In my current campaign I've introduced a new race called the "Mechanus" (I know they already exist!) mostly basing them off of Warforged but also looking at Constructs and Mechanus. I'd like some opinions on what I have so far.
MECHANUS RACIAL TRAITS
Clockwork Construct Subtype (Ex): Mechanus are constructs with the clockwork construct subtype. A clockwork construct is a created being given sentience and free will through powerful and complex creation enchantments and construction.
Features: A clockwork construct has the following features.
A Mechanus derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A Mechanus possesses the following traits.
-Unlike other constructs, a Mechanus has a Constitution score.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, mind-affecting spells/abilities, and energy drain.
-A Mechanus cannot heal damage naturally.
-Unlike other constructs, Mechanus are subject to nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-Mechanus can be affected by spells that target living creatures as well as by those that target constructs.
-Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a Mechanus.
-The unusual physical construction of a Mechanus makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A Mechanus takes damage from heat metal and chill metal as if it were wearing metal armor. Likewise, a Mechanus is affected by repel metal or stone as if he were wearing metal armor. A Mechanus is repelled by repel wood. The iron in the body of a Mechanus makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). AMechanus takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of aMechanus
-A Mechanus responds slightly different from other living creatures when reduced to 0 hit points. A Mechanus with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0, aMechanus is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert Mechanus does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A Mechanus has a 5% chance (00-05%) to 'reactivate' itself to 0 hit points once a day if the majority of its body is intact and attached.
-As long as a Mechanus is not completely destroyed, he needs only be reassembled to be returned to life. He can be reassembled using spells such as Make Whole and healing spells. If its body has been completely destroyed or cannot be located a Wish, Miracle, or similar spell may return it to life.
-A Mechanus receives DR 50/- to all Evocation spells unless they deal electrical/lighting based damage.
-A Mechanus normally takes 5x damage from any electrical/lighting based damage.
-A Mechanus does not eat, sleep, or breathe, but it can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
-Although Mechanus do not need to sleep, a Mechanus wizard must rest for 4 hours before preparing spells.
• Rather than ability score bonuses a Mechanus is customized from creation, you receive 5 free Mechanus feats
• Medium: As Medium constructs, Mechanus have no special bonuses or penalties due to their size.
• Mechanus base land speed is 30 feet.
• Composite Plating: The plating used to build a Mechanus provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor ). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus awarforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides awarforged with a 25% arcane spell failure chance. Any class ability that allows a Mechanus to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
• Light Fortification (Ex): When a critical hit or sneak attack is scored on a Mechanus, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
• A Mechanus has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
• Automatic Languages: Mechanus.
Bonus Languages: None.
• Level Adjustment: +1.
• Favored Class: Fighter.
MECHANUS FEATS
MECHANUS RACIAL TRAITS
Clockwork Construct Subtype (Ex): Mechanus are constructs with the clockwork construct subtype. A clockwork construct is a created being given sentience and free will through powerful and complex creation enchantments and construction.
Features: A clockwork construct has the following features.
A Mechanus derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A Mechanus possesses the following traits.
-Unlike other constructs, a Mechanus has a Constitution score.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, mind-affecting spells/abilities, and energy drain.
-A Mechanus cannot heal damage naturally.
-Unlike other constructs, Mechanus are subject to nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-Mechanus can be affected by spells that target living creatures as well as by those that target constructs.
-Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a Mechanus.
-The unusual physical construction of a Mechanus makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A Mechanus takes damage from heat metal and chill metal as if it were wearing metal armor. Likewise, a Mechanus is affected by repel metal or stone as if he were wearing metal armor. A Mechanus is repelled by repel wood. The iron in the body of a Mechanus makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). AMechanus takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of aMechanus
-A Mechanus responds slightly different from other living creatures when reduced to 0 hit points. A Mechanus with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0, aMechanus is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert Mechanus does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A Mechanus has a 5% chance (00-05%) to 'reactivate' itself to 0 hit points once a day if the majority of its body is intact and attached.
-As long as a Mechanus is not completely destroyed, he needs only be reassembled to be returned to life. He can be reassembled using spells such as Make Whole and healing spells. If its body has been completely destroyed or cannot be located a Wish, Miracle, or similar spell may return it to life.
-A Mechanus receives DR 50/- to all Evocation spells unless they deal electrical/lighting based damage.
-A Mechanus normally takes 5x damage from any electrical/lighting based damage.
-A Mechanus does not eat, sleep, or breathe, but it can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
-Although Mechanus do not need to sleep, a Mechanus wizard must rest for 4 hours before preparing spells.
• Rather than ability score bonuses a Mechanus is customized from creation, you receive 5 free Mechanus feats
• Medium: As Medium constructs, Mechanus have no special bonuses or penalties due to their size.
• Mechanus base land speed is 30 feet.
• Composite Plating: The plating used to build a Mechanus provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor ). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus awarforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides awarforged with a 25% arcane spell failure chance. Any class ability that allows a Mechanus to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
• Light Fortification (Ex): When a critical hit or sneak attack is scored on a Mechanus, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
• A Mechanus has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
• Automatic Languages: Mechanus.
Bonus Languages: None.
• Level Adjustment: +1.
• Favored Class: Fighter.
MECHANUS FEATS
Language Database & Advanced Synthesiser [Mechanus]
Prerequisites: None
Benefit: Mechanus acts as if Tounges is cast on it at all times, this is considered a Extraordinary(Ex) ability. In addition, a +2 bonus on Diplomacy, Bluff, and Intimidate.
Normal: Mechanus can normally only speak Mechanus.
Special: None
Advanced Composite Plating [Mechanus]
Prerequisites: None
Benefit: The +2 Armor from Composite Plating becomes +4 (Armor) and +1 (Natural Armor) instead. The 25% spell failure is removed.
Normal: +2 Armor
Special: None
Adamantine Composite Plating [Mechanus]
Prerequisites: Advanced Composite Plating
Benefit: The typical iron based composite is replaced with an adamantine based composite giving DR 3/-, resistance to Acid 5, Cold 5, and Fire 5.
Normal: None
Special: None
Composite Plating Fortification [Mechanus]
Prerequisites: Advanced Composite Plating
Benefit: Immunity to Critical Hits and Sneak Attack unless otherwise stated.
Normal: None
Special: None
Battle Shielding [Mechanus]
Prerequisites: Advanced Composite Plating, Improved Power Systems, BAB +8
Benefit: +4 Deflection AC bonus
Normal: None
Special: This can be taken two times, the effects stack
Composite Plating Optimization [Mechanus]
Prerequisites: Advanced Composite Plating
Benefit: +1 to the Armor or Natural Armor bonus of your composite plating.
Normal: None
Special: This can be taken multiple times, the effects stack.
Improved Power Systems [Mechanus]
Prerequisites: Advanced Composite Plating
Benefit: +20 HP, +2 to Fortitude, Reflex, Will saves
Normal: None
Special: None
Improved Locomotion Systems [Mechanus]
Prerequisites: None
Benefit: +10ft to base speed(to 40ft), may cast Haste 1/day as a caster equal to your character level.
Normal: 30ft
Special: None
Enhanced Strength [Mechanus]
Prerequisites: None
Benefit: +1 to Strength
Normal: None
Special: This can be taken multiple times, the effects stack.
Enhanced Dexterity [Mechanus]
Prerequisites: None
Benefit: +1 to Dexterity
Normal: None
Special: This can be taken multiple times, the effects stack.
Enhanced Constitution [Mechanus]
Prerequisites: None
Benefit: +1 to Constitution
Normal: None
Special: This can be taken multiple times, the effects stack.
Enhanced Intelligence [Mechanus]
Prerequisites: None
Benefit: +1 to Intelligence
Normal: None
Special: This can be taken multiple times, the effects stack.
Enhanced Wisdom [Mechanus]
Prerequisites: None
Benefit: +1 to Wisdom
Normal: None
Special: This can be taken multiple times, the effects stack.
Enhanced Charisma [Mechanus]
Prerequisites: None
Benefit: +1 to Charisma
Normal: None
Special: This can be taken multiple times, the effects stack.
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