Latest News

A new update!

Home > Classes > Base Classes > Necromancer > Archetypes (Necromancer) >

Fleshcrafters are necromancers who prefer the company of hideous monstrosities crafted from body parts stitched together with thick string, wire, and metal staples instead of skeletons.

The fleshcrafter is an archetype of the necromancer class.

Golem Companion (Su)

At 1st level, a fleshcrafter begins play with a flesh golem. This golem companion counts as both a construct and an undead. The golem companion does not heal naturally. If it is ever reduced to 0 hit points, the golem companion breaks and stops functioning (though it isn’t completely destroyed). The fleshcrafter must spend 24 hours repairing a broken golem companion to fix it, after which it is restored to its full function and hit points. If the golem companion is ever completely annihilated or is irretrievably lost, the fleshcrafter can spend 1 week crafting a new golem companion (spending 100 gil per hit die) to replace his old one. The golem counts as a bone commander for all necromancer class features, talents, and feats.

Flesh Golem

Starting Statistics

Size: Large; Speed: 30 ft.; AC: +4 natural armor; Attack: slam (2d6); Ability Scores: Str 20, Dex 10, Con -, Int -, Wis 10, Cha 10; Special Qualities: Construct traits, Undead traits, Rage, Ice/Fire Immunities, Lightning Absorb.

  • Construct/Undead Traits (Ex): A golem companion gains both construct and undead traits, gaining the best effects from both sets of traits. (Healing from Construct-healing spells, healing from shadow damage spells, repairable by the Repair skill and the like).
  • Rage (Ex): A golem companion can rage like a berserker, gaining 4 rounds of rage plus 2 additional rounds for every hit die it possesses. It, however, does not suffer from fatigue or exhaustion from ending a rage, instead, it is slowed for 1 round after rage ends.
  • Fire/Ice Immunities (Su): A magical attack that deals fire or ice damage doesn’t damage a golem companion, but it does slow a golem companion (as the slow spell) for 1d6 rounds (no save).
  • Lightning Absorb (Su): A magical attack that deals lightning damage breaks any slow effect on the golem companion and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem companion to exceed its full normal hit points, it gains any excess as temporary hit points. A golem companion gets no saving throw against attacks that deal lightning damage.

7th Level Advancement

Size: Large; Speed: 30 ft.; AC: +4 natural armor; Attack: 2 slams (2d6); Ability Scores: +4 Str, +4 Cha. Special Qualities: Rage Power.

  • Rage Power (Ex/Su): A golem companion gains a rage power from the berserker’s rage power list as a berserker of its hit die in levels. It gains a new rage power at 13th and 20th level.

Table: Flesh Golem Base Statistics

HDBABSaving ThrowsNatural
STR/CHA BonusDEX BonusSpecial
1st1+1+0+0+0+0Construct/Undead Traits, Link, Share Spells
2nd2+2+0+2+1+0Damage Reduction 2/-
5th4+4+1+4+2+1Ability score increase
6th5+5+1+4+2+1Damage Reduction 4/-
10th8+8+2+8+4+2Ability score increase, Damage Reduction 6/-
11th9+9+3+8+4+2Greater Link
12th9+9+3+10+5+2Spell Resistance
14th11+11+3+10+5+2Damage Reduction 8/-
15th12+12+4+12+6+3Ability score increase
18th14+14+4+14+7+3Damage Reduction 10/-
  • Class Level: This is the character’s necromancer level.
  • HD: This is the total number of 10-sided (d10) Hit Dice the golem companion possesses. As the golem companion has no Constitution score, it does not get any bonus hit points from its Constitution modifier (treat its Constitution as 10 for determining its hit points) but does gain bonus hit points from its Charisma modifier and size (30).
  • BAB: This is the golem companion’s base attack bonus. A golem companion’s base attack bonus is equal to its Hit Dice. Golem companions do not gain additional attacks using their natural weapons for a high base attack bonus, though they do gain additional attacks when using manufactured weapons, as normal.
  • Saving Throws: This is the golem companion’s base saving throw bonuses. As a construct, the companion has no good saving throws.
  • Natural Armor Bonus: The number noted here is the golem companion’s base natural armor bonus. A golem companion cannot wear armor of any kind, as the armor interferes with the fleshcrafter’s connection to the golem companion.
  • Str/Cha Bonus: Add this value to the golem companion’s Strength and Charisma scores.
  • Dex Bonus: Add this value to the golem companion’s Dexterity scores.

Special: This includes a number of abilities gained by all golem companions as they increase in power. Each of these bonuses is described below.

  • Link (Ex): A golem companion is not controlled as a normal construct; it is instead tied to the necromancer’s own magical essence, and as such the fleshcrafter shares a special link with his golem companion. The fleshcrafter can communicate empathically with the golem companion, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The fleshcrafter has the same connection to an item or place that the golem companion does. However, such a link has its drawbacks. As the golem companion is powered by the fleshcrafter’s magic essence, the golem companion cannot move more than 100 feet away from the fleshcrafter at any time. If it does, the golem companion immediately shuts down, rendering it helpless and unable to act. The fleshcrafter must be able to exercise mental control to keep the companion functioning. If the fleshcrafter is ever unconscious, asleep, killed, stunned, or confused, the companion cannot act and is considered helpless. In addition, magic items interfere with the fleshcrafter’s link to his golem companion. As a result, the fleshcrafter and his golem companion share magic item slots. For example, if the fleshcrafter is wearing a ring, the golem companion can wear no more than one ring. If there is a conflict, the item worn by the fleshcrafter remains active while the item worn by the golem companion becomes dormant. Magic weapons do not interfere with the fleshcrafter’s link with his golem companion. Despite being animated by magic, the golem companion does not shut down in an anti-magic field.
  • Share Spells (Ex): The fleshcrafter may cast a spell with a target of “you” on his golem companion (as a spell with a range of touch) instead of on himself. A fleshcrafter may cast spells on his golem companion even if the spells normally do not affect creatures of the golem companion’s type (construct and undead). Spells cast in this way must come from the fleshcrafter spell list. This ability does not allow the companion to share abilities that are not spells, even if they function like spells.
  • Damage Reduction (Ex): A golem companion gains damage reduction of 2/- which increases by 2 for every 4 levels after 2nd the fleshcrafter possesses.
  • Ability Score Increase (Ex): The golem companion adds +1 to one of its ability scores.
  • Greater Link (Ex): The golem companion’s link with the fleshcrafter improves. The golem companion can now move up to 200 feet away without any penalty. If it moves further than 200 feet away, but less than 500 feet away, the golem companion is staggered. If it moves more than 500 feet away, the golem companion shuts down and is considered helpless. In addition, the golem companion can still act normally whenever the fleshcrafter is stunned or confused, though it still cannot act if the fleshcrafter is unconscious, asleep, or killed.
  • Spell Resistance (Ex): If the fleshcrafter is 12th level or higher, the golem companion gains spell resistance equal to the fleshcrafter’s level + 10. To affect the golem companion with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the golem companion’s spell resistance.

This ability replaces bone commander.

Craft Construct

At 2nd level, a fleshcrafter gains Craft Construct as a bonus feat without needing to meet the prerequisites.

This ability replaces a necromancy talent gained at 2nd level.

Ocular Growths (Su)

At 3rd level, a fleshcrafter can force tumor-like growths to spread across his body as a swift action, erupting into functioning eyes. This grants him all-around vision, making it impossible to be flanked. At 11th level, these eyes grant him darkvision 60 feet or increases his darkvision by 30 feet if he already possesses it. At 17th level, the eyes grant him a true seeing effect. The eyes function for a number of rounds per day equal to his necromancer level. Those rounds do not need to be consecutive.

This ability replaces lifetap.