Flesh Golem

Timothy Withem's page

Organized Play Member. 215 posts. No reviews. No lists. 1 wishlist. 19 Organized Play characters.



Liberty's Edge

A board game Kickstarter from Medieval Interactions Gaming is now live here.

In this whimsical game for 2-4 people, players take the role of up-and-coming gnomish tinkerers, all vying for the coveted position of apprentice to the greatest tinkerer of all time, Mastermind.

You'll gather resources, build fighting bots, and defend your workshop. You'll act as Mastermind to attack other players. You'll battle your way toward the ultimate goal...an internship.

Think steampunk battle bots with quirky gnomes!

Check it out!

Liberty's Edge

This is the RP forum for a private group running The Merchant's Wake. To begin, please post your character write-ups here, so we all know what each player is running and then we can get into the scenario once everyone is ready to go!

If you have any questions regarding your character or the scenario, please let me know. I'll also be inviting you to the roll20 game I've put together for combat soon.

Just as a quick reminder, this is for PFS credit, so all characters must abide by the build rules laid out in the latest Guide to Society Play.

I look forward to getting this going soon!

Tim

Liberty's Edge

Phil, this is the thread where we can handle items for your faction specific quests.

To recap, we last left off with you working to convince a prison guard to allow you to transfer a prisoner to the cell block of the Gnolls gang, led by halfling Rivak Redburn. Rivak wants to press the smith into work on his currently held smithy, to produce weapons and/or armor for sale, making him wealthy over the course of his remaining 3 year sentence.

You've met with the guard once, but will need to further convince him of this course of action, before he'll agree to help you in any way.

You've also reached out to Akiros, inquiring about his demeanor, as well as to any help you might offer. He has remained aloof and you believe you'll probably need to build a friendship with him prior to garnering any information and attempting to reform him.

I attached the relationship rules along with the link to this forum in an email to you.

Thanks
~Tim

Liberty's Edge

I received the Tian Weapon Training Boon from a convention and had a question about it. It states that it makes you proficient with one martial weapon (from table 3-2), unless a class ability gives you proficiency with all martial weapons, then you get proficiency with one exotic weapon (from table 3-3)...Good so far.

My question is, can I use this boon to gain proficiency with a katana as a 2-handed martial weapon? (I'm a summoner, so no proficiency already) The katana is not specifically listed on table 3-2, but the description states that it is treated as a martial weapon if wielded 2-handed.

Liberty's Edge

Hey guys,
This is a new thread I've started to allow us to handle kingdom building without cutting into game time. We will handle rolls, BP decisions, and Events (unless they're really interesting and we want to take the time to handle them when we play).

To roll a check, use the following input in your post [d i c e]1d20[/d i c e] (without the spaces in the word "dice". This will give you a "random" d20 result, like this:

1d20 ⇒ 11

I'll add the appropriate modifier and post whether the result was a success or failure.

We'll give this a try to see if it can handle the kingdom building without cutting drastically into our play time, since the kingdom has gotten so large.

Liberty's Edge

Using the Advanced Race Guide I built a half-zombie character.

First, the character concept. A Gravewalker witch archetype (witch doctor) lost his wife. Her soul (really an evil spirit) entered his voodoo doll familiar and told him to raise her as a zombie and continue their life together. Using his command undead ability, he continued life thusly, producing half-zombie offspring through necrophilia and necromantic magic with his undead bride.

The build:
Half-undead 5 RP
Size: Medium 0 RP
Base Speed: Slow -1 RP
Gr. Paragon Abilities -1 RP
Language: Xenophobic 0 RP
Bite 1 RP
Nat. Att. (Slam) 1 RP
Ferocity 4 RP
Resurrection Vuln. -1 RP
Swarming 2 RP
Total 10 RP

Stat Block:
Half-Zombie
This shambling human wears adventuring gear and moves with a purpose, but its gaunt face droops in an unnatural way, matched only by the eerie hunger in its eyes.

HALF-ZOMBIE CR1/2
XP 200
Half-Zombie fighter 1
NE Medium humanoid (human, half-undead)
Init +0; Senses darkvision 60 ft., Perception +0
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 7 (1d10+1)
Fort +3, Ref +1, Will +2 (+2 vs. disease, mind-affecting effects, and fear)
Defensive Abilities negative energy affinity, resist level drain, ferocity
Weakness resurrection vulnerability
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OFFENSE
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Spd 20 ft.
Melee battleaxe +6 (1d8+5), slam +2 (1d6+2), bite +1 (1d3+2) or slam +7 (1d6+5), bite +6 (1d3+5)
Special Attacks swarming
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STATISTICS
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Str 20, Dex 12, Con 12, Int 8, Wis 10, Cha 8 (+4 Str, -2 Con, -2 Int Racial: included)
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Weapon Focus (Slam)
Skills Climb +9
Languages Polyglot (Racial Language)
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ECOLOGY
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Environment Any
Organization Any
Treasure Standard
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SPECIAL ABILITIES
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Resist Level Drain (Ex) A half-zombie takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a half-zombie takes are removed without the need for an additional saving throw.

Half-zombies are the resulting offspring from the unholy union of one living parent and one zombie parent, usually forced into the dark act against their nature, through a command undead spell or other necromantic magics. The resulting offspring is a blasphemous creature, not truly undead, but not completely alive either. While most half-zombies are slow and tough, their minds function well enough to allow them to take on any vocation that normal humanoids can (provided there are those who would train or even accept their company).
Half-zombies are not the unthinking automations one of their parents is. They can make choices, strategize, ponder, and even speak (in a reduced capacity from normal mortals). They do, however, possess a number of the traits their undead parents do, including a hunger for flesh (making most half-zombies cannibalistic), a reduced concern for their own safety, a stench (often mistaken for overpowering body odor), an increased tolerance for pain and injury, and an unearthly ability to attack as a swarm (working together to incapacitate prey).
While they are thinking creatures, most half-zombies prefer to be led, lacking the advanced intelligence needed for leadership. Half-zombies are often encountered in packs, forming small communities away from the living who fear and hate them, as well as true zombies who attack them for food (much as they do any other creature with some form of lifeblood left in them).

Half-Zombie Characters
Half-zombies are defined by their class levels—they do not possess racial Hit Dice. All half-zombies have the following racial traits.
+4 Strength, -2 Constitution, –2 Intelligence: Half-zombies are strong, but their zombie heritage makes them closer to death and slower to think than most mortals.
Senses: Darkvision 60 ft.
Attacks: Half-zombies posses a slam and bite attack. Both of these attacks are considered primary weapons. If used in conjunction with a manufactured weapon, both are considered secondary attacks.
Undead Resistance: Half-zombies gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain: See above.
Negative Energy Affinity: Half-zombies are harmed by positive energy and healed by negative energy.
Ferocity: Half-zombies’ undead heritage allows their bodies to function far beyond the normal limits of pain and injury. When a half-zombie’s hit points fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. Half-zombies still die when their hit points reach a negative amount equal to their Constitution score.
Resurrection Vulnerability: Half-zombies are not truly undead, and are therefore vulnerable to resurrection magic, which destroys the necromantic magic flowing through the majority of their decrepit flesh, while not being able to restore the body to a true form of life. A raise dead spell cast on a half-zombie can destroy it (Will negates). Using the spell in this way does not require a material component.
Swarming: Half-zombies inherit the natural tendency of their undead parents to function as a single communal wave of disease-ridden creatures. Up to two half-zombies can share the same square at the same time. If two half-zombies sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Languages: Half-zombies begin play speaking only their racial language. Half-zombies with high Intelligence scores can choose any of these bonus languages: Common, Undercommon, Abyssal, Infernal.

Thoughts?