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<blockquote data-quote="Obly99" data-source="post: 9550449" data-attributes="member: 7035194"><p>For this archetype i have take some abilities from the <a href="https://www.d20pfsrd.com/classes/3rd-party-classes/zombie-sky-press/sacred-necromancer/#chirurgeon" target="_blank">Chirurgeon</a> calling of a Sacred Necromancer and the <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/vivisectionist/" target="_blank">Vivisectionist</a> alchemist.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Frankenstein (Alchemist Archetype)</span></strong></p><p></p><p><strong>Replaces</strong> bomb, brew potion, throw anything, poison resistance, poison use, swift poisoning, persistent mutagen, instant alchemy, grand discovery</p><p></p><p><strong>Flesh Sculptor:</strong> A frankenstein gains Craft Construct and Fleshwarper as a bonus feats without the need to meet their prerequisites, using his alchemist level as his caster level for the purpose of crafting constructs. A frankenstein can use his extracts instead of spells to meet spell prerequisites when crafting constructs and may use his Craft (alchemy) skill bonus in place of any skills for the purpose of crafting constructs primarily made of flesh (like a flesh golem).</p><p>Starting at 9th level, a frankenstein can apply the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/lifespark-construct-template/" target="_blank">Lifespark Construct</a> (Advanced Bestiary). template to any construct primarily made of flesh by consuming rare materials worth 10,000 gp during a week of work. This can be incorporated into the crafting process of such constructs by increasing the crafting time and gp cost.</p><p>This replaces throw anything.</p><p></p><p><strong>The Creature (Ex):</strong> A frankenstein of 1st level assembles a construct made of flesh similar to a flesh golem. This work as an animal companion of a druid, using his alchemist level as his druid level, with the following exception:</p><ul> <li data-xf-list-type="ul">the Creature is a construct</li> <li data-xf-list-type="ul">Good Fortitude and Will saving throws</li> <li data-xf-list-type="ul">the Creature has the same alignment of its creator</li> <li data-xf-list-type="ul">the Creature use the d10 for hit points instead of the d8</li> <li data-xf-list-type="ul">the Creature does not gains bonus hit point based on size like a normal construct, it instead consider its Intelligence score as its Constitution score for the purpose of its hit points and Fortitude save</li> <li data-xf-list-type="ul">the Creature has full BaB progression</li> <li data-xf-list-type="ul">the Creature gains 2 + Int skill points for HD</li> <li data-xf-list-type="ul"><p style="text-align: left">the Creature doesn’t gains bonus tricks</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><strong>Intelligent:</strong> the Creature is intelligent, and thus have skills and feats as appropriate for their Hit Dice. The following are class skills for the Creature: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.</p> </li> </ul><p></p><p>The Creature</p><p></p><p>STARTING STATISTICS</p><p><strong>Size</strong> Medium; <strong>Speed</strong> 30 ft.; <strong>AC</strong> +4 natural armor; <strong>Attack</strong> 2 slam (1d6); <strong>Ability Scores</strong> <strong>Str</strong> 14, <strong>Dex</strong> 12, <strong>Con</strong> –, <strong>Int</strong> 13, <strong>Wis</strong> 10, <strong>Cha</strong> 10; <strong>SQ</strong> berserk, construct traits, grafted, pass for human.</p><p></p><p><em>Berserk (Ex)</em></p><p>When the Creature enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the construct goes berserk. The uncontrolled Creature goes on a rampage, attacking the nearest creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The Creature’s creator, if within 60 feet, can regain control by channeling electricity to the construct as a swift action. It takes 1 minute of inactivity by the Creature to reset the construct’s berserk chance to 0%.</p><p></p><p><em>Grafted (Ex)</em></p><p>Certain spells and effects function differently against the Creature, as noted below.</p><ul> <li data-xf-list-type="ul">A magical attack that deals cold or fire damage slows a Creature (as the <em>slow</em> spell) for 1d4 rounds (no save).</li> <li data-xf-list-type="ul">A magical attack that deals electricity damage breaks any slow effect on the Creature and heals 1 point of damage for every 2 points of damage the attack would otherwise deal. If the amount of healing would cause the Creature to exceed its full normal hit points, it gains any excess as temporary hit points. A Creature gets no saving throw against attacks that deal electricity damage. The Creature cannot heal itself using the electricity damage of 7th level of its own slam attacks.</li> </ul><p><em>Pass For Human (Ex)</em></p><p>The Creature receive a +10 bonus on Disguise checks to disguise itself as a human, and do not receive the penalty for disguising itself as a member of another race when it does so. In areas largely populated or settled by humans, it can take 10 on your Disguise check, meaning most people tend to assume it is human unless given a reason to think otherwise. This feature is thought with in mind the classical monster of Viktor Frankenstein. If the Creature is made of the bodies of non-human creatures, this feature apply to instead the most similar medium humanoid race of the majority of its body parts.</p><p></p><p>7TH-LEVEL ADVANCEMENT</p><p><strong>AC</strong> +2 natural armor; <strong>Ability Scores</strong> <strong>Str</strong> +4, <strong>Dex</strong> –2, <strong>Int</strong> +4; <strong>Attack</strong> 2 slam (1d10 plus 1d8 electricity); <strong>DR</strong> 5/adamantine; <strong>Immune</strong> immunity to magic.</p><p></p><p><em>Immunity to Magic (Ex)</em></p><p>The Creature become immune to any spell or spell-like ability that allows spell resistance. The Creature can still benefit from extracts of its creator, which always overcome this immunity. Magical attack that deals cold, electricity, or fire damage ignore this immunity.</p><p></p><p>13TH-LEVEL ADVANCEMENT</p><p><strong>Ability Scores</strong> <strong>Str</strong> +4, <strong>Int</strong> +4; <strong>Attack</strong> 2 slam (3d10 plus 3d8 electricity); <strong>DR</strong> 10/adamantine.</p><p></p><p>When the frankenstein repair his Creature with the Craft Construct feat, it follow the usual rules but with the following differences:</p><ul> <li data-xf-list-type="ul">the time is always only 8 hours</li> <li data-xf-list-type="ul">the cost is 10 gp x alchemist level</li> <li data-xf-list-type="ul">the check is Craft (alchemy) DC 10 + HD of the Creature</li> <li data-xf-list-type="ul">a successfully check heal the Creature of 1d8 points x alchemist level</li> <li data-xf-list-type="ul">the frankenstein can repair his Creature even if completely destroyed but in this case the time increase to 1 day of work and in case of successfully check, the Creature return to 1 hit point</li> </ul><p>The Creature can always benefit of the extracts of its creator, as if the frankenstein possess the Infusion discovery.</p><p>This replaces bomb and brew potion.</p><p></p><p><strong>The Practical Applications of Electricity (Su):</strong> While most know that electricity can take lives, the frankenstein is keenly aware that electricity can also give life. As a standard action, he may make a touch attack, dealing 1d6 electricity damage plus his Intelligence modifier. The damage increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). This count as a magical electricity attack for the purpose of the Grafting trait of the Creature and while using it on his companion, the frankenstein can use it as a swift action without provoking attack of opportunity and the healing is 1:1 instead of 1 for every 2 electricity damage. A Creature can benefit of the healing of this feature only once per day, plus another one at 4th level and every 4 levels thereafter.</p><p>This replaces poison use.</p><p></p><p><strong>Cruel Anatomist:</strong> At 2nd level, a frankenstein may use his Craft (alchemy) skill bonus in place of his Heal skill bonus.</p><p>This replaces poison resistance.</p><p></p><p><strong>It Lives! (Su):</strong> At 6th level, a frankenstein can temporarily bring corpses back to life. As a standard action once per day that provokes attacks of opportunity, he can touch a creature that has died within the last hour and give it new life. The creature is brought back to life for a number of rounds equal to his alchemist level plus his Intelligence modifier, after which it dies again. During this time, the creature is under the control of the frankenstein and he can give it simple commands. At 11th level and every 4 levels thereafter, he may use this ability an additional times per day.</p><p>This replaces swift poisoning.</p><p></p><p><strong>Revival (Su):</strong> At 14th level, the frankenstein now has a limited ability to restore the dead, provided that the subject has not been dead for too long, using his electricity. The frankenstein must make a Heal check as a standard action that provoke attack of opportunity while adjacent to the body (DC 15 + number of minutes subject has been dead + amount of damage suffered beyond his negative Constitution score [to a minimum of –1]). If successful, the subject is restored to –1 hit point and is stabilized, allowing for normal healing. However, if the Heal check fails, the subject cannot be revived and must be restored to life through magical means. The frankenstein must be able to work on the physical body of the fallen subject (cannot have been disintegrated or destroyed) in order to restore life back to the body and it does not work on creatures immune to electricity or a heart. A creature revived using the Heal skill does not suffer negative levels or Constitution damage. A creature can benefit of this feature only once per day.</p><p>This replaces persistent mutagen.</p><p></p><p><strong>Create the Flesh Monster (Ex):</strong> At 18th level, the frankenstein can craft a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/colossus/colossus-flesh/" target="_blank">Flesh Colossus</a> (B4) without the need to have the Mythic Craft feat or 6th mythic tier and he reduce by 25% the cost of the monster (including the 500 humanoid corpses worth 10,000 gp). The frankenstein does not increase the DC of crafting the Flesh Colossus for each spells that he does not have access.</p><p>This replaces instant alchemy.</p><p></p><p><strong>Spark of Creation:</strong> At 20th level, the frankenstein reaches the pinnacle of his research, mastering the power to imbue living creatures, constructs, and even corpses with sparks of artificial life. He becomes a true creator, capable of transcending the bounds of life and death. This ability manifests itself in several ways:</p><p></p><p><em>Creature Enhancement (Ex):</em> The Creature gains a permanent enhancement as part of the Spark of Creation power:</p><ul> <li data-xf-list-type="ul"><em><strong>Eternal Advance:</strong></em> The Creature gains fast healing 10 and the Indestructible ability of an adamantine golem.</li> <li data-xf-list-type="ul"><strong><em>Elemental Immunity:</em></strong> The creature becomes immune to cold and fire damage.</li> <li data-xf-list-type="ul"><strong><em>Attacks:</em></strong> The slam damage of the Creature increase to 4d10 and the electricity damage to 4d8.</li> </ul><p></p><p><em>God of Life and Death (Su):</em> The Frankenstein's presence alters the natural cycle of life and death around him. Within a 30-foot radius, all creatures are automatically stabilized, his creations gain a +4 bonus on saving throws against effects that would destroy or banish them (such as <em>disintegration</em>), and he can no longer be affected by death or non-harmless necromancy effects.</p><p></p><p><em>Perfect Reanimation (Su):</em> Once per day, as a full action that provokes attacks of opportunity, the Frankenstein can reanimate a construct or corpse, breathing life into it with a burst of electrical energy. This effect works differently depending on the target:</p><ul> <li data-xf-list-type="ul"><strong><em>Constructs:</em></strong> The reanimated construct becomes a sentient, almost living creature. It gains the following benefits:<br /> <strong>Traits:</strong> The construct retains all construct immunities, but gains a Constitution score of 10 + 4 for every size bigger than Medium. It does not need to eat or breathe, but can be healed normally by healing magic based on positive energy (like <em>cure</em> spells). It also gains the Spirit Within ability of a Lifespark Construct.<br /> <strong>Personality:</strong> It becomes fully sentient, developing a unique personality and bonding with the frankenstein as if it were its creator and parent. It gains a minimum Intelligence, Wisdom, and Charisma scores of 10. The construct regards the frankenstein as a trusted ally and fights for it without needing orders. However, it retains free will and intelligence.</li> <li data-xf-list-type="ul"><em><strong>Corpses:</strong></em> The frankenstein can reanimate a corpse he touch as if it had been subjected to <em>true resurrection</em>, at no material cost and regardless of the time elapsed since death (provided the body has not been completely destroyed).</li> <li data-xf-list-type="ul"><strong><em>Animate Dead Matter:</em></strong> The frankenstein can create a temporary construct from nearby corpses. As a full-round action, he can combine up to 5 bodies of creatures made of flesh of at least Small size, transforming them into a flesh construct that fights under its command. This construct functions as a <a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-golem-flesh/" target="_blank">mythic flesh golem</a> with the following modifications:</li> <li data-xf-list-type="ul">It lasts for 1 minute per alchemist level, after which it disintegrates into inert organic matter.</li> <li data-xf-list-type="ul">It increase its natural armor bonus by +4 and gains +10 hit points for each body used.</li> <li data-xf-list-type="ul">It is immune to mind control effects that affects constructs.</li> <li data-xf-list-type="ul">Does not have the berserk traits.</li> </ul><p>This replaces grand discovery.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9550449, member: 7035194"] For this archetype i have take some abilities from the [URL='https://www.d20pfsrd.com/classes/3rd-party-classes/zombie-sky-press/sacred-necromancer/#chirurgeon']Chirurgeon[/URL] calling of a Sacred Necromancer and the [URL='https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/vivisectionist/']Vivisectionist[/URL] alchemist. [CENTER][B][SIZE=7]Frankenstein (Alchemist Archetype)[/SIZE][/B][/CENTER] [B]Replaces[/B] bomb, brew potion, throw anything, poison resistance, poison use, swift poisoning, persistent mutagen, instant alchemy, grand discovery [B]Flesh Sculptor:[/B] A frankenstein gains Craft Construct and Fleshwarper as a bonus feats without the need to meet their prerequisites, using his alchemist level as his caster level for the purpose of crafting constructs. A frankenstein can use his extracts instead of spells to meet spell prerequisites when crafting constructs and may use his Craft (alchemy) skill bonus in place of any skills for the purpose of crafting constructs primarily made of flesh (like a flesh golem). Starting at 9th level, a frankenstein can apply the [URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/lifespark-construct-template/']Lifespark Construct[/URL] (Advanced Bestiary). template to any construct primarily made of flesh by consuming rare materials worth 10,000 gp during a week of work. This can be incorporated into the crafting process of such constructs by increasing the crafting time and gp cost. This replaces throw anything. [B]The Creature (Ex):[/B] A frankenstein of 1st level assembles a construct made of flesh similar to a flesh golem. This work as an animal companion of a druid, using his alchemist level as his druid level, with the following exception: [LIST] [*]the Creature is a construct [*]Good Fortitude and Will saving throws [*]the Creature has the same alignment of its creator [*]the Creature use the d10 for hit points instead of the d8 [*]the Creature does not gains bonus hit point based on size like a normal construct, it instead consider its Intelligence score as its Constitution score for the purpose of its hit points and Fortitude save [*]the Creature has full BaB progression [*]the Creature gains 2 + Int skill points for HD [*][LEFT]the Creature doesn’t gains bonus tricks[/LEFT] [*][LEFT][B]Intelligent:[/B] the Creature is intelligent, and thus have skills and feats as appropriate for their Hit Dice. The following are class skills for the Creature: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.[/LEFT] [/LIST] The Creature STARTING STATISTICS [B]Size[/B] Medium; [B]Speed[/B] 30 ft.; [B]AC[/B] +4 natural armor; [B]Attack[/B] 2 slam (1d6); [B]Ability Scores[/B] [B]Str[/B] 14, [B]Dex[/B] 12, [B]Con[/B] –, [B]Int[/B] 13, [B]Wis[/B] 10, [B]Cha[/B] 10; [B]SQ[/B] berserk, construct traits, grafted, pass for human. [I]Berserk (Ex)[/I] When the Creature enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the construct goes berserk. The uncontrolled Creature goes on a rampage, attacking the nearest creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The Creature’s creator, if within 60 feet, can regain control by channeling electricity to the construct as a swift action. It takes 1 minute of inactivity by the Creature to reset the construct’s berserk chance to 0%. [I]Grafted (Ex)[/I] Certain spells and effects function differently against the Creature, as noted below. [LIST] [*]A magical attack that deals cold or fire damage slows a Creature (as the [I]slow[/I] spell) for 1d4 rounds (no save). [*]A magical attack that deals electricity damage breaks any slow effect on the Creature and heals 1 point of damage for every 2 points of damage the attack would otherwise deal. If the amount of healing would cause the Creature to exceed its full normal hit points, it gains any excess as temporary hit points. A Creature gets no saving throw against attacks that deal electricity damage. The Creature cannot heal itself using the electricity damage of 7th level of its own slam attacks. [/LIST] [I]Pass For Human (Ex)[/I] The Creature receive a +10 bonus on Disguise checks to disguise itself as a human, and do not receive the penalty for disguising itself as a member of another race when it does so. In areas largely populated or settled by humans, it can take 10 on your Disguise check, meaning most people tend to assume it is human unless given a reason to think otherwise. This feature is thought with in mind the classical monster of Viktor Frankenstein. If the Creature is made of the bodies of non-human creatures, this feature apply to instead the most similar medium humanoid race of the majority of its body parts. 7TH-LEVEL ADVANCEMENT [B]AC[/B] +2 natural armor; [B]Ability Scores[/B] [B]Str[/B] +4, [B]Dex[/B] –2, [B]Int[/B] +4; [B]Attack[/B] 2 slam (1d10 plus 1d8 electricity); [B]DR[/B] 5/adamantine; [B]Immune[/B] immunity to magic. [I]Immunity to Magic (Ex)[/I] The Creature become immune to any spell or spell-like ability that allows spell resistance. The Creature can still benefit from extracts of its creator, which always overcome this immunity. Magical attack that deals cold, electricity, or fire damage ignore this immunity. 13TH-LEVEL ADVANCEMENT [B]Ability Scores[/B] [B]Str[/B] +4, [B]Int[/B] +4; [B]Attack[/B] 2 slam (3d10 plus 3d8 electricity); [B]DR[/B] 10/adamantine. When the frankenstein repair his Creature with the Craft Construct feat, it follow the usual rules but with the following differences: [LIST] [*]the time is always only 8 hours [*]the cost is 10 gp x alchemist level [*]the check is Craft (alchemy) DC 10 + HD of the Creature [*]a successfully check heal the Creature of 1d8 points x alchemist level [*]the frankenstein can repair his Creature even if completely destroyed but in this case the time increase to 1 day of work and in case of successfully check, the Creature return to 1 hit point [/LIST] The Creature can always benefit of the extracts of its creator, as if the frankenstein possess the Infusion discovery. This replaces bomb and brew potion. [B]The Practical Applications of Electricity (Su):[/B] While most know that electricity can take lives, the frankenstein is keenly aware that electricity can also give life. As a standard action, he may make a touch attack, dealing 1d6 electricity damage plus his Intelligence modifier. The damage increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). This count as a magical electricity attack for the purpose of the Grafting trait of the Creature and while using it on his companion, the frankenstein can use it as a swift action without provoking attack of opportunity and the healing is 1:1 instead of 1 for every 2 electricity damage. A Creature can benefit of the healing of this feature only once per day, plus another one at 4th level and every 4 levels thereafter. This replaces poison use. [B]Cruel Anatomist:[/B] At 2nd level, a frankenstein may use his Craft (alchemy) skill bonus in place of his Heal skill bonus. This replaces poison resistance. [B]It Lives! (Su):[/B] At 6th level, a frankenstein can temporarily bring corpses back to life. As a standard action once per day that provokes attacks of opportunity, he can touch a creature that has died within the last hour and give it new life. The creature is brought back to life for a number of rounds equal to his alchemist level plus his Intelligence modifier, after which it dies again. During this time, the creature is under the control of the frankenstein and he can give it simple commands. At 11th level and every 4 levels thereafter, he may use this ability an additional times per day. This replaces swift poisoning. [B]Revival (Su):[/B] At 14th level, the frankenstein now has a limited ability to restore the dead, provided that the subject has not been dead for too long, using his electricity. The frankenstein must make a Heal check as a standard action that provoke attack of opportunity while adjacent to the body (DC 15 + number of minutes subject has been dead + amount of damage suffered beyond his negative Constitution score [to a minimum of –1]). If successful, the subject is restored to –1 hit point and is stabilized, allowing for normal healing. However, if the Heal check fails, the subject cannot be revived and must be restored to life through magical means. The frankenstein must be able to work on the physical body of the fallen subject (cannot have been disintegrated or destroyed) in order to restore life back to the body and it does not work on creatures immune to electricity or a heart. A creature revived using the Heal skill does not suffer negative levels or Constitution damage. A creature can benefit of this feature only once per day. This replaces persistent mutagen. [B]Create the Flesh Monster (Ex):[/B] At 18th level, the frankenstein can craft a [URL='https://www.d20pfsrd.com/bestiary/monster-listings/constructs/colossus/colossus-flesh/']Flesh Colossus[/URL] (B4) without the need to have the Mythic Craft feat or 6th mythic tier and he reduce by 25% the cost of the monster (including the 500 humanoid corpses worth 10,000 gp). The frankenstein does not increase the DC of crafting the Flesh Colossus for each spells that he does not have access. This replaces instant alchemy. [B]Spark of Creation:[/B] At 20th level, the frankenstein reaches the pinnacle of his research, mastering the power to imbue living creatures, constructs, and even corpses with sparks of artificial life. He becomes a true creator, capable of transcending the bounds of life and death. This ability manifests itself in several ways: [I]Creature Enhancement (Ex):[/I] The Creature gains a permanent enhancement as part of the Spark of Creation power: [LIST] [*][I][B]Eternal Advance:[/B][/I] The Creature gains fast healing 10 and the Indestructible ability of an adamantine golem. [*][B][I]Elemental Immunity:[/I][/B] The creature becomes immune to cold and fire damage. [*][B][I]Attacks:[/I][/B] The slam damage of the Creature increase to 4d10 and the electricity damage to 4d8. [/LIST] [I]God of Life and Death (Su):[/I] The Frankenstein's presence alters the natural cycle of life and death around him. Within a 30-foot radius, all creatures are automatically stabilized, his creations gain a +4 bonus on saving throws against effects that would destroy or banish them (such as [I]disintegration[/I]), and he can no longer be affected by death or non-harmless necromancy effects. [I]Perfect Reanimation (Su):[/I] Once per day, as a full action that provokes attacks of opportunity, the Frankenstein can reanimate a construct or corpse, breathing life into it with a burst of electrical energy. This effect works differently depending on the target: [LIST] [*][B][I]Constructs:[/I][/B] The reanimated construct becomes a sentient, almost living creature. It gains the following benefits: [B]Traits:[/B] The construct retains all construct immunities, but gains a Constitution score of 10 + 4 for every size bigger than Medium. It does not need to eat or breathe, but can be healed normally by healing magic based on positive energy (like [I]cure[/I] spells). It also gains the Spirit Within ability of a Lifespark Construct. [B]Personality:[/B] It becomes fully sentient, developing a unique personality and bonding with the frankenstein as if it were its creator and parent. It gains a minimum Intelligence, Wisdom, and Charisma scores of 10. The construct regards the frankenstein as a trusted ally and fights for it without needing orders. However, it retains free will and intelligence. [*][I][B]Corpses:[/B][/I] The frankenstein can reanimate a corpse he touch as if it had been subjected to [I]true resurrection[/I], at no material cost and regardless of the time elapsed since death (provided the body has not been completely destroyed). [*][B][I]Animate Dead Matter:[/I][/B] The frankenstein can create a temporary construct from nearby corpses. As a full-round action, he can combine up to 5 bodies of creatures made of flesh of at least Small size, transforming them into a flesh construct that fights under its command. This construct functions as a [URL='https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-golem-flesh/']mythic flesh golem[/URL] with the following modifications: [*]It lasts for 1 minute per alchemist level, after which it disintegrates into inert organic matter. [*]It increase its natural armor bonus by +4 and gains +10 hit points for each body used. [*]It is immune to mind control effects that affects constructs. [*]Does not have the berserk traits. [/LIST] This replaces grand discovery. [/QUOTE]
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