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Forged Racial Traits
¨ Living Construct Subtype (EX): Forged are Humaniods with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Forged are living constructs that combine aspects of both constructs and living creatures, as detailed below
Features: As a living construct, a Forged has the following features.
· Living Construct Template: A Forged cannot start with or gain any Racial Templates such as but not limited to; Half-Dragon, Half-Celestial, Half-Fiend, Undead or Shapechanger. (It is up to your DM to determine whether or not a Template is suitable.)
· A Forged derives its Hit Dice, base attack bonus progression, saving throws and skill points from the class it selects.
Traits: A Forged possesses the following traits.
· Unlike other constructs, a Forged has a constitution score.
· Unlike other constructs, a Forged does not have low-light vision or darkvision.
· Unlike other constructs, a Forged is not immune to mind-affecting spells and abilities.
· Immunity to sleep effects, nausea, fatigue, exhaustion and effects that cause the sickened condition.
· Forged are resistant to poison, paralysis, disease and energy drain, gaining a +4 bonus to save against such spells and effects.
· A Forged cannot heal damage naturally
· Unlike other constructs, Forges are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain and death effects or necromancy effects
· As living constructs, Forged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a Forged can be healed by a cure light wounds or a repair light damage spell, for example, and a Forged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a Forged.
· The unusual physical construction os Forged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A Forged is affected by repel metal or stone. A Forged is affected by repel wood. Spells such as stone to flesh, stone shape, warp wood, and wood shape can disrupt the body of the Forged, but do not have their normal effect. Instead, the Forged takes 2d6 points of damage from the spell (Fortitude Half; save DC 10 + caster level + caster’s ability modifier).
· A Forged responds slightly differently from other living creatures when reduced to 0 hit points. A Forged 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 and greater than -10, a Forged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Forged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. A Forged cannot take the Diehard feat, or benefit from similar effects or abilities.
· As a living construct, a Forged can be raised or resurrected, but not reincarnated.
· A Forged does not need to eat, sleep or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
· Although living constructs do not need to sleep, a Forged wizard (or other arcane caster) must rest for 8 hours before preparing spells.
· +2 to any one physical stat: No Forged body was crafted exactly the same. Some were built for war, others for labor or delicate tasks. This bonus reflects the varied purpose and nature in the creation of the Forged.
· Medium: As Medium creatures, Forged have no special bonuses or penalties due to their size.
· Hardened Body: The body of a Forged is made up flexible warpwood and stone plating. This plating provides the Forged with a small amount of protection, granting a +2 Natural Armor Bonus. A Forged may wear armor or robes normally.
· A Forged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
· Forge Bond (EX): The Warpwood used to create a Forged gives it the unique ability to Bond itself with mundane and magical arms and armor, gaining bonuses and negatives associated with the type of item bound. The time it takes to Bond an item depends on its type.
· Armor: A Forged my Bond a suit of mundane or magical armor to his body. The process takes 8 hours as the Forged warpwood body shifts and molds, bonding the armor to him. Once bound, the armor acts normally, providing all armor bonuses and magical affects (if applicable). You suffer all the penalties as well, including arcane spell failure, armor check penalty (now reduced by 1 to a min of 0), and slower movement speed. You are still considered wearing armor of it’s type, and it still takes up the body slot for magical items. The Max DEX bonus for bound armor is increased by 1. Once bound, the armor cannot be removed by any means unless the Forged willfully unbinds the armor. It takes 1 hour to unbind armor, at which point it can be removed normally. If the armor bound is crafted from a special metal, such as cold iron, the Forged Slam attacks gains the metal type for the purposed of bypassing damage reduction or hardness while the bond is in place. If the armor bound contains any Metal, the Forged body becomes vulnerable to attacks and spells that target metal arms, armor , equipment and objects. A Forged takes damage from heat metal and chill metal as if he were wearing metal armor. This also makes him vulnerable to rustinggrasp. The Forged takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A Forged takes the same damage from a rust monster’s touch (Reflex DC 17 half). A Forged gains proficiency with any armor with which he is currently bound. Once a Forged unbinds from a suit of armor, he cannot rebind
· Weapons: A Forged my bond any one handed weapon to his body. This process takes 10 mins as the Forged warpwood hand shifts and molds, bonding the weapon to him. Once Bound, the weapon functions normally, providing all mundane and magical bonuses (if applicable). A Bound weapon cannot be disarmed, or otherwise removed from the Forged until he willingly unbinds it. To unbind a weapon, it takes 1 full round action. The Forged hand becomes unusable while a weapon is bound. Bound weapons receive a +1 bonus to attack rolls and CMB.
· Automatic Lanuages: Common. Bonus Languages: None.