A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

13 April 2011

K is for Key, Undead Skeleton


A skeleton key, in a very general sense, is used to describe a key (or a similar object) capable of opening any lock regardless of the lock's make or type. While the typical rogue may carry a set of thieves' tools, and a generic skeleton key, there exists a more powerful version of a skeleton key that has a dual function in assisting a party to pass through barriers--the Undead Skeleton Key.

The key itself is carved from bone, generally a finger bone of a Huge or larger creature. As a simple key its like might be found in any generic set of thieves’ tools. The use of this key on a door adds a +2 circumstance bonus on Open Lock checks, as if it were a masterwork thieves’ tool.


However, this key radiates undeath to any creature able to sense the presence of the undead. The aura of undeath comes from a spell imbued within the key, organic rot (see below). When the key is activated, the death field emitted requires any organic material connected to or in contact with the lock to make a successful Fortitude save or suffer a reduction in Hardness of 1d4 per 2 caster levels (max 5d4). The death aura of the key extends in a 6-foot-radius circle from the key and does not affect organic material in the wielder’s possession. The death aura does not cause damage to any living creature within the range of the key; however any such living creature must make a successful Fortitude save or suffer nausea for 1d4 rounds.

Each undead skeleton key is good for 10 uses, after which the bone shatters and becomes useless.

Weak transmutation and Moderate necromancy; CL 7; Craft Wondrous Item; knock, organic rot; Price 3,000 GP.

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Organic Rot

Necromancy
Level: Cleric 4
Components: V,S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Targets: All living/organic matter within a circle, radius of 25 ft + 5ft/2 levels)
Duration: Instantaneous
Saving Throw: Fortitude half; special (see text)
Spell Resistance: Yes

You weaken living and organic matter with a burst of death energy.

Upon casting the spell, you call into existence a consumptive death field which causes organic tissues within the field to rot and decay. All living creatures within the field must make a successful Fortitude save or suffer 1d6 points of damage per caster level (max 10d6). Organic matter carried or worn by a creature saves at the creature's roll, or its own roll, whichever is higher. Because it has no life force, independent organic items (such as a door or carpet) suffer a reduction in Hardness of 1d4 per every 2 caster levels (max 5d4).

Damage incurred by a creature can be removed or reversed by a cure or heal spell, but only after application of a restoration spell. (The restoration spell only reverses the death energy and neither heals nor reverses any hit point damage.) A restoration spell will positively affect organic items, replacing hardness points in the spell descriptions rather than ability score losses.

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