Unholy mergers of one or more dead bodies, and the divine flame called azuth, prometheans are the golems of legend. Animated by their internal fire, they have more in common with robots than with men. Soulless, their very presence causes nature to rebel against the taint they bring.
While a promethean is created from the bodies of one or more humans, nothing remains of the previous inhabitants of those bodies. Neither memories nor personality fragments ever resurface after the body has been desecrated in such a manner. Therefore, promethean is not a template but a "race" in itself. Furthermore, the first level for a promethean character is always in the azuth power class.
Type: Construct (living). Prometheans are constructs, but the power of azuth grants them a semblance of life.
Ability Modifiers: Prometheans have +2 Strength and +2 X. Prometheans that take temporary ability damage do not recalculate skills, attacks, saves, or other such derived values until that ability falls to 0.
Advancement: Prometheans primarily advance by character class, in particular the azuth power class. They can have all normal and advanced classes not specifically prohibited.
Allegiance: None particular.
Taint: A promethean always has a corruption score equal to 2 + one-half its Charisma score. If a promethean resides in one place for more than a few days, his inner taint starts to spread and infect his surroundings.
A promethean gains the special qualities described below.
Energy Absorption: Electricity conducts the divine flame. Therefore, you are not only completely immune to natural (non-magical) electricity, but it actually heals you.
Energy Resistance: You resist 2 points of magical electricity damage per azuth level.
Resilience: When you take a major wound you drop just 1 row on the condition track, rather than 2. When you are unconscious and make Constitution checks to regain consciousness, you don't die if you roll a 1 or fail by 5 or more.
A promethean has several weaknesses, described below.
Additional Weaknesses: In addition to the common weaknesses above, a you have 6 of the following weaknesses. You may pick an extra weakness to get a basic quality, and another at azuth level 5 to get an extra intermediate quality. At least half of all weaknesses must be ones that your sire also have.
Aversion: You are repelled by the object of your aversion. You must make a DC 25 Will save to come within 20 feet of the aversion, and even then can only advance at 5 feet per round. If the object of the aversion comes closer, on its own or with someone else’s help, you must make another Will save or must retreat out of range. You suffer a -2 penalty on melee attacks against anyone wearing or carrying the aversion.
You can take the aversion weakness more than once, with multiple objects. Garlic and holy symbols are common aversions for vampires; roses and other symbols of life, vitality, and purity are also known in various cultures’ folklore.
Severe Aversion: It is also possible to take aversion twice for the same substance. If trapped within 20 feet of the object of severe aversion, you must make a Charisma check every round to avoid taking damage, with a DC of 15 +1 per additional round you are there. When you fail a check, you begin suffering much as if you are a mortal drowning: in the next round you fall unconscious with 0 hit points, the round after that you're reduced to -1 hit points, and the round after that, you're destroyed. You can heal (and use special escape options like Gaseous Form) only after the aversion is removed or you're taken out of its range.
Offensive to Animals: Animals instinctively dislike and fear you. You get a -5 penalty on all Animals checks when dealing with living animals.
Promethean (Power Class)
Must be promethean, and each promethean always have at least one level of this class.
Hit Die: 1d10.
Defenses: +2 AC, +2 Fortitude, +2 Reflex.
|3||+2¼||+2||+1 Str, Basic Quality, Bonus Feat|
|6||+4½||+4||1||+1 Con, Bonus Feat|
|9||+6¾||+6||+1 Str, Bonus Feat|
Starting Feats: Simple Weapons Proficiency.
You can pick a basic quality from the list below. You cannot pick the same quality more than once.
Internal Alchemy: Prometheans are alchemically constructed creatures, and as such they have a natural affinity for alchemy. You can perform alchemical processes internally, and can use Dynamic Magic in the Internal Alchemy tradition.
You can pick an intermediate quality from the list below. You cannot pick the same quality more than once, and you must meet any listed prerequisites.
You do not have to take the basic version of a quality before getting the intermediate version, and can choose to acquire an additional basic quality instead of an intermediate one. All these qualities are considered Su (supernatural).
At 8th, 9th, and 10th level, you can pick an advanced quality from the list below. You cannot pick the same quality more than once, and you must meet any listed prerequisites.
You do not have to take the basic or intermediate version of a quality before getting the advanced version, and can choose to take an additional basic or intermediate quality instead of an advanced one. All these qualities are considered Su (supernatural).
At 3rd level, you can pick a feat for which you have all prerequisites. You can choose one of Crush, Extra Second Wind, Great Fortitude, Improved Damage Threshold, Improved Natural Healing, Low Profile, Pin, Shake It Off, Thick Hide, and Toughness.
You can pick another bonus feat at 6th and 9th level.
- Promethean the Created, and its supplements.
|About • Setting • Rules|