The Dragonlance Nexus

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Bone Skin

D&D 3e (3.0/3.5) Rules

by daperdepa


Bone Skin

Few of those who ever laid eyes on the Bone Skin survived to tell the story. They whisper about the excruciating cold they felt when the skeletal blades cut their flesh, the overwhelming fear and despair, life leaking from them to feed the set's bearer, dark energies surrounding his ivory white silhouette as a black aura of death and decay. For those who worship evil, no matter in which god's name, this attire represents such power and influence that none of them would resist the temptation of wearing them. Too late they realize the atrocious price they have to pay for this privilege.

Lore

Characters who have ranks in Knowledge (religion), or who have the bardic knowledge ability, can research the Bone Skin to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DCs.

DC 15: Shortly after the War of Souls ended, Chemosh recruited the fallen Mina as leader of his renovated church, ready to embrace his rightfully place as the greatest god in the evil pantheon. In order to ensure the success of his protégé, who had somehow infatuated him, the Lord of Bones appeared before a powerful bugbear shaman, Gogbodzar, and instructed him to craft the attire for Mina during the Orkusnacht. However, she was revealed to be a deity and embraced her new destiny before he could end the task.

DC 20: Chemosh, resentful after Mina's betrayal, ordered Gogbodzar to finish the Bone Skin but adding some modifications, intended to ensure the bearer's loyalty to Chemosh. The shaman obeyed, and instructed their apprentices to create new sets in case the god needed them. Satisfied with the devotion the bugbear showed to him, the Lord of Bones granted him the right to be the first one in wear the set in battle, something he did with pleasure.

DC 25: Unknown even to Gogbodzar, who incidentally died a few days after receiving his gift, Chemosh added one final quality to the Bone Skin: a semblance of sentience. He made a deal with Hiddukel, giving the Lord of Lies the right to claim the souls of those who freely chose to wear the attire in exchange for the ability to magically seduce and persuade innocents into wearing the armor. This way, he would obtain souls as well but with the added value of corrupting those he could have never attract by himself.

DC 30: A check result of 30 or higher reveals the location of another piece of the set as well as the identity of the original owner. Use this to drive further adventure and direct the PCs toward some location or story you would like them to explore.

Collection Benefits

Collecting pieces of the Bone Skingivers you power to react before your enemies and summon powerful undead to serve you. When the four pieces of the set are worn together, the wearer looks like a massive skeleton come alive.

Bone Skin Pieces and Abilities
Piece Body Slot Price (level) Ability
Twin Scythes Arms, weapon (held) 8,315 stl (each) (7th) +1 freezing scimitars
Skull of Fear Head 17,500 stl (5th) Continuous death watch on the wearer, +5 intimidate bonus
Amulet of the Fallen Throat 30,000 stl (7th) 3/day consumptive field on the wearer
Second Skin Torso 84,000 stl Continuous death ward on the wearer

2 pieces: You gain a +2 bonus on initiative checks
4 pieces: 3/day you can summon an osyluth.

Skull of Fear

A frightening helm carved on a dire tiger skull, Gogbodzar kept the sharp fangs and articulate the lower mandible to enhance its presence. Its wearer can terrorize his enemies and evaluate the life energies they still possess. The Skull of Fear grants a profane Intimidate bonus of +5 and a continuous death watch effect.

Faint necromancy; CL 5 th; Craft Magic Arms and Armor, scare, deathwatch; Price 17,500 stl; Weight 1.5 lb.

Second Skin

This white silk vest has been tailored to imitate a shroud, even depicting a death mask on the chest. Once worn, the silk wraps around the body acting as a protective layer against damage. Chemosh devised this item in order to protect his chosen against the negative energies of other not so faithful servants. The bearer is subject to a continuous death ward effect.

Moderate necromancy; CL 7th; Craft Magic Arms and Armor, death ward; Price 84,000; Weight: 2 lb.

Twin Scythes

The armbands of the attire are sculpted halves of a mammoth face, each one carrying a retractile, magically enhanced ivory tusk. While resting, the tusks hide in a dimensional space contained inside the bracelets, but the wearer can release them with a mere thought as a free action. Despite their names, these weapons act as a couple of +1 freezing scimitars and grant the character the use of the feats Two-Weapon Fighting and Two-Weapon Defense. They can only be used together.

Moderate transmutation (cold) or evocation (cold); CL 7th; Craft Magic Arms and Armor, chill metal or ice storm, rope's trick, Two-weapon fighting and Two-weapon defense; Price 8,315 each; Weight: 4 lb each.

Amulet of the Fallen

This talisman resembles a goat's skull, carved in bone with two tiny platinum spheres as eyes, hung of the neck by a silver chain. Thrice a day, the owner can cast consumptive field* as a cleric of 8th level, draining life from those agonizing around him. When activated, the spheres turn blood red and the one wearing it is silhouetted by black, cold-to-touch flames.

Moderate necromancy; CL 7 th; Craft Wondrous Item, consumptive field*; Price 30,000 stl; Weight 1lb.

* See Spell Compendium for details on this spell.

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This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.