Artilects
Technology is always being forwarded in the Coldlands; not since the gnomes who built Urilaulri has there been a society so devoted to innovation. While the dwarves of the northern continent continued to teach and understand technological principles, they never really forwarded it much - their highly organized culture didn't look favorably on new ideas and experiments, and so only known technology was practiced.
Artilects are one result of the continual expansion of technological understanding. When analytical engines were invented only a few decades into the founding of the Coldlands, some believed that their capacity for simulation of learning could be turned into real learning.
And so it was.
A small social group of technologists and inventors tinkered for years, researching and experimenting with the analytical engines. Each failure brought new insights into how to achieve their goal; finally, they found it, in the form of evolutionary algorithms, an odd branch of science that attempted to explain gradual changes in races in mathematical terms. Evolutionary algorithms began with a base expression, which went through random permutations, generating an end result that was a simulation of a descendent of the original expression.
Using this technique, along with a variety of others they had uncovered along their research, they gave birth to mechanical intelligence.
Artilects have existed for a little more than half a century. Initially, they were incredibly basic - little more than glorified analytical engines, capable of very little original thought and requiring much prompting to hold anything resembling human conversation. Though the first successes were wonderful for the researchers, very few continued to advance artilects - the goal had been accomplished, and there were other projects that needed tending.
It was then that the artilects began growing themselves.
The first artilects had little grasp of their evolutionary algorithms; however, though they were not posessed of much intelligence, they understood the power of this aspect of math. They applied the algorithms in new and original ways, posing the researchers' original question: how do we make mechanical intelligence?
The returned expressions were difficult for the researchers to grasp - ideas so abstract that no one but a machine would have thought of them. The artilects adapted, changing themselves using the evolutionary algorithms. It was an exponential growth - the more they changed using the algorithms, the more powerful the algorithms became.
However, all things must eventually level off, and mechanical intelligence is no exception. Modern artilects, born from the first few generations, can only make slight advances in their mathematical expressions; however, each generation seems to improve on past improvements, these are not made at nearly the same speed as the originals.
Artilects today have taken on the shapes of humanoids; though there are some alternate forms that are more desirable in terms of evolution, artilects have come to understand that acceptance requires a certain amount of similarity - they have a hard enough time adjusting to the social structure as it is, and adding a highly unusual construction shape to this would only make matters worse.
Artilects are alien creatures: their sentience is a step ahead of that of the common races. Their ability to think is limited only by their mechanical prowess. Though they learn, understand, and reason in a way that is completely foreign to the human mind, there is no doubt that they are indeed capable of thought.
Personality: Imagine a creature that thinks in ones and zeroes, thoughts running through carefully-constructed conduits of iron and electricity in place of flesh and blood. Concepts are categorized, compared, and utilized in the most efficient manner possible. Comprehension of a new idea is difficult for such a creature, but once accomplished, it is subsumed into the artilect's consciousness completely and fully. There is no loss of memory, no forgetting of important facts. Thousands of calculations are made with each passing second, determining the pressure needed to lift an object, the distance to said object, how to remain standing, and just how the object fits into the world. This is how the artilect thinks, and no mortal being can comprehend it.
Physical Description: Artilects have a very strange appearance. Depending upon their constructor, the artilect can be anything from a box on legs to a humanoid-shaped construct. However, artilects that have been constructed by other artilects tend to take on a more bizarre - though always functional - form. Regardless of their appearance, however, artilects tend to have two upper appendages and three lower. The configuration of these appendages varies widely, however, though most end in hand-like constructions, with anywhere between three and five "fingers" - artilects find that most tools are built for humanoids, and find that other configurations do not function as well.
Relations: Artilects are aliens, pure and simple. Their thinking is far too different from other creatures for them to begin to understand each other. Even two artilects may have difficulties understanding each other's methods, though they tend to have underlying similarities. Artilects built by the same being tend to process information along the same lines, and thus have an easier understanding of each other. Most mortal races have great difficulties dealing with artilects, the creatures being constructs and having thought patterns that match those of no known creature making any contact jarring, at the very least.
Alignment: Though they tend to law, artilects can be of any alignment. Their sense of right and wrong is muggy at best, and they tend to believe that the ends justify the means. Most artilects are lawful only due to the fact that their very being is suffused with lawful measures. However, they are capable of chaotic acts, and some behave rather erratically if their programming is out of sync.
Artilect Lands: Artilects have no land and no society amongst themselves. They are far too new to the world to posess such, and exist in lands where the mortal beings exist. If they ever founded their own nation, or even small region, chances are such that it would resemble nothing ever created by a mortal being.
Religion: Artilects cannot prove nor disprove the existence of a deity. The presence of arcane magic makes even the wonders of divine magic suspect. Because they cannot prove nor disprove the existence of a god, most artilects refuse to make a decision; while most would not be categorized as atheists, even these - with some exceptions - cannot be grouped into any one particular belief structure.
Language: Artilects have a very alien grasp of linguistics. Among themselves, they speak in a language known as Assembly, called as such because it resembles the "language" used by Reckoners to utilize Analytical Engines. Artilects who come in contact with a language begin to instantly pick up on it, and can learn anything they hear.
Names: Artilects do not use names amongst themselves. Typically, they refer to themselves as "One", rather than "I". Others may give an artilect a name, and it will learn to respond to such a thing, if only to ease communication. Communication amongst themselves is incredibly clear, as the Assembly language is very precise in such things so as to allow no mistakes. Names can be male or female, as artilects have no gender and usually show no preference for one name over another.
Adventures: An adventuring artilect can adventure for any reason. Exploration of one's surroundings gives one a new view on things, a new perspective to work with. It is often the goal of an artilect to learn everything; given their vast capacity of knowledge, most believe that, one day, they will accomplish this goal. Some artilects may attempt to find others of their kind, and attempt to form some kind of society.
Artilect Racial Traits
Construct (Mechanical): Artilects are constructs with the mechanical subtype, not humanoids. However, they are not full constructs; they are different in the following ways.
--An artilect derives its Hit Dice, BAB progression, saves, and skill points from the class it selects.
--An artilect has a Constitution score.
--An artilect does not have low-light vision or darkvision.
--An artilect is not immune to mind-affecting effects.
--Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
--An artilect cannot heal damage normally. To heal an artilect, a Repair check is required; the amount of damage healed is equal to the result - 10. A Repair check made in this way requires 10 rounds of uninterrupted work; an artilect is treated as being unconscious and helpless while the repairs are made. A Repair check of 10 or less instead deals 1d6 points of damage to the artilect. An artilect cannot repair itself.
--An artilect, as a mechanical creature, is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
--An artilect can be affected by spells, powers, or devices that target living creatures as well as those that target constructs. However, spells from the healing subschool or supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to an artilect. Devices from the chemistry field that cure hit points damage or ability damage have no effect on an artilect.
--An artilect suffers unusual effects from certain spells or powers that normally don't affect living creatures. Heat metal and chill metal affects the artilect as though it were wearing heavy armor. LIkewise, an artilect is affected by repel metal or stone as though wearing heavy armor. The iron in the body of an artilect makes it vulnerable to rusting grasp; such a spell deals 2d6 points of damage to the artilect (Reflex half; DC 14 + caster's ability modifier); it is also likewise affected by a rust monster's touch (Reflex half, DC 17).
--An artilect responds to damage differently than mortal characters. An artilect with 0 hit points is disabled, just like a normal creature; however, it can take a single move or standard action in each round, but he does not suffer damage for doing so. When its hit points are less than 0 and greater than -10, the artilect is inert. It is unconscious and helpless, and cannot perform any actions; however, it does not lose any additional hit points.
--An artilect can be raised or resurrected; however, divine magic can never restore an artilect to life except by a cleric with the Metal or Craft domains, and arcane spells or psionic powers used to do so must pass through the artilect's inherent spell or power resistance. If a given caster or manifester fails to return the artilect to life using a spell or power, that same caster or manifester cannot try again until after the artilect has been raised.
--An artilect does not need to eat, sleep, or breathe, and it cannot benefit from the effects of consumable spells; however, it can consume potions normally. Also, though the artilect has no true skin, it can benefit from psionic tattoos.
--An artilect, though not requiring sleep, must rest for 8 hours before preparing spells or regaining power points.
+2 Intelligence, -2 Wisdom, -4 Charisma: Artilects are intelligent, their capacity for knowledge and leaps of understanding unparalleled among the mortal races. However, they lack a certain intuition - they are slow to come to difficult conclusions, and most races find them incredibly disturbing.
Mechanical Evolution (Ex): Each artilect has certain capabilities that it's creator deemed necessary to survival in the world. This effect manifests itself as an ability increase in one ability and one other effect. At creation, an artilect chooses one of the following abilities.
Enhanced Servos: The artilect has a better network of servos and hydraulic pumps, allowing it to haul and lift more weight than other artilects. The artilect gets a +2 racial bonus to Strength and can wield weapons as though it were one size larger than it is.
Lightweight Material: The artilect has been built from materials that are lighter than typical iron or steel. As such, it can manipulate it's appendages faster than other artilects. The artilect gets a +2 racial bonus to Dexterity and it's base movement rate is 40 feet.
Durable Construction: The artilect has been built sturdily, much more compact and resistant to damage. Due to this, it can withstand more damage and punishment than most other artilects. The artilect gets a +2 racial bonus to Constitution and has DR 1/-.
Expansive Neural Network: The artilect's mechanical intelligence algorithms are faster than those of most other artilects, thanks to an expansive neural network. Thanks to this, the artilect gets a +2 racial bonus to Intelligence (this stacks with the standard +2 bonus to Intelligence for artilects) and gets an additional favored class of its choice.
Intuitive Algorithms: The artilect's programming allows it a degree of intuition that most other artilects lack. As such, it gets a +2 racial bonus to Wisdom (this stacks with the standard -2 penalty to Wisdom for artilects) and gains a +2 racial bonus to Initiative and trap sense +1 (as per the rogue ability).
Human Behaviors: The artilect has a degree of humanity in its decisions and its appearance, making mortals more amenable to its presence. The artilect gets a +2 racial bonus to Charisma (this stacks with the standard -4 penalty to Charisma for artilects) and gains a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against humanoids.
Sensitive Sensors: The artilect has highly sensitive sensors, allowing it to see, hear, and otherwise physically sense the world in ways most other artilects cannot. The artilect gets a +2 racial bonus to Perception and darkvision with a base range of 60 feet.
Medium.
Artilect base land speed is 30 feet.
Composite Plating: The artilect is covered in material that makes it difficult to damage its delicate machinery. It gets a +2 armor bonus to AC. This composite plating occupies the sae space on the body as a suit of armor or a robe. An artilect can be enhanced technologically like normal armor, but he cannot be magically or psionically modified. The artilect must be present the entire time it takes to modify him.
Composite plating also provides the artilect with a 5% arcane spell failure chance.
Inherent Resistance: An artilect, as a product of powerful technology, is inherently technological; as such, it gains an SR and PR of 5 + class level. This does not stack with resistances gained from caster, manifester, or student levels.
Natural Weapon: An artilect has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
Automatic Languages: Assembly, Common. Bonus Languages: Any (other than secret languages, other than Druidic).
Favored Class: Technologist. A multiclass artilect's technologist class does not count when determining whether he takes an experience point penalty for multiclassing. Artilects are well-versed in the ways of their kind, and make it their pride to learn of them.