A fallen Autarky, Commoner, Hunter, and Tradesmaster can have their body raised by a necromancer, or reborn over time in areas where the element of Creation exists in abundance. The newly raised skeletal monster keeps two of its past life skills and gains the two additional monster skills below.
  • Monster Stats

    Your Hit Points is based off of 2D4 dice while your Magic Points is 1D10. Movement is 4, Jump is 4, Speed is 7.

  • Monster Drops

    Skeleton Bone, Worn Belt, Broken Bark, Worn Helmet, Tattered Cloth, Destroyed Armor, Well-Dried Bone, Skeleton Archer Soul Gem (1%)

  • Monster Location

    Skeleton Archers can be found on any planet.

  • Pet-ability

    Necromancers are able to Tame a Skeleton Archer. You are unable to Mount such a creature.

Skeleton Ranger

  • Initial Attibutes AGI+10, LUK+10, STR-5

    Stat points added or subtracted from your character.

  • Size Small, Medium, Large

    Skeleton Archers are the same size as your former self. Your size is either Small, Medium, or Large.

  • L.A.W.S Land, Space

    Skeleton Archers can traverse on Land and in Space without the need to breathe. These beings do not swim, and will sink to the bottom of a body of Water.

  • Age ??

    Skeleton Archers can “live” forever, since they are already dead.

  • Break None

    Skeleton Archers do not require sleep.

  • Vision Normal

    You have normal vision.

  • Elemental Boons None

    Skeleton Archers do not gain an additional racial Boon.

  • Elemental Banes None

    Skeleton Archers do not suffer from an additional racial Bane.

  • Elemental Laws Shadow

    Skeleton Archers are compatible with the Shadow Element.

  • Languages Common, ??

    You can speak, read, and write Common and your former language (if applicable).

Skeleton Archer Skills

 

Shadow Volley

Skeleton Archer

The skeleton ranger conjures a thick black cloud to summon bolts of shadow energy to rain down upon targets within a 3×3 area.

Skill Type

Element Type

Range

Target Cells

Offense

Shadow

1

3×3 (5×5 Max)

Attack Type

Core Stat Calculation

Catalyst

Secondary Effect

Range

+ STR / – VIT

None

Blind

Level Upgrades

Magic Point Cost

Damage

Other Upgrade

Level 3

10

Weapon +1D8

 

Level 6

15

Weapon +2D8

 

Level 9

20

Weapon +3D8

 

Level 12

25

Weapon +4D8

 

Level 15

30

Weapon +5D8

 

Level 18

35

Weapon +6D8

 

Level 21

40

Weapon +7D8

 

Level 24

45

Weapon +8D8

Cell radius extends to 5×5 

Level 27

50

Weapon +9D8

 

 

Camo-Metal Claw

Skeleton Archer

The skeleton ranger calls forth a magical metal trap to snatch an unsuspecting traveler.  When triggered, the leg of the target is wrapped tight by chains that spring from the trap.  While this doesn’t deal damage, the target is rendered Locked until the trap is broken with a Strength Check with a Difficulty Rating equal to that of the Skeleton Ranger’s level. Only 2 traps can be placed on the ground at one time, and placing a third will make the first to disappear as the skeleton’s residual energy is what powers the traps and there’s only so much to go around. Traps have 5 health, though a powerful skeleton warrior’s trap can have as much as 90 hit points!

Skill Type

Element Type

Range

Target Cells

Status

Neutral

1

1×1

Attack Type

Core Stat Calculation

Catalyst

Secondary Effect

Land

None

None

Locked

Level Upgrades

Magic Point Cost

Damage

Other Upgrade

Level 1

5

5 Hit Points

Level 4

9

10 Hit Points

Level 7

13

15 Hit Points

Level 10

17

20 Hit Points

Level 13

21

25 Hit Points

Level 16

25

30 Hit Points

Level 19

29

35 Hit Points

Level 22

33

40 Hit Points

Level 25

37

50 Hit Points

Level 28

41

60 Hit Points

 

Eagle Eye

Skeleton Archer

The skeleton ranger takes aim with its trusty weapon to increase the range of its next shots as well as guarantees a critical strike.  Lasts 2 Rounds as long as the monster is stationary; moving will immediately remove this buff from the skeleton ranger.

Skill Type

Element Type

Range

Target Cells

Support

Shadow

Bow Range (x2)

1×1

Attack Type

Core Stat Calculation

Catalyst

Secondary Effect

Other

None

None

None

Level Upgrades

Magic Point Cost

Damage

Other Upgrade

Level 1

10

Lasts 2 Rounds Max

Level 11

35

Lasts 3 Rounds Max

Level 21

70

Lasts 6 Rounds Max