big deal. But, does the skeleton stay slightly more powerful than a normal skeleton?

With the Talisman of Undead Mastery and a Scepter of the Netherworld (both in Magic Item Compendium), once a day a level 7 cleric could feasibly rebuke a level 7 minion with little out-of-pocket expenses. Since 7 HD skeletons require 175g in onyx vs. 100g for the minion this seems like an easy way for somewhat better than normal bodyguards early on. Perhaps not the best skeletons around but you aren't scrounging for onyx (which might be good if you are in a region paranoid about necromancers) and you can get them prior to getting animate dead rather easily if the cleric is willing to pay for his own skeleton.

KillianHawkeye
2011-08-06, 04:25 AM
Yes, the skeleton will keep its stats if it gets controlled by someone else. However, you cannot create a new skeletal minion until the original one is destroyed, so you cannot use this method to stockpile them.

Coidzor
2011-08-06, 04:26 AM
Depends on how your DM rules whether corpse crafter effects such a creature.

& is highly dependent upon him letting you get another one while your previous one still exists as a rebuked minion.

HunterOfJello
2011-08-06, 04:33 AM
The skeleton should gain the benefits of the alternate class feature at its creation just like the other methods of creating undead.

Whether your DM will allow you to combine Corpsecrafter with the class feature or be cool with the group making extra undead through this method (since the skeleton wasn't "destroyed") is another matter. However, considering how weak skeletons really are, I doubt it would be a problem.

Kogak
2011-08-06, 04:44 AM
As a follow up then, if the cleric drops dead for mysterious reasons and the skeleton is still alive, will it return to my necromancer? Maybe I was always misunderstanding the way rebuke worked but I assumed it usurped control from another source if present, rather than temporarily over-riding it? If I get control back once the cleric dies I can easily see not getting a second minion, but if I have permanently lost control (to an enemy cleric that trots off with my skeleton, perhaps) I would hate to have to track it down and kill it for a new one or just hope for the best when I try to create another.

Good clerics are so much more straight-forward.

HunterOfJello
2011-08-06, 05:15 AM
As a follow up then, if the cleric drops dead for mysterious reasons and the skeleton is still alive, will it return to my necromancer? Maybe I was always misunderstanding the way rebuke worked but I assumed it usurped control from another source if present, rather than temporarily over-riding it?

The Rules Compendium says, "The controller can voluntarily relinquish power over any commanded creatures to command new ones. Otherwise, the commanded state is permanent." So the Cleric would have to give up control of the skeleton or die for it to get set free.

It will all be up to your DM in the end for what happens to the skeleton next. If you already have control of a new skeleton, then as a DM I would have the old one just act as a general mindless undead that attacks anything near it or carries out the Cleric's last order. The class feature is obviously designed to allow the wizard control of 1 skeleton minion and only one.

~

I used to have a high opinion of Good aligned clerics, but that view has changed over time. After level 4 or so, healing a decently optimized party during combat can become so rare that being able to Rebuke instead of Turn can become a greater benefit once wands of lesser vigor come into the picture.