TEXT: Exotic Ancestries
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: The Necromancers of the Northwest Logo is copyright Necromancers of the Northwest. All other art in this 
  product is either part of the public domain, or is used with the express permission of the creator.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
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  pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this 
  product.
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  compatibility for more information on this license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8302 2nd St NE
  Lake Stevens, WA, 98258
  www.necromancers-online.com
  
  2 2
  Introduction
  The Pathfinder Second Edition Roleplaying Game presents 
  a wide world of magic and infinite possibilities, and so it 
  should come as no surprise that some players want to explore 
  beyond the boundaries of the game’s core rules. The game 
  world described in the game’s rules and lore includes a wide 
  variety of creatures, some strange and fantastic, others oddly 
  familiar and human in nature, and it’s only natural that some 
  players will want a chance to explore the world as one of these 
  creatures, instead of being limited to the handful of ances-
  tries that already exist.
  This book presents an ancestry for one such fantastic 
  creature: the skeleton. Although most skeletal undead are 
  mindless creatures bent to the whim of necromancers and 
  other dark forces, the fantasy genre is rife with examples of 
  intelligent, free-willed undead, created by accident, cursed 
  to undeath for misdeeds in life, or sometimes even taking on 
  their undead state to serve as eternal, vigilant protectors. No 
  matter the reason, playing a skeletal undead is sure to provide 
  a unique gameplay experience, and this book provides plenty 
  of options to get you started.
  Skeleton
  Though many consider them to be merely monsters, and in-
  deed most are, occasionally the undead can find a place in an 
  open progressive society. Free-willed skeletons come into be-
  ing a number of ways, each with their own story, but all find 
  a world full of hostility and fear awaiting them. The battle 
  for acceptance, and indeed, even existence, is perhaps what 
  drives skeletons to the dangerous fringes of society. Never the 
  less skeletons show a fierce strength and detachment that al-
  lows them to rise to great heights. 
  Skeletons are the animated bones of humanoid creatures, 
  often raised by necromancers or reanimated through foul and 
  poorly understood sciences. Though usually mindless, some 
  skeletons gain a sense of intellect either through accident 
  or design, and must make their way in the world. Because 
  most undead come into being via evil spells or the designs 
  of depraved individuals, skeletons face a stigma far worse 
  than most creatures, and many begin their existence in the 
  service of dark powers. Skeletons typically have a purpose in 
  mind when created, and seek to fulfill that purpose while it 
  remains, but many find themselves lost when that purpose 
  ceases, forcing the skeleton to find a new way to live in the 
  world. 
  Intelligent skeletons typically fall into two categories: 
  the controlled and the free-willed. To many skeletons, 
  belonging to one of these two states is less important than it 
  is to traditional flesh and blood humanoids. Most skeletons 
  were brought into existence in service to another power, and 
  are generally accepting of the idea that they will serve other 
  masters and causes throughout their existence. Because 
  skeletons do not age and are effectively immortal, they view 
  the world with a dispassion that even the most aloof elf 
  would envy, and are constantly searching for a clear purpose. 
  For some, this purpose can be found in service to another 
  or to a cause. Skeletons often gravitate towards dark and 
  macabre ideals and masters, either because that is what they 
  know or because they have a genuine hatred of the living. For 
  others, purpose is found in transcending or at least exceeding 
  the purpose for which they were created. Not surprisingly, 
  most who encounter a skeleton see only a horrible undead 
  monster, forcing skeletons to the fringes of society, seeking 
  isolation from their enemies or the power to walk among the 
  living without fear. 
  You Might…
  •	
  Be cold and unfeeling, but relentless in the pursuits 
  of your goals.
  •	
  Be exceedingly loyal to a patron or cause, unswaying 
  in your dedication.
  •	
  Cruel and vile as those that made you and bent on 
  revenge against the living.
  •	
  Struggle against the darkness of your origins and 
  strive to constantly prove your worth in the face of a 
  society bent on your destruction.
  Others Probably…
  •	
  View you as a monster, more than a person.
  •	
  Assume you to be as evil as those who created you 
  and shun you to the best of their ability.
  •	
  Prepare for violence when they see you and are 
  highly suspicious of you until proven otherwise.
  •	
  See you as a tool to use for their own ends. 
  Physical Description
  Skeletons come in many forms, depending on the bones they 
  were comprised of. A typical skeleton resembles a complete 
  set of adult human bones, usually cleaned and bleached. In 
  most cases, a skeleton is animated from the bones of a single 
  creature, but occasionally they are comprised of the bones of 
  several different individuals, resulting in an odd amalgam of 
  misshapen or unusually-sized parts. Skeletons typically have 
  eyes which shine with a burning crimson light, though eye 
  color can vary or even be absent.
  Depending on the circumstances of the subject’s death, 
  the skeleton’s features could vary wildly. Skeletons animated 
  from a burn victim might be blackened and withered, 
  even years after the event that first marred the bones. A 
  reanimated child has smaller, less developed bones, while 
  a reanimated bugbear would be larger and have a different 
  structure. Whatever the case, skeleton bones rapidly repair 
  themselves and seem to be drawn together, constantly 
  repairing and reforming to return to their original shape. 
  A skeleton can see in the dark through the wicked spells 
  that animated it, and moves as well or better than a living 
  creature, despite the lack of muscles or tendons. 
  Society
  Sentient skeletons are a rarity, and so generally find no so-
  ciety of their own. Because they are generally thought of as 
  monsters and villains by most of civilized society, skeletons 
  are frequently marginalized, ostracized and isolated from 
  regular societies, and have trouble fitting in wherever they 
  go. As such, most skeletons seek out a place far from other 
  people where they are free to pursue their goals or the goals 
  
  3
  3
  of their masters. Skeletons under the influence of a powerful 
  caster often fit into society in the capacity of that character’s 
  servant, and may be more accepted, depending on that char-
  acter’s status. 
  Rarely, in societies run by necromancers, evil kings, 
  or even gods of death or the undead, skeletons find a more 
  traditional place for themselves, living in cities and towns 
  alongside the living. In such places, mindless skeletons are 
  usually used as guards or servants, while skeletons with 
  an intellect of their own serve more specialized purposes. 
  In such cases, skeletons often are charged with training 
  and leading troops, operating businesses, and serving as 
  messengers.
  Skeletons form the bulk of many necropolises, and, along 
  with zombies, make up the bulk of undead society. Usually 
  these hordes have no will of their own, but there are always 
  a few skeletons with free will among the throngs. Typically 
  these intelligent skeletons form the rank nobility in such 
  societies, well below powerful vampires and liches, but still 
  well respected.
  Alignment and Religion
  Skeletons are often evil, having been created by unspeakable 
  rituals and heinous spells, and even after escaping the trap-
  pings of the mindless malice that infuses most undead when 
  they are created, many skeletons are still inclined towards 
  villainous pursuits. Intelligent skeletons tend towards the 
  extremes on the lawful and chaotic axis. Many find the struc-
  ture of order to be familiar and comfortable, while others 
  rejoice in their free will and fight fiercely to retain as much 
  freedom as possible. Good skeletons are rare, as society and 
  even good-aligned deities see them as nothing more than 
  monsters; still, skeletons are capable of compassion and can 
  choose to serve the cause of righteousness.
  Skeletons often eschew religion, as many gods (especially 
  so-called good-aligned deities) harbor a special hatred for 
  undead. Even the majority of evil deities see undead more as 
  tools for their mortal servants than of individuals worthy of 
  consideration. Usually, skeletons pay lip service to evil gods 
  of death and the undead, and skeletons which came into 
  existence at the will of such creatures can become powerful 
  champions and clerics in the service of such lords. Skeletons 
  hate and fear religions which despise undead, and will go to 
  great lengths to avoid or attack their followers.
   
  Names
  Skeleton names can be a complex issue, depending on the 
  nature of their creation. Skeletons rarely retain any memory 
  of their mortal life, as the soul belonging to that body has 
  since departed to be replaced with magical energies, and so 
  usually they come up with a new name. Skeletons are some-
  times named by their creator, especially if it was their inten-
  tion to create an intelligent servant or companion. Some are 
  merely assigned a number or not considered at all, and so are 
  forced, if they are interested, to choose a name of their own. 
  Skeletons which choose a name often choose arcane words 
  associated with reanimation, intimidating titles, or a name 
  that they heard and found pleasing. Skeletons of non-human 
  races are often inclined to choose a name matching their 
  heritage. 
  Skeleton Stats
  Hit Points
  6
  Size
  Medium
  Speed 
  25 feet
  Ability Boosts
  Dexterity 
  Free
  Languages
  Common
  Necril 
  Additional languages equal to your Intelligence modifier 
  (if it’s positive). Choose from any language.
  Traits
  Humanoid
  Undead
  Darkvision
  You can see in darkness and dim light just as well as you 
  can see in bright light, though your vision in darkness is 
  black and white.
  While skeletons can be created from male or female 
  bones and sometimes from both, the anatomical differences 
  and inability to reproduce renders the gender of the reani-
  mated bones somewhat irrelevant to the lives of skeletons, 
  and this is reflected in the way they are named. Even so, 
  many skeletons do associate more strongly with a particular 
  gender identity, and may alter their name with flourishes 
  reflecting that or choose a name obviously associated with 
  masculine or feminine connotations to let others, who may 
  not be able to tell by looking, know of their identity.  
  Sample Names
  Alarazir, Belphoranz, Charred Marrow, Esilidae, Galoroth, In-
  sufura, Kill-Guard, Malordal, Necrosavant, Ossiltor, Reaper, 
  Shakes, Violet Skull, Withershins.
  Skeleton Heritages
  Skeletons come from a wide variety of backgrounds and come 
  to being through unique circumstances that significantly sepa-
  rate one skeleton from another. Though heritage may be a less 
  appropriate term than origin, a skeleton’s beginnings shape your 
  skeleton character in much the same way. The following heritages 
  are the most common for skeleton characters. 
  Amalgamation
  You are made up of bones from many different creatures, some of 
  them not even humanoid. You become trained in Fortitude saves. 
  If you are already trained in Fortitude saves, instead you gain a 
  
  4 4
  +1 bonus on Fortitude saves. Because the many different bones 
  don’t work well together, you suffer a –2 penalty on Reflex saves.
  Humanoid Skeleton
  You are comprised of the complete set of bones belonging to 
  a single humanoid creature. Choose another ancestry with the 
  humanoid trait. You can select ancestry feats from that ancestry 
  in place of skeleton ancestry feats whenever you would gain an 
  ancestry feat. 
  Natural Skeleton
  You were animated by some natural phenomenon rather than 
  through the use of a necromancy spell or effect, and you retain 
  a close bond to the natural world. You heal from positive energy 
  and are damaged by negative energy. You become trained in Na-
  ture, and as long as you rest outdoors, you recover an additional 
  1d6 hit points from rest. 
  Necromantic Skeleton 
  You were raised by a spellcaster and animated by dark magic. 
  You retain a trace of this magic, which makes you more readily 
  susceptible to both positive and negative energy. You have weak-
  ness 5 against positive energy. Whenever you would be healed by 
  negative energy, you heal an additional 5 hit points. Additionally, 
  you gain the chill touch cantrip as an innate spell which can be 
  used at will. This cantrip is automatically heightened to 1/2 your 
  level. 
  Skeletal Guardian 
  You were originally created to guard a treasure or the domain of 
  another creature. While you have since been freed of this duty, 
  you retain a strong sense of responsibility towards protecting oth-
  ers. You become trained in medium armor and shields. You can 
  use a reaction to reduce the speed of a character moving away 
  from you by 15 feet until the end of their next turn. 
  Small Skeleton
  You are the skeleton of a smaller creature, perhaps a gnome, 
  goblin, or halfling, or even a child that belonged to a larger race. 
  While your small size does make it harder to wield large weap-
  ons, it also allows you to easily hide and move around other 
  characters. Your size changes to Small and you become trained in 
  Stealth and Deception. 
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an addi-
  tional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, 
  and 17th levels). As a skeleton, you select from among the 
  following ancestry feats.
  1st Level
  Claws 
  Feat 1
  Skeleton
  You gain a claws unarmed attack that deals 1d8 slashing dam-
  age. Your claws are in the brawling group and have the agile 
  and unarmed traits.
  Cold as the Grave 
  Feat 1
  Skeleton
  You gain resistance 5 to cold and a +2 bonus to saving throws 
  against spells and effects with the cold trait. 
  Collapse � 
  Feat 1
  Skeleton, Exploration
  You collapse into an apparently lifeless pile of bones. You fall 
  prone and suffer 6 points of damage as your bones disassem-
  ble. You can immediately make a Deception check against the 
  Perception DC of creatures observing you to convince them 
  that you have been destroyed. You gain a +20 circumstance 
  bonus on Deception checks to appear as nothing more than a 
  lifeless pile of bones, except against characters who observed 
  your collapse whom you failed to deceive. While collapsed 
  in this way, you retain your normal senses, and can take the 
  Hide and Seek actions, as well as any other action which 
  does not require the use of your limbs, such as casting a spell 
  which lacks somatic components. You can spend 2 actions in 
  order to reform your body, ending this effect. 
  Dread Visage 
  Feat 1
  Skeleton, Arcane
  You gain the dread visage focus spell. If you don’t 
  already have one, you also gain a focus pool of 1 Focus 
  Point, which you can Refocus without any special effort; 
  if you already have a focus pool, increase the number of 
  Focus Points in your focus pool by 1.
  Reassemble � 
  Feat 1
  Skeleton
  Your bones share a magical link with one another, allowing 
  you to pull shattered pieces of your body back together fol-
  lowing traumatic impacts. You can use your reaction when-
  ever you are hit by a critical hit or critically fail a saving throw 
  against an effect which deals damage. If you do, immediately 
  after suffering damage from the effect, you can recover 1d10 + 
  your Constitution modifier hit points. 
  If a part of your body becomes severed from the rest of 
  you, can reattach that body part by holding it in place where 
  it belongs on your body for 1 minute.  
  Sense Life � 
  Feat 1
  Skeleton
  You have a special sense that allows you to detect the pres-
  ence of living creatures. You immediate become aware of the 
  presence of living creatures within 100 feet of you, including 
  the number of living creatures. By spending 3 actions when 
  you use this ability, you can also detect the exact location of 
  living creatures within the area. 
  Skeletal Resilience  
  Feat 1
  Skeleton
  
  5
  5
  You gain resistance 5 against slashing and piercing damage, 
  but also gain weakness 5 to bludgeoning attacks. 
  5th Level
  Hard Bones 
  Feat 5
  Skeleton 
  Your bones are far harder than normal, granting you a +2 
  bonus to your AC whenever you do not wear armor. 
  Improved Claws 
  Feat 5
  Skeleton
  Prerequisites Claws 
  Your claws count as magical weapons and gain a +1 enhance-
  ment bonus to attack and damage rolls, and deal an addition-
  al 1d4 points of bleed damage on a critical hit. 
  Skeletal Shards � 
  Feat 5
  Skeleton 
  Trigger You are hit by a critical hit that deals bludgeoning, 
  piercing, or slashing damage.
  Your bones explode in shards, dealing 2d6 + your level pierc-
  ing damage to all creatures within 5 feet. A basic Reflex save 
  against your Dexterity DC reduces the damage. 
  9th Level
  Cold Immunity 
  Feat 9
  Skeleton
  Prerequisites Cold Resistance
  You gain immunity to cold damage.
  Frozen Claws 
  Feat 9
  Skeleton, Attack
  Prerequisites Claws, Improved Claws
  You gain weapon specialization with your claws. Additionally, 
  your claws do an additional 1d6 points of cold damage on a 
  successful hit, and whenever you score a critical hit with your 
  claws, the numbing cold causes the target to become stunned 
  1. 
  Integration 
  Feat 9
  Skeleton
  Prerequisites Reassembly 
  You can integrate the bones of another creature into your 
  body, allowing you to repair wounds with “spare parts” you 
  find. You increase your proficiency with Medicine by 1 step, to 
  a maximum of expert. By spending 1 minute integrating the 
  bones of another creature into your body, you can attempt 
  a Medicine check in order to heal your wounds. The DC for 
  this check is 20 and you regain 1d6 hit points. For every 10 by 
  which you exceed the DC, you can recover an additional 1d6 
  hit points. There is no limit to the number of hit points you 
  can regain from this feat, but it requires access to the bones 
  of recently deceased humanoids. A complete Medium hu-
  manoid can restore 5d6 hit points, while a Small humanoid 
  can restore up to 3d6 hit points. Bones must be in relatively 
  good condition and must have belonged to a creature which 
  died no more than 1 hour prior to using this ability. 
  13th Level
  Skeletal Manipulation 
  Feat 13
  Skeleton, Arcane 
  Prerequisites Dread Visage
  You gain the skeletal manipulation focus spell. If you don’t 
  already have one, you also gain a focus pool of 2 Focus Points, 
  which you can Refocus without any special effort; if you al-
  ready have a focus pool, increase the number of Focus Points 
  in your focus pool by 1.
  Split � 
  Feat 13
  Skeleton, Arcane
  Prerequisite Integration 
  You can split your bones, forming into two complete smaller 
  skeletons for a short time. When you use this ability, you cre-
  ate two separate bodies which are small replicas of yourself. 
  Only one body has any gear, while the other created body has 
  no gear, but otherwise possesses all of your abilities. These 
  bodies act on the same initiative point. Each of your bodies 
  can take up to 2 actions each round, and when either body 
  suffers damage, you suffer the damage. This effect lasts for 1 
  minute. 
  Skeleton Focus Spells
  Dread Visage 
  Focus 1
  Uncommon, Necromancy, Fear
  Cast � somatic, verbal
  Area 10-foot emanation; Targets enemies in the area
  Duration Instantaneous
  You become horrible to behold, causing those nearby to be-
  come frightened. Each creature within 10 feet must succeed 
  on a Will save or fall under the effects of this spell.
  Critical Success No effect and the creature is immune to 
  this effect for 24 hours.
  Success No effect.
  Failure The creature becomes frightened 3.
  Critical Failure The creature becomes frightened 5.
  Skeletal Manipulation 
  Focus 2
  Uncommon, Necromancy
  Cast � somatic, verbal
  Area 30-foot emanation; Targets all corpses in the area
  Duration 1 minute
  You cause the bones of all slain creatures nearby to animate 
  and fight for you. For each slain creature within 30 feet, you 
  can summon 1 skeleton. Skeletons summoned this way have 
  a number of temporary hit points equal to your level. Skel-
  etons summoned in this way also have an attack bonus equal 
  to your level –4, but otherwise function as standard human 
  skeletons. After 1 minute, the skeletons crumble to dust. 
  
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  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, 
  LLC; Author: Paizo Publishing, LLC.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
  Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
  Exotic Ancestries - Skeleton © 2019, Necromancers of the Northwest; Designers: 
  Alex Riggs, Joshua Zaback.
  END OF LICENSE 
  
  No Bones About It!
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Necromancers of the Northwest/Exotic Ancestries - Skeleton.pdf