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Nosferatu (prestige class) ??
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<blockquote data-quote="gamerprinter" data-source="post: 5290949" data-attributes="member: 50895"><p><strong>Awakened Flesh (prestige class)</strong></p><p></p><p>Here's the next challenge, my take on Frankenstein's Monster, taking the cue from Glasseye, I went to the Bestiary, page 160... "Although most flesh golems are mindless, there persistent rumors of unusual golems who somehow retain the memories of a previous life. The head (and thus brain) of such flesh golems must be just the right combination of fresh and (in its previous life) strong-willed..." so it can follow RAW. Its rather badass, so I intend to tone it down a bit, getting its full flesh golem stats at 10th level.</p><p></p><p>Now this flesh golem should be like my loup garou in having a limited DR (adamantine), that improves every other level to DR 5/adamantine at 10th level.</p><p></p><p><strong>Awakened Flesh</strong> (prestige class)</p><p></p><p>Requirements: a recently killed (within 24 hours) corporeal, sentient humanoid of at least 5th level experience, whose head and brain has been successfully attached to a flesh golem construct, succeeds on a Will DC 15 upon golem activation via an elemental spirit.</p><p>Feat: Ironwill</p><p></p><p>HD d10, BAB Full, Saves Good Will, 2+INT skill modifier, skills as in life, size: large (8 feet tall, weighs 500 pounds)</p><p></p><p>1st: Construct Traits, Berserk (Ex), +1 Natural AC, SR: 10 + awakened flesh level, +2 STR, CHR reduced to 1, but retains INT from life and loses his CON (suppressed until going Berserk)</p><p>2nd: +1 Natural AC, DR 1/adamantine, Memory Loss (youth)</p><p>3rd: energy resistance: 5 (fire) and (cold) and slowed 2d6 rounds (no save)</p><p>4th: +1 Natural AC, DR 2/adamantine, Memory Loss (training)</p><p>5th: Electrical Healing</p><p>6th: +1 Natural AC, DR 3/adamantine, Memory Loss (parents)</p><p>7th: energy resistance: 10 (fire) and (cold) and slowed 2d6 rounds (no save)</p><p>8th: +1 Natural AC, DR 4/adamantine, Memory Loss (friends)</p><p>9th: Energy resistance: 10 (fire) and (cold) and slowed</p><p>10th: +1 Natural AC, DR 5/adamantine, immunity to magic, fire and cold, damage causes slow 2d6 rounds (no save), Memory Loss (family)</p><p></p><p>Berserk (Ex) as per Bestiary, page 160, an awakened flesh begins construct life as a mindless being until he successfully goes berserk, then is freed and attains his former intelligence, class abilties, skills and knowledge. Once freed an awakened flesh is not under any influence by its creator any longer.</p><p></p><p>SR/Nat AC bonus/Energy resistances/DR - have all been diminished in power from standard flesh golem. SR provided instead of immunity to magic power which becomes active only at 10th level, Energy resistance granted instead of only slow effect as per Bestiary, page 160, until 10th level. Both natural AC and DR bonuses have been halved from standard flesh golem to be progressively attained.</p><p></p><p>Memory Loss: as a measure of the Awakened Flesh's loss of humanity, the longer he exists as a flesh golem, he begins to lose the memories of his own life and the people of his life as he progresses in level. Memory loss is divided between periods of his life and people he knows. This memory loss does not remove skills, feats, known proficiencies, so he will always retain former class levels, however his friends, his youth, and all those he loves will eventually be lost, losing his humanity.</p><p></p><p>Electrical Healing - a magical attack that deals electricity damage breaks any slow effect on the awakened flesh golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amout of healing would cause the goelme to exceed its full normal hit points, it gains any excess as temporary hit points and gains no save against attacks that deal electrical damage.</p><p></p><p>At 10th level the awakened flesh gains his best natural AC, DR (half a normal flesh golem), immunity to magic (as per Bestiary, page 160), slow effect only from fire or cold damage.</p><p></p><p>Is this still too tough?</p><p></p><p>GP</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5290949, member: 50895"] [b]Awakened Flesh (prestige class)[/b] Here's the next challenge, my take on Frankenstein's Monster, taking the cue from Glasseye, I went to the Bestiary, page 160... "Although most flesh golems are mindless, there persistent rumors of unusual golems who somehow retain the memories of a previous life. The head (and thus brain) of such flesh golems must be just the right combination of fresh and (in its previous life) strong-willed..." so it can follow RAW. Its rather badass, so I intend to tone it down a bit, getting its full flesh golem stats at 10th level. Now this flesh golem should be like my loup garou in having a limited DR (adamantine), that improves every other level to DR 5/adamantine at 10th level. [B]Awakened Flesh[/B] (prestige class) Requirements: a recently killed (within 24 hours) corporeal, sentient humanoid of at least 5th level experience, whose head and brain has been successfully attached to a flesh golem construct, succeeds on a Will DC 15 upon golem activation via an elemental spirit. Feat: Ironwill HD d10, BAB Full, Saves Good Will, 2+INT skill modifier, skills as in life, size: large (8 feet tall, weighs 500 pounds) 1st: Construct Traits, Berserk (Ex), +1 Natural AC, SR: 10 + awakened flesh level, +2 STR, CHR reduced to 1, but retains INT from life and loses his CON (suppressed until going Berserk) 2nd: +1 Natural AC, DR 1/adamantine, Memory Loss (youth) 3rd: energy resistance: 5 (fire) and (cold) and slowed 2d6 rounds (no save) 4th: +1 Natural AC, DR 2/adamantine, Memory Loss (training) 5th: Electrical Healing 6th: +1 Natural AC, DR 3/adamantine, Memory Loss (parents) 7th: energy resistance: 10 (fire) and (cold) and slowed 2d6 rounds (no save) 8th: +1 Natural AC, DR 4/adamantine, Memory Loss (friends) 9th: Energy resistance: 10 (fire) and (cold) and slowed 10th: +1 Natural AC, DR 5/adamantine, immunity to magic, fire and cold, damage causes slow 2d6 rounds (no save), Memory Loss (family) Berserk (Ex) as per Bestiary, page 160, an awakened flesh begins construct life as a mindless being until he successfully goes berserk, then is freed and attains his former intelligence, class abilties, skills and knowledge. Once freed an awakened flesh is not under any influence by its creator any longer. SR/Nat AC bonus/Energy resistances/DR - have all been diminished in power from standard flesh golem. SR provided instead of immunity to magic power which becomes active only at 10th level, Energy resistance granted instead of only slow effect as per Bestiary, page 160, until 10th level. Both natural AC and DR bonuses have been halved from standard flesh golem to be progressively attained. Memory Loss: as a measure of the Awakened Flesh's loss of humanity, the longer he exists as a flesh golem, he begins to lose the memories of his own life and the people of his life as he progresses in level. Memory loss is divided between periods of his life and people he knows. This memory loss does not remove skills, feats, known proficiencies, so he will always retain former class levels, however his friends, his youth, and all those he loves will eventually be lost, losing his humanity. Electrical Healing - a magical attack that deals electricity damage breaks any slow effect on the awakened flesh golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amout of healing would cause the goelme to exceed its full normal hit points, it gains any excess as temporary hit points and gains no save against attacks that deal electrical damage. At 10th level the awakened flesh gains his best natural AC, DR (half a normal flesh golem), immunity to magic (as per Bestiary, page 160), slow effect only from fire or cold damage. Is this still too tough? GP [/QUOTE]
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