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gooddragon1
2011-09-24, 03:44 PM
Skeletal Minion (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#skeletalMinion)

-Never lose at cards against it.
-Solo a DDR partner match
-Always have a hug ready when needed
-Free piggyback rides

:D

krai
2011-09-24, 03:48 PM
You would be surprised how often a hug can get you out of a tight spot.

PirateLizard
2011-09-24, 04:01 PM
I don't have to drink alone anymore!

BlueInc
2011-09-24, 04:06 PM
Perfect wingman.

gooddragon1
2011-09-24, 04:07 PM
Comedic Gold:

Something shocking happens->Order skeleton to hold a spare jaw bone with over it's current one with one hand in a way that looks like it's covering it's mouth prior to this->When event occurs have the skeleton allow the jaw bone to drop loudly->have skeleton reveal that actual jawbone is still there and point to jaw bone while holding it up a little.

Put chattering teeth in skeleton's mouth and have them go off->have skeleton remove them and point to them

:o
:)

flabort
2011-09-24, 04:51 PM
-Trapfinder - No need for a rogue anymore
-Beatstick - No need for a fighter anymore
-Scapegoat - No need for a bard anymore
-Drinking Buddy - No need for a barbarian anymore
-Scout - No need for a ranger anymore

This still leaves you needing a cleric, but otherwise you're a two man party. :smalltongue:

Other uses:
-Scapegoat
-mount
-armor
-The kind of hired muscle that just stands around looking tough, scaring people into doing what you want
-pack mule
-Did I mention Scapegoat?

gooddragon1
2011-09-24, 04:54 PM
-Did I mention Scapegoat?

Only once as all mentions are required to be in triplicate form merely to be recognized. :)

Cornelius Grim
2011-09-24, 05:31 PM
Sigh... I only wish I had a skeletal minion to drink, play cards with, and hug me. :smallfrown: A man can dream though... a man can dream. :smallsigh:

Coidzor
2011-09-24, 05:35 PM
If you got access to a 6th level scroll at 8th level, it'd be great for haunt shifting, though I don't think you can really make a nice form for it to haunt shift into until grabbing 5th level spells, IIRC. As most of the haunt shift abilities that are fun depend upon the undead having 10+HD, but only 8 HD undead can be haunt shifted with the spell.

ShneekeyTheLost
2011-09-24, 09:16 PM
-Trapfinder - No need for a rogue anymore
-Pack Mule - No need for a fighter anymore
-Scapegoat - No need for a bard anymore
-Drinking Buddy - No need for a barbarian anymore
-Scout - No need for a ranger anymore
-Comic Relief - No need for a Monk anymore

This still leaves you needing a cleric, but otherwise you're a two man party. :smalltongue:FIFY

Also, UrPriest/MT fixes your lack of cleric problem.

Jack_Simth
2011-09-24, 09:33 PM
FIFY

Also, UrPriest/MT fixes your lack of cleric problem.
Sadly, that stops the minion from scaling, as it's abilities are based on your class level. Which means most of your entries for Wizard(Necromancer)/Ur-Priest/Mystic Theurge leave your minion stuck somewhere between 3 and 6 hit dice.

But yes, while it can be used for a number of things you'd otherwise use a fighter or rogue to handle... it's not nearly as durable or as good at it.

d12 hit die, yes... but no Con score to add to that. 1/2 BAB, only one good save (Will), no class features, and so on. It's... mostly a baggage handler and a speedbump if something gets past the actual meatshield.

Oh yes, and it's not immune to Turning / Rebuking.

ShneekeyTheLost
2011-09-24, 10:08 PM
Sadly, that stops the minion from scaling, as it's abilities are based on your class level. Which means most of your entries for Wizard(Necromancer)/Ur-Priest/Mystic Theurge leave your minion stuck somewhere between 3 and 6 hit dice.

But yes, while it can be used for a number of things you'd otherwise use a fighter or rogue to handle... it's not nearly as durable or as good at it.

d12 hit die, yes... but no Con score to add to that. 1/2 BAB, only one good save (Will), no class features, and so on. It's... mostly a baggage handler and a speedbump if something gets past the actual meatshield.

Oh yes, and it's not immune to Turning / Rebuking.

Class ability nets you bonus HD and stats to any undead you create, then take Corpsecrafter, and make sure you do it in a Desecrated area. Plenty of hit points.

Mind you, Dread Necros still do it better, being able to do the same thing, only moreso, and with real class abilities. They do give up a bit of tactical flexibility in having a more restrictive list of spells known.

Jack_Simth
2011-09-24, 10:47 PM
Class ability nets you bonus HD and stats to any undead you create, then take Corpsecrafter, and make sure you do it in a Desecrated area. Plenty of hit points.

Mind you, Dread Necros still do it better, being able to do the same thing, only moreso, and with real class abilities. They do give up a bit of tactical flexibility in having a more restrictive list of spells known.

Ah, yes... if you grab all the Alternate class features... (well, OK, Undead Apotheosis is less useful than the bonus feats, by a hefty amount) and invest in the Corpsecrafter line...

Let's see... what all can you get....

Desecrated area with an alter to an evil deity: +2 HP/HD
Corpsecrafter: +2 HP/HD, +4 Enhancement to Strength
Bolster Resistance: +4 Turn Resistance
Deadly Chill: +1d6 Cold to damage
Hardened Flesh: +2 Natural Armor
Destruction Retribution: 10-foot spread of 1d6+1d6 per two hit dice Ref DC 15 half negative energy damage
Nimble Bones: +4 Init, +10 foot speed
Enhance Undead alternate class feature: +4 Enhancement to Strength and Dex
Skeletal Minion Bonuses: +1/2 Level Natural Armor, +1/3 level to Str and Dex

Net:
+4+1/3 level Strength and Dex
+2+1/2 level natural armor
1d12+4 HP/level
A few odds and ends

So at, say, Necromancer-12, your skeletal minion looks like....

Medium Undead
HP: 12d12+48 (126 hp)
Initiative: +13
Speed: 40 feet (8 squares)
Armor Class: 27 (+5 Dex, +10 natural, +2 heavy steel shield), touch 15, flat-footed 22
Base Attack/Grapple: +6/+11
Attack: Scimitar +11 melee (1d6+5/18-20) or claw +11 melee (1d4+5+1d6 cold)
Full Attack: Scimitar +11/+6 melee (1d6+5/18-20) or 2 claws +11 melee (1d4+5+1d6 cold)
Space/Reach: 5 ft / 5 ft
Special Attacks: Deadly Chill, Destruction Retribution
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, +4 Turn Resistance
Saves: Fort: +4, Ref: +9, Will: +8
Abilities: Str: 21, Dex: 21, Con: -, Int: -, Wis: 10, Cha: 1
Feats: Improved Initiative

Still not a replacement for an actual meatshield... although he *might* be passable if you put a much of equipment on him and cast a bunch of buffs on him.

ShneekeyTheLost
2011-09-25, 12:21 AM
Ah, yes... if you grab all the Alternate class features... (well, OK, Undead Apotheosis is less useful than the bonus feats, by a hefty amount) and invest in the Corpsecrafter line...

Let's see... what all can you get....

Desecrated area with an alter to an evil deity: +2 HP/HD
Corpsecrafter: +2 HP/HD, +4 Enhancement to Strength
Bolster Resistance: +4 Turn Resistance
Deadly Chill: +1d6 Cold to damage
Hardened Flesh: +2 Natural Armor
Destruction Retribution: 10-foot spread of 1d6+1d6 per two hit dice Ref DC 15 half negative energy damage
Nimble Bones: +4 Init, +10 foot speed
Enhance Undead alternate class feature: +4 Enhancement to Strength and Dex
Skeletal Minion Bonuses: +1/2 Level Natural Armor, +1/3 level to Str and Dex

Net:
+4+1/3 level Strength and Dex
+2+1/2 level natural armor
1d12+4 HP/level
A few odds and ends

So at, say, Necromancer-12, your skeletal minion looks like....

Medium Undead
HP: 12d12+48 (126 hp)
Initiative: +13
Speed: 40 feet (8 squares)
Armor Class: 27 (+5 Dex, +10 natural, +2 heavy steel shield), touch 15, flat-footed 22
Base Attack/Grapple: +6/+11
Attack: Scimitar +11 melee (1d6+5/18-20) or claw +11 melee (1d4+5+1d6 cold)
Full Attack: Scimitar +11/+6 melee (1d6+5/18-20) or 2 claws +11 melee (1d4+5+1d6 cold)
Space/Reach: 5 ft / 5 ft
Special Attacks: Deadly Chill, Destruction Retribution
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, +4 Turn Resistance
Saves: Fort: +4, Ref: +9, Will: +8
Abilities: Str: 21, Dex: 21, Con: -, Int: -, Wis: 10, Cha: 1
Feats: Improved Initiative

Still not a replacement for an actual meatshield... although he *might* be passable if you put a much of equipment on him and cast a bunch of buffs on him.

I think you misunderstand where I went with that.


Enhanced Undead (Ex)

Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.

A necromancer using this variant does not gain additional spells per day for being a specialist wizard.

So, you have +2/HD from Desecrate, another +2/HD from Corpsecrafter, and yet another +2/HD from the ACF. That's +6HP/HD. So you've got D12+6 HD effectively. Not too darn shabby, better than most PC builds I find.

Other than Destructive Retribution, most of the other Corpsecrafter feats... suck. Initiative is worthless when all your pets move on your turn. Deadly Chill is okay, but getting a Bard involved is just flat better. Maybe kill and raise one?

This almost makes a one level dip lulzworthy for a Dread Necro build, who can now get undead with d12+8 HD.

Big Fau
2011-09-25, 12:35 AM
You would be surprised how often a hug can get you out of a tight spot.

Especially if you are named Melvin. (http://www.youtube.com/watch?v=IJxau6GYins&feature=player_detailpage#t=19s)

Little Brother
2011-09-25, 01:11 AM
Be an unusually small halfling
Put a seat in its pelvis and up against the spine
Never have to walk again
Rule of cool
MASSIVE circumstance bonuses to intimidate?