Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
30 | 6 | 1 | 20 | 1 | 1 | 1 | 1 |
d20 +32 to Attack Body Defense | +41 to Damage
- Basic Attack
- This is Flesh Golem Amalgym's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Flesh Golem Amalgym's Combat Maneuvers.
- Smash Target
- You pummel and smash your opponent!
- 9d10 Damage (50) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +32 to Attack Body Defense | +41 to Damage
- Crash Through Crowd
- You crash through a crowd of your enemies nearby. As you crash through the crowd you can Move them some.
- 5d10 Damage (28) Target: AOE (4x4) Range: 1 Space Duration: Instant
- Move Enemy 2 Target: AOE (4x4) Range: 1 Space Duration: Instant
- Execute Commands
- With a narrow focus you strive to carry out your commands to the best of your ability.
- Attack +4 Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
- Defenses +5 Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
- Speed +4 Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
- Rip Apart
- You grab a hold of an enemy and try to rip them apart! This does lots of damage and reduces their Speed.
- 6d12 Damage (39) Target: Creature (1) Range: 6 Spaces Duration: 2 Rounds
- Speed -4 Target: Creature (1) Range: 6 Spaces Duration: 2 Rounds
- Assembled Creature
- A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. Its cadaverous flesh has a sickly green or yellowish tint. A flesh golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
- Shadows of Past Lives
- Although most flesh golems are mindless, there are persistent rumors of unusual golems who somehow retain the memories of a previous life. The head (brain) of such flesh golems must be just the right combination of fresh and strong-willed. Even then luck and chance during the golem's creation seem just as important in retaining the creature's mind. Most who construct flesh golems prefer mindless slaves over free-willed creations, and as a result intelligent flesh golems are rare indeed.
- Fearless with No Tactics
- Flesh Golem Amalgams are completely fearless and don't really think to speak of. They take the most direct path to complete a task, even going right through walls on occasion! They follow their commands exactly how they are given. They will also stop what they are doing and defend their creator if they detect they are in trouble. Only their creators can keep them on their tasks if their creator is threatened.
- So Many Parts
- Flesh Golem Amalgams are usually made with relatively fresh corpses of humanoids and creatures in the area. These can vary greatly depending on the availability of parts. They are often customized to have specific pieces if they need to fill specific roles.
- Morbid But Not Evil
- These creatures are not evil. In fact they don't have any real thoughts of their own. If they have a shadow of a former self they may have minor inklings one way or the other. They are also morbid, being made of body parts, but whether their ownership or creation is evil depends on the local laws and rules in an area. It may also depend on the means in which the parts of the golem were gathered.
NPC Auto Assigned Bonuses
Flesh Golem Amalgym's Equipped Items
Flesh Golem Amalgym's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Smash Target
- You pummel and smash your opponent!
- 9d10 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 4d10 Damage Target: Creature (1) Range: 8 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 5 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Crash Through Crowd
- You crash through a crowd of your enemies nearby. As you crash through the crowd you can Move them some.
- 5d10 Damage Target: AOE (4x4) Range: 1 Space Duration: Instant
- Move Enemy 2 Target: AOE (4x4) Range: 1 Space Duration: Instant
- Execute Commands
- With a narrow focus you strive to carry out your commands to the best of your ability.
- Attack +4 Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
- Defenses +5 Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
- Speed +4 Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
The above Power (Execute Commands) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
- Rip Apart
- You grab a hold of an enemy and try to rip them apart! This does lots of damage and reduces their Speed.
- 6d12 Damage Target: Creature (1) Range: 6 Spaces Duration: 2 Rounds
- Speed -4 Target: Creature (1) Range: 6 Spaces Duration: 2 Rounds
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Greater Defenses
- 'Add 4 to all Defenses.
- Greater Hit Points
- 'Add 100 Hit Points.
- Greater Ignore Damage
- 'Ignore 40% of the Hit Point damage taken from an attack 1 time during Battle Time.
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