Tuesday, December 20, 2011

Design Day: The Artificial

Last week on Design Day, I presented a new, shadowy race known as the Shadowkin. This week, I'm still on a races kick, so I decided to throw something else together...well, not exactly that. I'm actually updating an old race I designed: The Gearman.

Except these guys got a pretty major face-lift. They've been re-designed from the bottom-up, right down to the name. In addition, they have some new flavor that I hope you'll enjoy. I've been meaning to adjust them for a while now, since they're one of the player races in my home campaign setting. So here it is:


The Artificial (Link to PDF)

No one knows who first came up with the artificial—where the first one came from. Rumors abound about ships from space carrying living metal cargo, or genies shrinking golems and granting them intelligence for their own amusement. Most assume, however, that the artificials were merely the accidental production of a mechanically-savvy wizard whose experiments created the first golem with a soul.

Physical Description: Artificials are tall, humanoid machines, composed of metal. The detail of their features varies from artificial to artificial, based on the dedication of their creator. They have no real sense of gender, and thus their appearance in that regard is determined by their own tastes and the tastes of their creators. Artificials, whether plain or intricate, generally pride themselves on their appearance. They polish their skin to a shine, and check for wearing and rust on their bodies regularly.

Society: Their unnatural creation and existence has ostracized most artificials, leaving them to seek out each other. Entire artificial communities will rise up out of nowhere, working together just to get by in a world that doesn’t understand them. Universally, they possess a passion for knowledge, and are curious by their very nature—sometimes to a fault. They also despise repetitiveness and manual labor, seeing it as work for lesser constructs.

Relations: Artificials tend to not mesh well with other humanoid races, as they are often seen as strange and otherworldly. They usually get along with half-races, who often suffer from being ostracized themselves. They also enjoy the company of gnomes, whose flighty nature and strange compulsions fascinate artificials.

Alignment and Religion: Artificials, despite being a strangely young race with little worldly experience, have a strong sense of honor. They will dedicate themselves to a task or an ideal until it is completed. However, this curiosity and obsession can sometimes lead to moral ambiguities, as they may not understand that some methods and subjects are considered taboo by the rest of society.

Adventurers: Artificial adventurers are quite common. Their natural curiosity and thirst for knowledge is only enhanced by the lifestyle of the adventurer—traveling from place to place and meeting strange and interesting people. They thrive on the road, and can be found just about anywhere when adventuring.

Names: Tankar, Nuvio, Kelldis, Atra, Lyntes, Mapira, Kastin


Artificial Racial Traits
+2 Constitution, +2 Intelligence, -2 Dexterity: Artificials are hardy and quite intelligent, but their metallic bodies do not allow for great agility.
Medium: Artificials are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Artificials have a land speed of 30 feet.
Sapient Construct: An artificial’s type is construct (sapient). They are intelligent and capable of sentient thought. It is no longer immune to mind-affecting effects.
Mechanical Anatomy: Artificials are composed of metal and, thus, do not recover from damage in the same way as creatures composed of flesh. They do, however, possess a strange sort of mechanical anatomy. As such, they differ from constructs in the following ways:
· They retain their constitution score and gain hit points based on it, rather than size. They also die when their hit point total is equal to a negative number equal to or greater than their constitution score.
· They are not immune to disease, death effects, necromancy effects, paralysis, poison, sleep effects, or stunning.
· Artificials are subject to ability damage, ability drain, fatigue, exhaustion, energy drain and nonlethal damage. They are also not immune to effects that require fortitude saves.
· They are at risk of death due to massive damage.
· They do not need to eat or drink, but they must rest, as a human, recharging while they sleep.
· Artificials heal only ½ the hit points that would normally be recovered from curative spells. However, they can be affected by spells that repair objects, such as make whole. The spell mending acts as stabilize when cast on an artificial.
· Artificials can be healed with the heal skill, but instead of a healer’s kit, artisan’s tools are required to negate the -2 to the check.
· Artificials heal naturally over time, self-repairing while they rest or sleep, at the same rate as a human.
· Artificials possess a soul, and can be raised from the dead.
Armor-Skin: Artificials gains a +1 natural armor bonus to their AC thanks to their metallic skin.
Mechanical Musculature: The artificial’s piston-like musculature grants them a +2 bonus on saves to resist being fatigued or exhausted.
Memory Cache: An artificial’s mind is capable of holding huge amounts of information without fear of loss. They select 2 intelligence-based skills at first level. These skills are treated as class skills for the artificial.
Languages: Artificials begin play speaking common. Artificials with high intelligence can choose any languages they want (except secret languages such as druidic).


Special Materials

Sometimes, artificials are made out materials besides steel, whether the creator is using the material as a status symbol, or to give the artificial greater effectiveness in a specific area. An artificial made out of a special material does not gain the Armor-Skin racial ability. In addition, its unarmed strikes are treated as being its special material.
     Adamantine: An adamantine artificial’s shell is harder than any other’s. It gains DR 1/adamantine.
     Cold Iron: A cold iron artificial has been built to resist magic. It gains a +2 bonus on saves against spells or spell-like abilities.
     Mithral: A mithral artificial’s lighter frame makes it much more maneuverable. It weighs half as much as it normally would and gains +10 feet to its movement speed.


Creating an Artificial

Building an artificial requires the Craft Construct feat and follows the “Building and Modifying Constructs” rules presented in Ultimate Magic.

Artificials can be modified as other constructs with the Armor, Weapon, and Rune-Carved modifications.

Artificial
CL 15th; Price 10,000 gp
CONSTRUCTION
Requirements Craft Construct, resurrection; Skills Spellcraft and Craft (miscellaneous); Cost 5,000 gp

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