TEXT: Requires the use of the Dungeons & Dragons® Player’s Handbook
  by Patrick Younts
  Book Three
  Stitches
  
  Magic is the king of a fantasy world,
  and science its poor, beggar cousin. Or so it
  is commonly believed. But even in a world
  soaked in sorcerous energy, and awash in
  divine light and darkness, there are men and
  women of vision who seek to wrest the
  truth of the universe from the jealous gods,
  using not magic, but math, biology, the
  study of anatomy, and the esoteric arts of
  scientific alchemy. Some revile them as
  madmen, others as heretics, and in truth
  they are both, and in truth they are neither.
  For good or evil, these men and women of
  science, these dreamers, these heretics,
  these madmen, dare attempt to wrest from
  the heavens the secret the gods have
  declared to be their’s alone:
  The Promethean spark.
  The secret of life.     
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  Life and death appeared to me ideal bounds, which I should first break
  through, and pour a torrent of light into our dark world. A new species
  would bless me as its creator and source; many happy and excellent
  natures would owe their beings to me. No father could claim the gratitude
  of his child so completely as I should deserve their’s.
  – Mary Shelley, Frankenstein
  VISIONS
  Visions is Arcane Runes Press’
  new line of sourcebooks dealing with
  folklore, legend and myth. Each
  sourcebook in the series will present
  fresh new rules, spells, magic items,
  monsters or prestige classes dealing
  with the most compelling elements of
  real world mythology.   
  The Promethean Golem
  “The moon gazed on my midnight labours, while, with unrelaxed and
  breathless eagerness, I pursued nature to her hiding-places. Who shall
  conceive the horrors of my secret toil as I dabbled among the unhallowed
  damps of the grave or tortured the living animal to animate lifeless clay?
  My limbs now tremble, and my eyes swim with the remembrance; but then
  a resistless and almost frantic impulse urged me forward; I seemed to have
  lost all soul or sensation but for this one pursuit.”
  – Mary Shelley, Frankenstein
  Promethean science is a catchall term
  for the pseudo-science of Victorian litera-
  ture, and modern day science fiction, that
  focused on the quest for the secret of creat-
  ing life. The rules presented here are inten-
  tionally simple; the purpose of this source-
  
  book is not to create an entirely new system
  of science as magic, or even to create an
  entirely new skill for use in your cam-
  paigns. Instead, the Prometheus science
  system provides you with an alternative
  means of creating flesh golems, one that
  hews closer to the archetypal images of lit-
  erature and film. After all, a battle against a
  flesh golem in a castle is interesting, but a
  battle against a flesh golem in a castle,
  against a backdrop of arcing lightning,
  lightning rods, Tesla coils and immense
  machinery belching steam is exciting. 
  Preparing a Promethean Flesh
  Golem
  The process used to awaken a flesh golem
  through the use of Promethean science is sim-
  ilar to that used to create a golem through
  magic, at least initially. Assembling the golem
  requires at least six different bodies; one for
  each limb, one for the head, and one for the
  torso. In all cases, these bodies are selected for
  their relative perfection; their muscles are firm
  and well developed, their bones are strong,
  and their flesh is still whole, and resilient to
  the touch. 
  Once the bodies are selected, they must be
  soaked in a special solution that invigorates
  the dead nerves, prevents rotting, and
  strengthens the flesh against the electrical cur-
  rents that will spark life. This solution’s ingre-
  dients cost a total of 5,000 gold pieces, and the
  parts to be used in the creation of the golem
  must soak in it, undisturbed, for a week’s time.
  After a week has passed, the body parts
  must be removed from the solution and
  assembled. It is slightly more difficult to cor-
  rectly assemble the limbs of a Promethean
  golem than it is for its magical counterpart, for
  the nerve bundles must be woven together
  precisely, and the bones and muscle groups
  lined up just so, lest the electrical current be
  impeded. The Craft (leatherworking) or Heal
  skill check required to properly assemble a
  Promethean flesh golem is 17. 
  Promethean Apparatus
  Once a satisfactory body has been crafted,
  the actual process of awakening new life can
  begin. In order to create life, the Promethean
  crafter must gather or assemble a number of
  machines designed to regulate the flow of
  electricity, for it is the power of lightning that
  awakens the Promethean man from his eternal
  slumber. 
  The collection of apparatuses required to
  create a Promethean golem costs a total of
  10,000 gold pieces, and once assembled, can
  be used to create more than one golem. The
  components are, however, relatively fragile,
  and each time they are used to create a golem
  (whether or not the attempt is successful), they
  suffer serious damage – the cost of repairing
  the Promethean apparatus is 1d20 x 500 gold
  pieces each use. Until the machine is repaired,
  it cannot be used again. 
  Crafting Promethean apparatus requires
  successful Craft (alchemy) checks against a
  DC of 20.  
  The Spark Of Life
  When the golem body is repaired, and the
  apparatus required to awaken it constructed,
  then the Promethean spark of life can be cap-
  tured. In order to awaken the golem, the pre-
  pared corpse must be hooked up to the various
  apparatus, and then subjected to a massive tor-
  rent of natural, electrical energy.
  The most common source of natural, elec-
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  trical energy is a thunderstorm, and so most
  Promethean golems are brought to life on dark
  nights when the clouds roil, the thunder roars
  across the sky, and the rain falls thick as a
  waterfall (in other words, thunderstorm condi-
  tions, as per Core Rulebook II). Magic can
  also be used to power Promethean apparatus,
  but only if it generates natural lightning – for
  this reason, lightning bolt cannot be used to
  power the golem’s creation, but the druid spell
  call lightning can (though it must be said that
  many druids would be loathe to use their gifts
  for such a purpose). 
  In order for the attempt to be successful, the
  apparatus must collect enough electricity, in the
  form of electric damage inflicted, to equal or
  surpass the maximum hit points possible of the
  golem to be awoken. This accumulation must
  occur within the space of an hour. 
  Assuming enough energy is accumulated
  within the hour, the Promethean spark takes
  hold, and the golem awakens to life. From that
  point on, it functions as a standard flesh golem
  of its type, under control of the one who
  assembled it. All golems created through the
  use of Promethean science gain the
  Promethean subtype. 
  If enough energy is not accumulated with-
  in an hour, then the attempt is unsuccessful.
  The apparatus suffers damage as outlined ear-
  lier, and must be repaired before another
  attempt can be made. The body of the would-
  be golem is not damaged, however, and
  remains intact until the next attempt.
  Accumulated hit points of damage are lost if
  the attempt is not successful.  
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  Thunderstorms
  According to the rules in Core Rulebook I, a single stroke of lightning occurs each
  minute in the heart of a thunderstorm. Because an apparatus is built to not just accumulate,
  but to attract lightning, assume that all lightning bolts will automatically strike it. The
  strokes of lightning inflict damage as normal, meaning each bolt inflicts between one and
  ten, eight-sided dice. Because the method of collecting and storing electric bolts is imper-
  fect, and because the apparatus used to collect it must be insulated well enough to protect
  fragile components, the damage inflicted by each stroke is only half that rolled, exactly as
  though the apparatus had successfully saved against electrical damage. 
  This means that while it is theoretically possible for one to two strokes of lightning to
  inflict sufficient damage to awaken a Promethean golem, it is not terribly likely. Typically,
  it will require most of the hour of exposure to successfully awaken a Promethean golem,
  and there will be times, particularly if the golem to be created is powerful, where multiple
  exposures are required. 
  The Promethean Subtype
  The Promethean subtype is a
  means of representing the differences
  between standard, unintelligent flesh
  golems, and flesh golems that have
  been gifted with true life through the
  use of Promethean science. In prac-
  tice, the primary use of the
  Promethean subtype is to differenti-
  ate between flesh golems when using
  the templates introduced below.    
  
  The flesh golem is a poor man’s substi-
  tute for Frankenstein’s monster, but is still a
  compelling opponent in its own right. The
  flesh golem, more than any other golem
  type, is deserving of possessing a diverse
  assortment of unusual special abilities –
  after all, since living beings are so diverse
  in form and ability, it only makes sense. 
  The following new abilities can be
  added to any Promethean flesh golem cre-
  ated via the use of “science”, as described
  above. Each adds to the golem’s challenge
  rating as listed at the end of the ability.
  Alternately, in exchange for gaining a sin-
  gle +1 CR ability for free, the golem’s spell
  immunity can be altered as listed below.   
  Note: It is perfectly acceptable to apply
  these modifications to traditional golems
  crafted through magic, should you not wish
  to include Promethean science in your
  games. Should you choose to do this, then
  an ability is considered to be equivalent in
  price to the cost of adding an additional HD
  to the golem (5,000 gold pieces). It is not
  recommended, however, that you allow
  golems created through magic access to
  these abilities if you include Promethean
  golems in your games; the unique abilities
  introduced here are intended to highlight
  the differences between flesh golems creat-
  ed through science, and those created
  through magic, so allowing both to make
  use of them takes away from the cam-
  paign’s flavor.  
  Advanced Combat (Ex): Normally, as
  an unintelligent construct, a flesh golem
  lacks the ability to possess feats. A flesh
  golem with this ability, however, has been
  programmed to fight in a manner that takes
  advantage of its massive brawn and dura-
  bility. An advanced combat flesh golem
  gains the Cleave, Improved Overrun,
  Improved Sunder, and Power Attack feats. 
  If the golem’s creator is not with 60 feet
  of it while it is engaged in combat, then it
  lacks the capacity to use Improved Sunder,
  and Improved Overrun entirely, and can
  only use Power Attack at a preset level – the
  golem will, however, use Cleave attack
  automatically, unless commanded other-
  wise. This means that, when the creator of
  the golem sets him to his task of guarding a
  location, he must assign the reduction to
  base attack which the flesh golem will
  apply to its damage via Power Attack. For
  example, he might reduce the golem’s base
  attack by 5, giving the golem +5 to damage
  with each slam attack. The golem’s creator
  can alter the attack/damage ratio as a free
  action, if he wishes, exactly as though com-
  manding the golem in combat.
  If the flesh golem’s creator is within 60
  feet of the golem while it is in combat, he
  can command it, as a free action on his or
  the golem’s turn, to use any of its four feats.
  He can alter the golem’s Power Attack val-
  ues each round if he chooses, and can direct
  the golem to target specific beings with its
  Improved Overrun, Improved Sunder, and
  Cleave feats (subject to the limits of the
  feat). 
  The challenge rating of an advanced
  combat golem is increased by +1. 
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  ADVANCED ABILITIES FOR FLESH GOLEMS
  
  Berserker Strength (Ex): A flesh
  golem with this ability has a minor flaw of
  construction, one that makes it both more
  dangerous to its creator, and dangerous to
  those who dare engage it in combat. A
  berserker strength golem has a cumulative
  5% chance per round of going berserk in
  combat, going on a rampage as described
  under the flesh golem entry in Core
  Rulebook III. A golem with this “flaw” is
  also more difficult to bring under control;
  the creator can only retake control of the
  golem with a DC 21 Charisma check. 
  While this might seem a dangerous flaw
  – and it is – it is not without its benefits.
  While berserk, the flesh golem gains a +6
  bonus to its Strength, and a +2 bonus to all
  saves; in essence, the flesh golem’s rage
  supercharges its body far beyond its normal
  limits.         
  Berserker strength increases the chal-
  lenged rating of a flesh golem by +1. 
  Bite and Claw (Ex): A flesh golem with
  this ability has been implanted with large
  claws and fangs, generally taken from a
  large animal or monster, but sometimes cre-
  ated artificially from iron or bone. The
  golem gains claw attacks that inflict 2d6 +
  Strength bonus damage instead of its nor-
  mal slam attacks, and gains a bite as a sec-
  ondary attack that inflicts 1d6 + _ Strength
  bonus damage. 
  The challenge rating of a flesh golem
  with a bite and claw attack is increased by
  +1. 
  Fast Healing (Ex): A flesh golem with
  this ability is permeated with magic, to the
  point where its flesh constantly knits and
  repairs itself as muscle is torn, and sinew
  ripped. The flesh golem gains fast healing
  5, allowing it to heal 5 points of damage
  each round. 
  The CR of a golem with fast healing is
  increased by +1
  Note: Fast healing 5 is normally a very
  potent ability, but remember that a flesh
  golem is a mindless being, unable to retreat
  from battle to take full advantage of its fast
  healing. The rate of fast healing the flesh
  golem gains will prove just enough to
  extend its survivability a few rounds, at
  best, and require the adventurers to expend
  just enough extra resources to justify a
  slight increase in challenge rating.  
  Improved Grab and Constrict (Ex): A
  flesh golem with this ability has been pro-
  grammed to seize opponents in its mighty
  limbs and crush the life from them. Such a
  golem will automatically attempt to grapple
  an opponent whenever it successfully
  strikes with its slam attack (or claw attack,
  if it possesses the bite and claw ability), and
  can do so as a free action without provok-
  ing an attack of opportunity. In subsequent
  rounds, the golem will attempt to constrict
  its grappled opponent, inflicting 2d6 points
  of damage. 
  An unsupervised golem with this ability
  cannot discern between opponents when
  using improved grab or constrict, and so
  will attack and grapple the first opponent
  within reach. Once an opponent has been
  grappled, it will continue to attempt to con-
  strict that opponent until its victim escapes
  or is slain, or until the golem itself is
  destroyed. It will ignore all other attacks in
  favor of this strategy.
  If the golem’s creator is within 60 feet of
  the golem during combat, he can direct the
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  golem’s use of improved grab and constric-
  tion, as a free action on his or the golem’s
  turn. In this way, he can prevent the golem
  from using its improved grab or constric-
  tion, direct it to grapple a specific target or
  to release a victim who is already grappled.  
  The Challenge rating of a flesh golem
  with this ability is increased by +1. 
  Lightning Fist (Ex): The body of a
  golem with this ability rages with the pri-
  mal force of the storm. Its body is draped in
  a cloak of lightning, and blows from its
  mighty fists transmit not just kinetic energy,
  but electricity as well. Slam attacks from a
  flesh golem with this ability inflict an addi-
  tional 2d4 points of electric damage with
  each blow. On a successful critical hit with
  its slam attack, the golem’s electrical dam-
  age is doubled to 4d4. 
  If a golem with this special ability is
  struck by a non-magical or magical attack
  that causes electrical damage, the damage
  from its lightning fist is maximized for
  either 3 rounds or a number of rounds equal
  to the caster level of the attack (in the case
  of spells or spell-like abilities).  
  The Challenge rating of a flesh golem
  with this ability is increased by +1. 
  Lightning Shot (Ex): A golem with this
  ability is implanted with a coil that collects
  and absorbs ambient electrical energy.
  Beginning in the third round of combat, and
  in every third round after that, the golem can
  unleash a stroke of non-magical lightning
  that strikes all living beings within a 60 foot
  line that originates from the golem’s location.
  This stroke of lightning inflicts 1d10 eight-
  sided dice of damage, exactly as the lightning
  from a thunderstorm does. The Reflex DC to
  suffer _ damage is 10 + _ the golems HD. 
  The Challenge rating of a flesh golem
  with this ability is increased by +1.  
  Rudimentary Intellect (Ex): A flesh
  golem with this ability has a very limited
  form of sentience, akin to that of a very intel-
  ligent animal. It understands little of emo-
  tions, and has the amorality of an infant child.
  The flesh golem possesses an intelligence
  score of 3, and gains 1 skill point per hit die
  (2 – Int penalty, to a minimum of 1), and 4
  skill points for its first hit die. A flesh golem
  with rudimentary intelligence also gains the
  Cleave, Improved Overrun, Improved
  Sunder, and Power Attack feats, exactly as
  though it possessed the advanced combat
  ability. 
  A flesh golem with a rudimentary intelli-
  gence can be given more complex commands
  by its creator, such as “remain within this
  room, attacking all strangers on sight, unless
  it is someone you know. When I call for you,
  follow the sound of my voice until you find
  me.” 
  There is a danger in granting a flesh
  golem intelligence, however, danger enough
  to give any creator pause. If and when the
  flesh golem goes berserk, the creator has only
  one opportunity to bring it under control with
  a Charisma check. If the check fails, the bond
  between creator and golem is permanently
  severed. A golem without a creator bond
  automatically calms after a number of rounds
  have passed equal to the accumulated chance
  of berserking in the round when the golem
  succumbed. So, for example, if a golem
  berserks when its chance of doing so is 13
  percent, it does not come out of its berserk
  state until 13 rounds have passed. 
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  A flesh golem with rudimentary intellect
  retains its immunity to mind-affecting
  spells, spell-like effects, and supernatural
  abilities. 
  The Challenge rating of a flesh golem
  with this ability is increased by +2.
  Spell Sponge (Ex): As a result of the
  scientific process used to create it, the body
  of a Promethean golem with this ability
  absorbs magical, elemental energy and
  transmutes it to healing. A golem with this
  ability heals 1 point of damage for every 3
  points of damage a magical effect with the
  acid, cold, fire, electricity, or sonic descrip-
  tor would normally deliver. In addition, the
  golem is now immune to being slowed by
  fire or cold attacks. 
  The Challenge rating of a flesh golem
  with this ability is increased by +1.
  Note: If this ability is applied to a flesh
  golem that also has the weakened spell
  immunity defect, then the golem only
  absorbs those spells that do not pierce its
  spell resistance.  
  Weakened Spell Immunity (Ex): A
  golem with this weakness is more vulnera-
  ble to magical effects than are other
  golems, probably as a side effect of the
  non-magical process used to create a
  Promethean flesh golem. Golems with this
  weakness do not possess the normal flesh
  golem’s immunity to spells that allow spell
  resistance; instead, the golem gains spell
  resistance equal to its CR + 11. So, for
  example, a flesh golem with weakened
  spell immunity and fast healing (CR 7)
  would have SR 18.
  A golem with this defect is still slowed
  (as by the slow spell) when struck by a fire
  or cold-based magical attack, even if the
  spell fails to pierce its spell resistance; if the
  attack does overcome the golem’s spell
  resistance, then it inflicts damage as nor-
  mal, in addition to causing the slow effect.  
  The Challenge rating of a flesh golem
  with this defect is decreased by -1.
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  THE DOCTOR’S MONSTER
  Look! It’s moving. It’s alive. It’s alive... It’s alive, it’s moving, it’s alive,
  it’s alive, it’s alive, it’s alive, IT’S ALIVE!
  Frankenstein, Universal Picture’s Frankenstein (1931)
  Large Construct (Promethean flesh
  golem)
  Hit Dice: 9d10 + 30 (100 hp)
  Initiative: 0
  Speed: 30 ft. 
  Armor Class: 19 (-1 size, +10 natural),
  touch 9, flatfooted 19 
  Base Attack/Grapple: +6/+15
  Attack: Slam +12 melee (2d8 + 6)
  Full Attack: 2 slams +12 melee (2d8 + 6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Berserk, improved grab
  and constrict  
  Special Qualities: Rudimentary intellect,
  fear of fire, weakened spell immunity (SR
  20) 
  
  Saves: Fort +3, Ref +3, Will +3
  Abilities: Str 23, Dex 10, Con -, Int 3,
  Wis 11, Cha 11
  Skills: Climb +10, Intimidate +11
  Feats: Power Attack, Great Fortitude,
  Improved 
  Overrun, 
  Skill 
  Focus
  (Intimidation)
  Environment: Any 
  Organization: Always alone
  Challenge Rating: 9
  Treasure: None
  Alignment: Neutral 
  Advancement: - 
  Level Adjustment: - 
  The monster portrayed in Universal
  Picture’s classic 1931 film (and its sequels),
  has little in common with Mary Shelley’s
  intelligent, haunted, and tormented cre-
  ation, but is still a compelling character in
  his own right, an archetype worthy of mak-
  ing an appearance in your own campaign.
  The monster portrayed in the film is a child
  fumbling in the dark, rejected, abandoned, and
  lost in a world that it cannot understand. The
  tragedy of Universal Studios’ monster is that
  he yearns to understand the world, and to
  become a part of it, but cannot do so; as you
  might imagine, this is a terrific hook for good,
  memorable gaming.
  The version of the monster presented
  here is based on the flesh golem introduced
  in Core Rulebook III, and has been modi-
  fied with the advancements introduced in
  this book, as a demonstration of how you
  can use the new abilities to create more
  interesting, and compelling flesh golem
  opponents. 
  In order to do justice to one of the icons
  of horror, the Game Master should allow
  the monster to be more than just another
  encounter. He should be the focus of a low
  to very early mid-level adventure, so that
  the party cannot simply overwhelm him
  with weight of magic, and force of arms. It
  is even better if you use the monster as a
  looming presence in the background of an
  adventure, as the engine that drives the
  adventure forward, but does not take center
  stage at all times. In other words, use him as
  you might use a powerful artifact; he is a
  potentially dangerous force to be accounted
  for, and dealt with in a circumspect fashion,
  at least until the climax of the adventure. It
  is very possible that the players will wish
  their characters to pacify or even befriend
  the monster, and this is something to be
  encouraged. After all, who knows? Their
  characters might avert tragedy, and help the
  monster find his peace and place in the
  world, or they might be forced to destroy
  their friend, a fitting end for an adventure
  featuring one of cinema’s most tragic cre-
  ations.  
  Note: The Monster is an atypical exam-
  ple of a flesh golem, in terms of his
  advanced abilities, in terms of its hit points
  and ability scores, and in terms of his
  unique weakness. This is done to better rep-
  resent both the sheer power of the monster,
  and his personality in his films.
  Combat
  The monster is a gentle creature who
  would not (intentionally) initiate violence,
  but who, if he or someone he cares for is
  frightened or threatened, can create destruc-
  tion on a staggering scale. 
  If forced to fight, the monster will either
  lash out with clumsy, incredibly powerful
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  punches or, if there are suitable materials
  nearby, will throw heavy objects in an
  attempt to crush his enemies from a dis-
  tance or frighten them into running away.
  Only if his attempts to frighten his oppo-
  nents fail will he resort to his improved
  grab and constriction abilities, lashing out
  and crushing the life from the nearest vic-
  tim before moving on to another.      
  Fear of Fire: The monster has a patho-
  logical fear of fire. When exposed to an
  open flame the size of a torch or larger, his
  chance of going berserk in combat is
  tripled. So, if exposed to flame in the third
  round of combat, his percentage chance of
  going berserk is 9%, and in the fourth
  round, 12%.  
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  Flesh Golem Templates
  The following templates are intended to expand the role of the flesh golem, as well
  as introduce new concepts that are similar to it. As with any new concept, they should be
  introduced into your campaign carefully, so as not to disrupt the theme of your game. 
  AWAKENED MAN
  The brain you stole, Fritz. Think of it. The brain of a dead man waiting
  to live again in a body I made with my own hands!
  – Frankenstein, Universal Picture’s Frankenstein (1931)
  The awakened man template exists to
  give Game Masters a superior tool for creat-
  ing characters that recall the power of Mary
  Shelley’s Adam – Frankenstein’s monster.
  Until now, there has never really been a way
  to represent the unique combination of abili-
  ties which Adam possessed; the flesh golem,
  though obviously inspired by Shelley’s sem-
  inal creation, bears little more than a passing
  resemblance to Frankenstein’s monster, at
  least in his literary form. 
  The awakened man template bridges the
  gap between flesh golems and living beings,
  and represents a more authentic recreation of
  Frankenstein’s monster, as he appeared in
  Mary Shelley’s novel.  
  The Awakened Man Template
  The awakened man is an augmented
  template that can be added to any humanoid
  or monstrous humanoid being. The tem-
  Crafting an Awakened
  Man
  Crafting 
  an 
  awakened 
  man
  requires the same process as crafting
  a Promethean flesh golem, though
  the crafter must spend an additional
  1,000 gold pieces on a double
  strength fortifying solution.  
  
  plate uses all the base creature’s abilities,
  except as noted below. 
  Size and Type: Change the base crea-
  ture’s type to Construct, and give it the aug-
  mented and Promethean subtypes. The base
  creature’s size is unchanged. Do not recalcu-
  late saving throws, skills or attack bonuses. 
  Hit Die and Hit Points: Increase all
  current and future hit die to d10. In addi-
  tion, add the bonus hit points all Constructs
  receive (per Core Rulebook III) to the crea-
  ture’s hit point total. 
  Initiative: As base creature (see ability
  score modifiers). 
  Speed: Increase the base creature’s land
  speed by 10 feet, but leave all other forms
  of movement unchanged (if applicable). 
  Armor Class: An awakened man gains
  a +6 natural armor bonus. 
  Base Attack/Grapple: As the base
  creature.
  Attack and Full Attack: An awakened
  man retains all the attacks of the base crea-
  ture and also gains a slam attack if it didn’t
  already have one. If the base creature can
  use weapons, then the awakened man
  retains this ability. Likewise, a creature
  with natural weapons retains those
  weapons. An awakened man with a weapon
  can use either its weapon, or its slam (or
  natural weapon) as desired.  
  Damage: All awakened men have a
  slam attack. If the base creature does not
  already possess this ability, use the appro-
  priate damage value for the awakened
  man’s size from the table below. 
  Size Damage 
  Fine
  1d2
  Diminutive
  1d4
  Tiny 
  1d6
  Small
  2d4
  Medium
  1d10
  Large
  2d8
  Huge
  3d6
  Gargantuan
  5d4
  Colossal
  4d6  
  Space/Reach: As base creature.
  Special Attacks: An awakened man
  retains all the special qualities of the base
  creature, and gains those listed below.
  Improved Grab (Ex): If an awakened
  man successfully strikes an opponent with
  its slam attack, it can attempt to initiate a
  grapple as a free action, without provoking
  an attack of opportunity. An awakened
  man’s strength is such that it can use
  improved grab even against creatures of its
  own size category.  
  Special Qualities: An awakened man
  retains all the special qualities of the base
  creature, and gains those listed below. 
  Berserk (Ex): The awakened man is pos-
  sessed of intelligence, but his soul is con-
  flicted, and his ability to control his emo-
  tions limited at best. There is a 2% cumula-
  tive chance per round of combat that an
  awakened man goes berserk. Should this
  occur, the awakened man reverts to an
  almost animalistic intelligence, attacking the
  closest living creature within reach or
  destroying inanimate objects if no other tar-
  gets are available. Each round, the awakened
  man can attempt a Will save to come out of
  the berserk state. In the first round, the DC is
  equal to the awakened man’s base Will save
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  WHY THE MINIMUM HIT DICE REQUIREMENT?
  The flavor text of the awakened man template describes a process of creation that
  requires the use of limbs and organs from the corpses of only the most perfect humanoid
  specimens, and it is this superiority of form that is represented by the minimum hit die. 
  Levels and hit dice are an abstract concept, and in this sourcebook I have chosen to use
  them as a means of representing the natural power and instinctive skill that a Promethean
  man formed from the corpses of strongmen, geniuses, and great heroes would have. 
  Always keep in mind that while the awakened man template can be applied to a whole
  corpse (and in this way serves as a means of resurrecting an adventurer as a new, interest-
  ing character) it is intended to represent an amalgamation of multiple corpses into a new,
  more powerful whole. For this reason, it is better if you consider the awakened man’s class
  levels to be representative of raw power, rather than developed skill. So, for example, an
  awakened man whose base form is a 5th level fighter is not a learned, warrior, but rather a
  physical titan whose prodigious gifts make him the natural equal of a skilled soldier. In the
  same way, an awakened woman whose base form is a 5th level barbarian is a raging force
  of nature, not a woman who has spent a lifetime honing her instincts in the wild.
  The best class choices to incorporate into an awakened man are barbarian, fighter,
  monk, rogue and, to a lesser extent, ranger, since these classes rely primarily on physical
  skill, which meshes well with the idea of the awakened man as natural savant. Should you
  incorporate ranger levels into the awakened man, it is strongly recommended that you
  either limit his levels in the class, so that he does not gain access to divine spells, or ignore
  his access to spells entirely, perhaps replacing them with another, minor benefit, such as a
  bonus feat.  
  Though you can use a spellcaster as the base creature when making an awakened man,
  it is recommended that you do so only after considerable thought, since it can be difficult
  to thematically justify using science to construct an amalgamated man with the arcane
  knowledge of a wizard, or the divine glory of a bard. Should you decide that a spellcasting
  awakened man is right for your campaign, strongly consider making him (or her) a sorcerer
  themed around the use of electricity; because sorcerer’s gifts arise spontaneously, and can
  come from any number of sources, it is far easier to justify including levels of this base
  class in an awakened man.    
  The Elite Array
  Most monsters are constructed using the standard array of ability scores, but it is rec-
  ommended that all awakened men non-player characters use the elite array of ability scores
  (as listed in Core Rulebook III), because the elite array better represents the awakened
  man’s assumed mental, and physical superiority. 
  
  +12. Each round after the first, the save DC
  drops by one, until the awakened man suc-
  cessfully saves. 
  Unlike with normal golems, the awakened
  man’s creator cannot attempt a Charisma
  check to end the berserk state. 
  Damage Reduction (Ex): An awakened
  man gains DR 5/adamantine. 
  Fast Healing (Ex): The energy that cours-
  es through an awakened man’s veins is suffi-
  cient to spark the growth and re-growth of
  new cells. The awakened man gains fast heal-
  ing 1, allowing him to heal a single hit point
  each round.  
  Spell Resistance (Ex): An awakened man
  gains spell resistance equal to its hit die (base
  + class levels) + 11.  
  Base Saves: As base creature. 
  Abilities: Increase from the base creature
  as follows: Str +6, Dex +4, Int +4, Wis +4,
  Cha +2. An awakened man is made from the
  most perfect components the crafter has
  access to, and the energies that quicken its life
  make it more perfect still.  
  Skills: An awakened man has a +4 racial
  bonus to all Climb, Intimidation, Jump,
  Listen, Search, Spot, and Swim skill checks,
  but is otherwise as the base creature.  
  Feats: An awakened man gains the
  Alertness, Great Fortitude, Iron Will and
  Lightning Reflexes feats for free, if it does not
  already possess these feats. 
  Environment: Any. 
  Organization: Always solitary
  Challenge Rating: Same as base creature
  +2
  Treasure: Standard
  Alignment: Always neutral (but may be
  lawful or chaotic) 
  Advancement: By character class.
  Level Adjustment: As the base creature
  +6 
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  ADAM, CHILD OF PROMETHEUS’ EDEN
  “You, who call Frankenstein your friend, seem to have a knowledge of
  my crimes and his misfortunes. But in the detail which he gave you of them
  he could not sum up the hours and months of misery which I endured wast-
  ing in impotent passions. For while I destroyed his hopes, I did not satisfy
  my own desires. They were forever ardent and craving; still I desired love
  and fellowship, and I was still spurned. Was there no injustice in this? Am
  I to be thought the only criminal, when all mankind sinned against me?
  Why do you not hate Felix, who drove his friend from his door with contu-
  mely? Why do you not execrate the rustic who sought to destroy the saviour
  of his child? Nay, these are virtuous and immaculate beings! I, the miser-
  able and the abandoned, am an abortion, to be spurned at, kicked at, and
  trampled on.”
  – Mary Shelley, Frankenstein
  Elite Awakened Man, 10th
  level
  Human Expert4/Barbarian2/Fighter4  
  Medium Construct (augmented
  Promethean humanoid) 
  Hit Dice: 10d10 + 20 (100 hp)
  
  Initiative: +8 (Improved Initiative,
  Dexterity) 
  Speed: 50 ft. 
  Armor Class: 22 (armored long coat,
  +4 Dex, +6 natural), touch 14, flatfooted 18 
  Base Attack/Grapple: +9/+15
  Attack: +16 slam (1d10 + 8) 
  Full Attack: 2 slams +16 (1d10 + 8), or
  by weapon  
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Berserk, improved
  grab, barbarian rage 
  Special Qualities: Construct traits,
  damage reduction 5/adamantine, fast heal-
  ing 1, spell resistance 21, dark vision 60 ft,
  low 
  light 
  vision. 
  Saves: Fort +9, Ref +7, Will +9 
  Abilities: Str 22, Dex 18, Con -, Int 18,
  Wis 16, Cha 12
  Skills: Bluff +10, Climb +14, Gather
  Information +8, Hide +13, Intimidate +16,
  Jump +13, Knowledge (Promethean sci-
  ence) +11, Knowledge (religion) +11,
  Listen +14, Move Silently +13, Sense
  Motive +12, Spot +13, Survival +12, Swim
  +13. 
  Feats: Alertness, Improved Initiative,
  Persuasive, Power Attack, Stealthy, Track,
  Weapon 
  Focus 
  (unarmed), 
  Weapon
  Specialization (unarmed)
  Environment: Any 
  Organization: Alone 
  Challenge Rating: 12
  Treasure: Standard 
  Alignment: Chaotic neutral 
  Advancement: By character class
  Level Adjustment: - 
  Adam, the first child of Promethean sci-
  ence, and the literal and figurative child of
  Victor Frankenstein, is Mary Shelley’s sem-
  inal literary creation, and one of the most
  compelling characters in literature. 
  The story of Adam and Dr. Frankenstein
  is one with many layers. On one level, it is
  a story about the dangers of misguided
  ambition in the name of progress, on anoth-
  er, a meditation on the nature of human
  existence, and on still another, a parable
  about the relationship between man and
  God. In fact, the parable of the relationship
  of man and his creator is itself an invitation
  to explore the implications of parental
  responsibility, and the role of the parent in
  shaping their child’s existence. 
  The “Monster” 
  Adam is monstrous to look upon, a true
  horror of misguided science. His body is
  hulking, massive, and covered with scars,
  and so hideous that the mere sight of him
  shuddering 
  to 
  life 
  causes 
  Victor
  Frankenstein to recoil in horror. Despite his
  deformity, Adam is a physical savant,
  stronger than any two men, durable as
  stone, and yet when he has resolved himself
  to action, swift and graceful as a tiger.
  Adam’s mental gifts are just as prodigious;
  he teaches himself to speak and to read by
  observing an educated family in the coun-
  tryside, and though he is born a flawed,
  amoral child, he quickly comes to under-
  stand both his own, and Dr. Frankenstein’s
  motivations in a way that reveals a deep,
  intuitive understanding of human nature.     
  In order to do justice to Adam, the Game
  Master absolutely must remember that he is
  no mere flesh golem, a lump of meat and
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  gristle to be stuffed in a dungeon room
  waiting for intrepid heroes to cross his path.
  He is a living being of genius level intellect,
  driven by dark desires and consumed by
  passions, fears, desires, and emotions he
  cannot control. An adventure featuring
  Adam should highlight his prodigious men-
  tal gifts, and his tormented soul, as much if
  not more than it should highlight his com-
  bat prowess. The easiest way to accomplish
  this is to seed the adventure with a number
  of non-combat encounters, most of which
  should involve Adam only in the back-
  ground, as an instigator for events.
  Alternately, you can introduce Adam as an
  ostensibly neutral character, one who inter-
  acts with the characters in a non-hostile,
  even friendly way – at least until their
  actions interfere with Adam’s interests in
  some way.  
  Combat
  Adam is a powerful, confident warrior,
  blessed with a tactician’s mind, and the
  strength, grace and absolute amorality of a
  stalking panther. In combat, he is a predator
  on the hunt, moving swift and silent in the
  darkness, and always striking the moment
  his prey is most vulnerable. Adam has no
  compunctions about attacking his enemies
  while they sleep or when they are otherwise
  unable to defend themselves, and will not
  hesitate to strike at the loved ones of those
  who have opposed him or whom he feels
  have wronged him. 
  Adam is canny enough to avoid being
  drawn into an open battle against multiple,
  skilled opponents – unless, of course, he
  feels that is the best way to accomplish his
  goals – for he understands that while no sin-
  gle man can stand against his superior
  physical and mental gifts, he can still be
  overwhelmed by weight of numbers. 
  Adam understands the strengths and
  weaknesses of his body intimately, and will
  always fight in a manner that maximizes
  the former, while minimizing the latter. He
  will use his improved grab ability against
  spellcasters, and against small but swift
  opponents, moving to crush the life from
  them at the beginning of battle. Against
  stronger, well armed opponents, he uses hit
  and run tactics, using his speed to charge in,
  strike, and then retreat before his disorient-
  ed enemies can react. He has no problems
  retreating from a battle that is going poorly,
  and will alter his tactics as needed to assure
  his eventual victory.   
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  Armored Long Jacket
  Adam’s statistics include reference to the armored long jacket, a piece of armor
  first introduced in Arcane Runes Press and Ronin Art’s Forgotten Archetypes #1: The
  Gunslinger. The armored long jacket has statistics as follows. 
  Armor
  Cost
  Armor/
  Max.
  Armor
  Arcane
  Shield
  Dex.
  Check
  Spell
  Bonus
  Bonus
  Penalty
  Failure
  Spd (30ft) Spd (20ft) Weight
  Armored long jacket
  20 gp
  +1
  +8
  0
  5%
  30 ft
  20 ft
  5 lbs
  
  The unstoppable killer is not truly a
  golem, or at least, not always a golem.
  Instead, the unstoppable killer template is
  intended to represent the supernatural,
  unstoppable serial killers who have been a
  staple of horror films (and to a lesser extent,
  horror fiction) for the last few decades. An
  implacable force of nature, the unstoppable
  killer is a nightmare vision that embodies
  humanity’s fear of the inevitability of death. 
  Note: Though the unstoppable killer is
  not a golem per se, the template is included
  here because the monster’s nature meshes
  well with the archetypal golem. An unstop-
  pable killer is more force of nature than liv-
  ing being; often unintelligent, the unstop-
  pable killer feels no pain, cannot be rea-
  soned with, knows nothing of mercy, and
  carries out its grim work with no thought
  for its own safety. In other words, it is more
  a construct of flesh than an actual, living
  being. 
  The Unstoppable Killer
  Template
  The unstoppable killer is an augmented
  template that can be added to any
  humanoid, monstrous humanoid or flesh
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  THE UNSTOPPABLE KILLER
  “I abhorred the face of man. Oh, not abhorred! They were my brethren,
  my fellow beings, and I felt attracted even to the most repulsive among
  them, as to creatures of angelic nature and celestial mechanism. But I felt
  I had no right to share their intercourse. I had unchained an enemy among
  them whose joy it was to shed their blood and to revel in their groans. How
  they would, each and all, abhor me and hunt me from the world did they
  know my unhallowed acts and the crimes which had their source in me!”
  – Mary Shelley, Frankenstein
  Crafting an 
  Unstoppable Killer 
  Generally, an unstoppable killer is
  not purposefully created. Instead, the
  unstoppable killer comes to life spon-
  taneously, or is created unintentional-
  ly when the crafter wishes to awaken
  a Promethean being of another sort
  (much to the crafter’s regret). 
  If, however, someone is mad
  enough to wish to create an unstop-
  pable killer through Promethean sci-
  ence, the process is identical to that
  necessary to create a Promethean
  golem, though the crafter must spend
  an additional 1,000 gold pieces to
  build a double strength fortifying
  solution.
  In addition, the process of awak-
  ening an unstoppable killer taxes the
  Promethean apparatus to the limit;
  the Promethean apparatus automati-
  cally suffers a full 10,000 gold pieces
  of damage during exposure, whether
  or not the killer arises.   
  
  golem with the Promethean subtype and the
  rudimentary intellect ability (referred to
  hereafter as the base creature).
  An unstoppable killer uses all the base
  creature’s statistics and special abilities,
  except as noted below.  
  Size and Type: Change the base crea-
  ture’s type to Construct if necessary, and
  give it the promethean and augmented sub-
  types. Do not recalculate base attack bonus,
  skills, or saves. Size is unchanged. 
  Hit Die and Hit Points: Change all past
  and future hit die to d10. In addition, the
  unstoppable killer always possesses a full
  10 hit points per hit die. Add the bonus hit
  points all Constructs receive (per Core
  Rulebook III) to the creature’s hit point total
  (unless the base creature is already a con-
  struct). 
  Initiative: As the base creature. 
  Speed: Reduce by 10 feet, to a mini-
  mum of 10 feet. Unstoppable killers are
  almost always slow and plodding – at least
  at first (see Special Qualities). 
  Armor Class: The base creature gains a
  +4 natural armor bonus, or its existing nat-
  ural armor bonus increases by +4. 
  Base Attack/Grapple: As the base
  creature. 
  Attack and Full Attack: An unstop-
  pable killer retains all the attacks of the
  base creature, and gains a slam attack if it
  did not already possess one. If the base
  creature can use weapons, it retains this
  ability. 
  Damage: An unstoppable killer’s slam
  attack inflicts damage as listed below. If it
  already possesses a slam attack, then it
  retains its original damage if it is higher. 
  Size Damage 
  Fine
  1d2
  Diminutive
  1d4
  Tiny 
  1d6
  Small
  2d4  
  Medium
  1d10  
  Large
  2d8  
  Huge
  3d6  
  Gargantuan
  5d4  
  Colossal
  4d6  
  Space/Reach: As the base creature.
  Special Attacks: The unstoppable killer
  retains all the special attacks of the base
  creature, gains the intuitive killer ability,
  and also gains one to two other special
  attacks, as outlined below. 
  Intuitive Killer (Ex): An unstoppable
  killer is a savant of death, able to turn any
  implement into a lethal weapon. An unstop-
  pable killer is considered to be proficient in
  every weapon (though it vastly prefers
  melee weapons), meaning it can use any
  weapon without penalty. In addition, a
  weapon’s critical multiplier is increased by
  one step, from x3 to x4 for example, while
  in an unstoppable killer’s hands.  
  An unstoppable killer’s slam attack is
  likewise more deadly than it would normal-
  ly be; the critical multiplier of an unstop-
  pable killer’s slam attack is increased from
  x2 to x3.   
  Constrict (Ex): The unstoppable killer
  inflicts damage equal to its slam attack on a
  successfully grapple check. If the killer also
  has improved grapple, this damage is in
  addition to the normal damage inflicted by
  its slam attack. So, for example, a Medium
  size unstoppable killer with a 24 Strength,
  and both the constrict and improved grap-
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  ple special attacks would inflict 1d6+7
  damage from the slam, and another 1d6+7
  damage from the constriction, for a total of
  2d6+14 damage. 
  Frightful Presence (Ex): The first time
  an unstoppable killer successfully strikes in
  combat, all living beings within 30 feet
  must attempt a Will save (DC 10 + _ killer’s
  HD +/- Charisma bonus), or become shak-
  en for 5d6 rounds. Frightful presence is a
  mind-affecting, fear effect.  
  Improved Grab (Ex): If an unstoppable
  killer successfully strikes with its slam
  attack, it can initiate a grapple as a free
  action that does not provoke an attack of
  opportunity. The unstoppable killer is so
  powerful that it can initiate an improved
  grapple even against beings of its own size
  category. 
  Killer’s Instinct (Ex): The threat range
  of any weapon the unstoppable killer
  wields is increased by +1. This bonus
  stacks with that received from Improved
  Critical, the keen ability, or other, similar
  spells and abilities. 
  Savage Fury (Ex): Once a day, the
  unstoppable killer can rage, exactly as the
  barbarian class ability of the same name.
  The rage lasts a total of 5 rounds. 
  Special Qualities: The unstoppable
  killer retains all the special qualities of the
  base creature, and also gains the following. 
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  Uncovering the Key
  There are a number of ways for characters to uncover the key to an unstoppable
  killer’s existence. Gather Information skill checks can help, particularly if the unstop-
  pable killer is well know, or the event that created him a recent one. Likewise,
  Knowledge (local) checks might reveal clues helpful in solving the mystery, particularly
  in the case of killers whose origins are in the distant past. If the unstoppable killer is par-
  ticularly infamous, then Knowledge (history) checks will serve the same purpose.
  Spells like legend lore, commune (if carefully worded) and other, similar spells are
  also very useful for discovering the key to an unstoppable killer’s existence, though they
  should never provide more than clues to the characters (and the players). 
  Perhaps the best vehicle for dispensing clues to the key to an unstoppable killer’s exis-
  tence is Bardic Knowledge. Obscure legends are the bread and butter of Bardic
  Knowledge, so it is both thematically appropriate to tie the means to ending the threat of
  an unstoppable killer to this ability, and a great way to make a bard’s player feel useful,
  since the class’ other abilities are not well suited to adventures against such foes.  
  In any case, the DC of the skill of Bardic Knowledge check will vary from killer to
  killer, with the DC to uncover clues to the nature of especially infamous killers in the
  range of 20 – 25, and the DC to uncover the key to an obscure killer set at a minimum
  of 30. If the Game Master wants, he might consider creating a hierarchy of clues, with
  less valuable clues set at a lower DC; doing this will prolong the mystery and suspense
  of an adventure, with the party scrambling from clue to clue with the unstoppable killer
  hot on their trail.    
  
  Damage Reduction (Ex): An unstop-
  pable killer gains DR 5/- against all attacks. 
  Reintegration (Ex): An unstoppable
  killer gains the ability to reintegrate its
  body, allowing it to self-repair as it suffers
  damage. An unstoppable killer automatical-
  ly regains 5 hit points each round, regard-
  less of the attack form. Attacks that ignore
  hit points (such as most poisons, ignore
  damage reduction). 
  If reduced to 0 hit points or less by any
  attack, the unstoppable killer is destroyed,
  but not permanently slain. It reintegrates, at
  full hit points, after one week’s time has
  passed. In order to permanently destroy an
  unstoppable killer, the defining key to its
  existence must be found and dealt with.
  Typically, this key is a defining event that
  must be dealt with, but can also require the
  performance of a specific action. For exam-
  ple, the key to an unstoppable killer’s exis-
  tence might be uncovering the names of
  those who murdered the being who became
  the unstoppable killer, and bringing them to
  justice. Or, it might be finding, and return-
  ing, an object that was precious to the killer
  it its former incarnation. In any case, once
  the defining event is dealt with, the unstop-
  pable killer can be destroyed permanently
  by reducing it to 0 hit points.   
  Stalking (Su): When an unstoppable
  killer has successfully inflicted damage
  against an opponent in combat, it gains the
  benefits of haste for the duration of the
  encounter. For the purposes of dispelling,
  the haste effect is considered to have been
  cast by a 10th level sorcerer, or by a sorcer-
  er of a level equal to the unstoppable
  killer’s HD, whichever is higher.   
  Unstoppable Force (Ex): An unstop-
  pable killer does not suffer terrain penalties
  to movement, and can move through non-
  magical impediments like thorns without
  taking damage. Magical impediments still
  hinder him, however. 
  Base Saves: Unchanged from base crea-
  ture. 
  Abilities: Increase from the base crea-
  ture as follows: Str +10, Int –4 (minimum
  of 1), Wis +4, Cha –4 (minimum 1). As a
  construct, the unstoppable killer has no
  Constitution score. 
  Skills: Unstoppable killers have a +8
  racial bonus to Hide, Intimidate, Listen,
  Move Silently, Spot and Survival (Tracking
  only) skill checks. 
  Feats: Unstoppable killers gain the
  Alertness, Cleave, Combat Reflexes, Great
  Cleave, Power Attack, and Track feats for
  free, assuming the base creature meets the
  prerequisites, and does not already possess
  them.  
  Environment: Any, usually in remote
  wilderness locations (often near lake-side
  camps). 
  Organization: Always solitary.
  Challenge Rating: Increase by +3 from
  the base creature. 
  Treasure: None
  Alignment: Always Chaotic Evil. 
  Advancement: - 
  Level Adjustment: - 
  RedRum 
  Unstoppable Killer, Promethean
  flesh golem
  Large 
  Construct 
  (augmented
  Promethean construct) 
  Hit Dice: 9d10 + 30 (120 hp)
  Initiative: -1
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  Speed: 20 ft. 
  Armor Class: 22 (-1 size, -1 Dex, +14
  natural), touch 8, flatfooted 22 
  Base Attack/Grapple: +6/+15
  Attack: Slam +16 melee (2d8 +10)
  Full Attack: 2 slams +16 melee (2d8 +10)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Berserk, improved grab
  and constrict, frightful presence, killer’s
  instinct, savage fury.   
  Special Qualities: Rudimentary intellect,
  construct traits, reintegration, stalking,
  unstoppable force, damage reduction 5/-,
  darkvision 60 ft., immunity to magic, low
  light 
  vision. 
  Saves: Fort +3, Ref +2, Will +5
  Abilities: Str 31, Dex 9, Con -, Int 3, Wis
  15, Cha 1
  Skills: Move Silently +5, Spot +8 
  Feats: 
  Cleave, 
  Improved 
  Overrun,
  Improved Sunder, Power Attack
  Environment: Any 
  Organization: Always alone
  Challenge Rating: 13
  Treasure: None
  Alignment: Neutral 
  Advancement: - 
  Level Adjustment: -
  The fiend known as RedRum haunts the
  deep woods near the village of Wickerwill, a
  nightmare stalker who stalks the darkness, tor-
  turing and slaying any foolish enough to dare
  step foot within his hunting grounds after the
  sun goes down. 
  Once, RedRum was nothing more than a
  simple flesh golem, quickened to life by a
  party of adventurers and set to guard their
  keep while they were away. He served this
  function admirably for many years, slaying
  goblins, bandits, and wandering animals when
  they dared enter the keep, and otherwise wait-
  ing passively for the return of his masters.
  But then one day, his masters left… and
  did not return. Some scholars say they were
  slain by a powerful wizard, others by a mighty
  dragon seeking revenge for the death of its
  mate, but no matter the cause, RedRum’s mas-
  ters never came back to their keep. After
  decades of waiting, still and silent, the electri-
  cal energy that surged through his body fiz-
  zled out, and he fell into a slumber lasting cen-
  turies. 
  As time passed, the people of the village of
  Wickerwill forgot about the adventurers, and
  the golem who guarded them, and saw only an
  ancient keep, crumbling and covered with ivy,
  dead leaves, and moss. And so they disassem-
  bled the keep piece by piece, over the course
  of a century of more, pulling down a tower to
  build a granary, carting away wall stones to
  create new homes; in short, they turned a tomb
  to old memories and forgotten deeds into the
  strong foundation for a thriving village. 
  And then, one day, the thunderstorm came,
  the rain washed away the centuries of dirt and
  rotting leaves that covered RedRum, and
  lightning caressed him back to life. He woke
  to a world he did not know, alone. But
  RedRum could sense his home, could smell
  the stones in the air, could feel their presence
  all around him. And RedRum sensed some-
  thing else – intruders in his keep, in his mas-
  ter’s home. And that was something he would
  not abide. 
  And so RedRum rose up, and set forth to
  reclaim the stones, and to punish those who
  dared trespass upon his home – after all, it was
  what he was created to do. 
  Visions 3
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  Combat
  RedRum does not, and cannot under-
  stand that his masters are long dead, and
  that the keep he guarded is no more. He
  knows only the stones, so he believes the
  village of Wickerwill to be the keep he
  guarded for so long. And so he kills, not
  from malice, but because he believes all liv-
  ing things within and around Wickerwill to
  be intruders within the location he was set
  to guard. And there is no way to convince
  him otherwise. 
  RedRum is a straightforward combatant,
  one who relies entirely on instinct. He
  strikes to kill, and always seeks the most
  efficient means of destroying his enemies.
  For the most part, this means lashing out
  with his enormous, gnarled fists until his
  target stops moving, and then moving on to
  the next. 
  Visions 3
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  COMPOSITE MIND
  . . . the companions of our childhood always possess a certain power
  over our minds which hardly any later friend can obtain.
  – Mary Shelley, Frankenstein
  The composite mind is a Promethean
  creation that is formed not just from multi-
  ple bodies, but also multiple minds. The
  composite mind’s psyche is a horrific jig-
  saw of conflicting thoughts and personali-
  ties, all recoiling in horror from what they
  have become, but all desperate to seize con-
  trol of the body that holds them, so that they
  might at least not be slaves for eternity.
  Each composite mind being has a mini-
  mum of two brains implanted within its
  body, and may have up to five. Each brain
  is shielded inside a bubble of thick glass,
  sewn into the host body, and connected to
  every other brain via a tangled web of brass
  wires. One brain, designated as the primary
  intelligence, is also connected directly to
  the nervous system of the host body, which
  is itself usually made up from limbs, bones,
  and muscle taken from multiple corpses –
  very often the earthly remains of those
  whose brains now form the composite
  mind. 
  The Composite 
  Mind Template
  The composite mind is an augmented
  template that can be added to any
  humanoid, monstrous humanoid or flesh
  golem with the Promethean subtype and the
  rudimentary intellect ability (referred to
  hereafter as the base creature).
  A composite mind uses all the base crea-
  ture’s statistics and special abilities, except
  as noted below.  
  Crafting a Composite
  Mind Being
  Crafting a composite mind being
  is basically identical to that of creat-
  ing a Promethean flesh golem,
  though the crafter must spend an
  additional 1,000 gold pieces on each
  of the secondary minds to be
  implanted within the being.  
  
  Size and Type: Change the base crea-
  ture’s type to Construct if necessary, and
  give it the augmented subtype. Do not
  recalculate base attack bonus, skills, or
  saves. Size is unchanged. 
  Hit Die and Hit Points: Increase all
  current and future hit die to d10. In addi-
  tion, add the bonus hit points all Constructs
  receive (per Core Rulebook III) to the crea-
  ture’s hit point total.
  Initiative: An awakened man with a
  composite mind draws upon the instincts of
  all its component personalities, giving it
  senses and reflexes far beyond those of
  mere mortals. A being with the composite
  mind template gains an insight bonus to ini-
  tiative checks equal to its Intelligence mod-
  ifier. 
  Speed: The base creature’s speed is
  unchanged. 
  Armor Class: A being with the com-
  posite mind template is capable of defend-
  ing itself against multiple opponents effi-
  ciently, as its awareness is heightened to the
  point that it can instinctively dodge even
  the swiftest blows. A being with the com-
  posite mind template gains an insight bonus
  to its armour class equal to its Intelligence
  bonus.  
  Base Attack/Grapple: As the base
  creature. 
  Attack and Full Attack: As the base
  creature.
  Damage: As the base creature. 
  Space/Reach: As the base creature. 
  Special Attacks: The composite mind
  retains any special attacks the base creature
  already possessed, and gains the following.
  Crushing Mental Weight (Sp): Once
  every three rounds, a composite mind being
  can project the force of his multiple intelli-
  gences onto a living being within 30 feet,
  crushing them beneath the weight of his
  chaotic thoughts. The target must succeed
  at a Will save or be affected as by the con-
  fusion spell; even those who do succeed are
  dazed for one round. 
  The use of crushing mental weight
  forces the composite mind being to imme-
  diately roll versus succumbing to mental
  fugue (see Special Qualities); this check is
  in addition to the one made at the beginning
  of each round. Crushing mental weight is a
  mind-affecting, spell-like ability, its save
  DC is based off the composite mind’s
  Charisma, and its caster level is equal to
  10th level, or the composite mind’s hit die,
  whichever is higher. 
  Note: If psionics are incorporated into
  your campaign, then the save DC of crush-
  ing mental weight is increased by 2 when
  used against psionic beings. 
  Special Qualities: The composite mind
  retains any special qualities the base crea-
  ture already possessed, and gains the fol-
  lowing. 
  Mental Armor (Ex): If psionics are
  incorporated into your game, then the com-
  posite mind gains a +2 bonus to all saving
  throws against psionic powers that allow a
  saving throw, but do not permit power
  resistance. 
  Extraordinary Minds: All composite
  minds are made up of at least two intelli-
  gences, and can be composed of up to five.
  Though the process of awakening the sec-
  ondary intelligences of a composite mind
  being destroys the majority of their person-
  alities and unique abilities, some remnants
  remain. For every two additional minds
  within the composite being, it gains one of
  Visions 3
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  22 of 27
  
  these extraordinary minds. Each mind can
  only be selected once. 
  Spellcasting Mind (Sp): One of the sec-
  ondary minds within the composite
  being possessed limited sorcerous
  powers in life, powers that still remain,
  albeit in limited form. Alternately, the
  trauma of being resurrected as part of
  a freakish conglomerate of intellects
  awakened the mind’s latent sorcerous
  abilities. In either case, the composite
  being gains the ability to use a limited
  number of spell-like abilities each day.
  The spellcasting mind begins with
  the ability to use one spell (chosen at
  the time of creation) of 1st through 4th
  level from the sorcerer spell list once
  per day each. In addition, it gains
  bonus spells based off the composite
  mind’s Charisma modifier; these
  bonus spells can be used either to add
  an additional spell-like ability of the
  appropriate level to the spellcasting
  mind’s repertoire (that can be used
  once per day), or to add an additional
  use per day to a spell-like ability the
  secondary mind already possesses. 
  So, for example, a composite mind
  being with a spellcasting mind and an
  11 Charisma would be able to use one
  arcane spell of 1st level, 2nd level, 3rd
  level and 4th level as a spell-like abil-
  ity each day. If its Charisma score was
  13, it would gain a bonus 1st level
  spell that could be used to either use
  it’s existing 1st level spell-like ability
  an additional time, or select a second
  spell-like ability that could also be
  used once per day.  
  Barbarous Mind (Ex): One of the sec-
  ondary minds within the composite
  mind is filled with raging anger, anger
  that can boil over with spectacular
  results. Once a day, the composite
  mind can rage, as the 1st level barbar-
  ian ability of the same name, for a total
  of 5 rounds. 
  Absolute Insanity (Su): One of the com-
  posite mind’s secondary intelligences
  is a gibbering, howling void of mad-
  ness. The composite mind need not
  make a mental fugue check when
  using its crushing mental weight abili-
  ty. 
  Focused Mind (Ex): One of the compos-
  ite mind being’s secondary minds is
  possessed of a focused, nigh unbreak-
  able will. This secondary mind is not
  considered when determining the per-
  centage chance of the composite mind
  being entering a fugue state. 
  Skilled Mind (Ex): One of the secondary
  minds retains memories of the skills it
  possessed in life. The composite mind
  being gains an additional 10 skill
  points that can be used to purchase
  skill ranks as described in the Skills
  listing for this template, below. 
  Retained Ability (Ex): One of the sec-
  ondary minds possesses the memory
  of an extraordinary skill it possessed in
  its former life. The composite mind
  being gains a free General feat; the
  composite mind can only select feats
  that it meet the prerequisites for. 
  Visions 3
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  23 of 27
  
  Uncanny Dodge (Ex): A composite
  mind being has a sixth sense that allows it
  to react to danger before its senses would
  normally allow it to do so. A composite
  mind being gains the use of both uncanny
  dodge and improved uncanny dodge, exact-
  ly as the barbarian does. 
  Mental Fugue (Ex): The diverse intel-
  lects residing within a composite mind’s
  body do not rest easy with one another, and
  fight unceasingly for control. Each round in
  combat after the first, there is a flat 3% per
  mind it contains that the tenuous psychic
  bonds holding a composite mind being’s
  disparate intelligences together snaps.
  Should this happen, then the composite
  mind is affected as by a confusion spell for
  a number of rounds equal to the number of
  minds it contains. There is no save to resist
  this effect, and once it is entered, no spell or
  ability can end it prematurely. The roll to
  determine whether a mental fugue state
  occurs is made at the beginning of each
  round.      
  Saves: The composite mind’s multiple
  intelligences work together when they must
  to avoid danger, giving it reaction times far
  in excess of those possessed by mere mor-
  tals; the composite mind gains an insight
  bonus to Reflex saves equal to its
  Intelligence modifier. The composite
  mind’s other saves are as the base creature. 
  Abilities: A composite mind gains a +1
  bonus to Intelligence, Wisdom and
  Charisma for every mind beyond the first
  encased within the shell. Since the maxi-
  mum number of minds that can be con-
  tained within a composite mind being is
  five, the maximum increase to ability
  scores is +4. As a construct, a composite
  mind has no Constitution score.  
  Note: A composite mind based on a
  Promethean flesh golem with the rudimen-
  tary 
  intellect 
  ability 
  still 
  uses 
  its
  Intelligence of 3 as a starting point. The
  strength of a Promethean flesh golem with
  this template is in the abilities it gains, and
  the way those abilities mesh with its own
  golem-born powers.    
  Skills: A composite mind gains a num-
  ber of bonus skill points equal to the num-
  ber of minds beyond the first contained
  within it x5. So, for example, a composite
  mind being that contains two minds would
  gain 5 skill points, while one containing the
  maximum five minds would have 20 addi-
  tional skill points. 
  Bonus skill points can be used to pur-
  chase ranks in any non-exclusive class skill,
  or to increase ranks in any existing skill that
  the base creature possessed, up to the nor-
  mal maximum rank.  
  Feats: As the base creature. 
  Environment: Any
  Organization: Always solitary
  Challenge Rating: Increase +1 from
  the base creature, +1 per every two minds
  beyond the first within the composite being.
  So, the challenge rating for a composite
  mind with three minds would be equal to
  the base creature’s +2, while a composite
  mind with a full five minds would be +3.    
  Treasure: Standard
  Alignment: Always Chaotic Neutral
  Advancement: - 
  Level Adjustment: +4 
  Visions 3
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  24 of 27
  
  Bartholomew 
  Elite Composite Mind, 5th
  level
  Human Expert (augmented Promethean
  humanoid) 
  Medium Construct
  Hit Dice: 5d10 + 20 (45 hp)
  Initiative: +5
  Speed: 30 ft. 
  Armor Class: 17 (leather armor, +5
  insight)
  Base Attack/Grapple: +3/+4
  Attack: +4 dagger (1d4+1)
  Full Attack: +4 dagger (1d4+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Crushing mental
  weight.
  Special Qualities: Extraordinary mind
  (absolute insanity), extraordinary mind
  (skilled mind), mental fugue, construct
  traits, lowlight vision, dark vision 60 ft.,
  mental 
  armor, 
  uncanny 
  dodge. 
  Saves: Fort +1, Ref +6, Will +8
  Abilities: Str 12, Dex 10, Con -, Int 20,
  Wis 18, Cha 17 
  Skills: Bluff +16, Diplomacy +11,
  Forgery +13, Gather Information +11, Hide
  +7, Intimidate +13, Knowledge (arcana)
  +13, Knowledge (architecture and engi-
  neering) +13, Knowledge (history) +13,
  Listen +10, Move Silently +7, Open Locks
  +8, Sense Motive +12, Speak Languages (8
  separate languages), Spot +10, Use Magic
  Device +11. 
  Feats: Ability Focus (crushing mental
  weight), Persuasive, Skill Focus (Bluff). 
  Environment: Any
  Organization: Solitary (though never
  alone!)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Chaotic neutral 
  Advancement: By character class
  Level Adjustment: -
  There is such a thing as being too good
  at your job, particularly when that job is to
  serve as liaison between the king and the
  pettiest, most ambitious of his frontier
  nobles. And Bartholomew is much, much,
  much too good at his job, especially
  since… the incident. 
  Until three years ago, Bartholomew was
  a relatively minor functionary in the king’s
  court, one with the unenviable task of serv-
  ing as the king’s voice and hand in the
  realm’s far-flung northern baronies. It was a
  job he performed with distinction, and with
  glee, for the king’s hands, no matter how
  minor, stand apart from the nobility, and it
  is their right and privilege to point out the
  follies of the powerful, no matter how
  embarrassing. He was hated, but he did not
  care, for he recognized life at court for what
  it was - a game. He and the nobles were
  naught but pieces on a grand board, and the
  intrigues, the bribes, and the threats were
  all just moves in a complex game, to be
  anticipated, analyzed, and permitted or
  countered as needed. Until the day someone
  stopped playing.
  It happened while Bartholomew was
  traveling home to winter at the king’s court.
  Troops disguised as bandits swept down
  upon his camp in the night, hacked his
  guard to bits, and captured Bartholomew.
  He was drawn and quartered the following
  morning, and his limbs thrown into an icy
  river, where they lay frozen and perfectly
  preserved until the spring, when the water
  overflowed its banks and vomited his parts
  Visions 3
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  25 of 27
  
  back onto the shore. He was found there by
  a band of adventurers hired to discover the
  truth of his disappearance, and his body
  given over to the crown in return for a small
  reward. The king, in turn, gave the body to
  his court wizard, hoping to dredge the iden-
  tity of those responsible for Bartholomew’s
  death from the corpse’s brain. When he had
  the information he desired, the king cap-
  tured the murderous guards and their errant
  baron, and imposed upon them a unique
  punishment; he ordered their minds ripped
  from their bodies and used as the fuel need-
  ed to awaken Bartholomew through blas-
  phemous Promethean science.  
  And so Bartholomew lived again, as a
  freak of nature, and an example and a warn-
  ing to all those who would dare set them-
  selves against the will of the king. 
  Personality
  Bartholomew, always a clever man, is
  now a genius, his mental acuity boosted to
  unimaginable heights by the secondary
  minds he now carries within him. He has a
  keen understanding of both logic and emo-
  tion, and prides himself on his ability to use
  logic to twist the emotions of others, forc-
  ing them to dance like puppets for his own
  amusement. He is no longer the king’s
  voice and hand; instead, he has become the
  king’s unofficial advisor, a shadowy pres-
  ence haunting the back halls of power, and
  the nightmares of those who would dare set
  themselves against his lord. 
  Bartholomew pays little attention to the
  howls and pleas of the phantom minds
  trapped in his body with him, and his will is
  more than strong enough to keep them sub-
  dued. Only in moments of extreme stress –
  which are few and far between for a man
  with his skills at manipulation – do they
  threaten to overwhelm him; and he consid-
  ers that a small price to pay for all the
  advantages of his new body.  
  Bartholomew is hideous to behold, his
  body a gruesome collection of poorly
  stitched wounds and open, weeping sores.
  He walks with a pronounced limp, and his
  back is hunched under the weight of the
  four brain-cases implanted along his spine.
  Only his face, wide and pleasant, with a
  strong nose and smile seen only in the
  moments before he has slipped a noose
  over his opponent’s necks, escaped the rav-
  ages of his death, and the surgery that
  restored him to unnatural life.
  Blessed with a scientist’s keen mind,
  and the soul of a philosopher, Bartholomew
  is a voracious reader, and a prodigious
  writer, with a sage’s knowledge of almost
  every field of scientific study, and a strong
  grounding in both history and arcane theo-
  ry. In his spare time he toys with his own
  theories, but is too interested in studying
  every facet of science and logic to focus on
  perfecting any of his ideas, and so all
  remain unfinished gems, moments of inspi-
  ration scrawled in notebooks and then for-
  gotten.         
  Visions 3
  Stitches
  26 of 27
  
  Visions 3
  Stitches
  27 of 27
  OPEN GAME LICENSE Version 1.0a
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  Visions 3: Stitches copyright Patrick
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