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Post by schpeelah »

Prepare to quickly get sick of the phrase "You also"

Warforged (reposted so it can get into the Repository)

Introduction

Lets' be clear - what is posted here is not just a changed statblock for an Eberron race. This writeup is supposed to represent a wide range of humanoid living constructs - from wannabe Shield Golems through Evil Wizard Constructs to Rogue Modrons - intended as a playable race. For that reason I changed their racial abilities to be as close to being equally useful to all classes as possible, though this produces the unfortunate result of the race being fairly generic.

Statblock
Warforged
- Medium Size
- 30ft. movement
- Construct Type (living construct subtype)
- Customization: Warforged can count as being of any race for purposed of meeting the prerequisites of feats that can be explained as mechanical changes, such as Wings of Evil, Extra Arms or Large Size Fiendish feats
- Reprogramming: you can use the retraining rules even if your fellow PC can't. Alternately, you can spend a month of time to retrain as if you leveled
- Living: Unlike most living constructs, Warforged are treated like normal living creatures for purposes of healing effects, gaining full benefit.
- +4 bonus on Craft checks and Craft is always a class skill for you
- Favoured class: any
- Automatic languages: Common, one other
- Bonus languages: Abyssal, Aquan, Auran, Celestial, Formian, Ignan, Modron, Slaad, Sylvan, Terran.
Living Construct traits (the official ones, for reference)
Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).

- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct 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 living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.
Character Backgrounds available to Warforged are:
Modron creation
You were made to help fulfill the will of Primus. For some reason, right now it means you are to join an adventuring party. They say you don't need to know why. They always say that.
You have a faint Law aura and have a perfect memory giving you the Sound Imitation ability. Your second automatic language is Modron, allowing you to talk with gear spirits and other machines.

Also, Modrons might have some missions for you in the future, but right now you are supposed to adventure, gaining power, knowledge and magic items to be more useful when your services will again be needed.


Mage's assistant
You were created to be a helping hand for a spellcaster. You know more about magic than most people assume you do.

You have +2 to Spellcraft and Knowledge(arcane) checks and these skills are always class skills for you. You can also cast Detect Magic as a spell-like ability at will. If your creator is still alive, you probably are executing his orders or hiding from him after you escaped. If he's dead you are most likely fulfilling his last will, avenging him or hiding from his friends because it was you who killed him.


Mage's bodyguard - mechanics of
Experimental stock from RoW, the rest as Mage's assistant


Veteran of The War - Eberron Warforged have this background

Rouge Modron
Want to find out just how fully functional I am?
You have been created with some features quite unusual for your kind. The most notable of them is that your attributes appear to be unusually large (I'm talking about Charisma of course ...what?). This grants you a +2 bonus whenever you are trying to improve the attitude of others to yourself (be it a Diplomacy check or the DC of Charm Person). Diplomacy, Bluff and Sense Motive are always class skills for you. You may also attract followers (Leadership score as per Leadership feat), but they cannot be of level higher than yours minus 8.

Rogue Modron
01010101010011111010101010000101101112!!!!
Benefits: Same as Modron creation.
Other: You could not keep your mind inside the tight mindset of a typical Modron and went rogue. It could have happened a second or a century ago. After that one of two things could have happened. You could have filled out all the paperwork (on Mechanus, there are forms for everything) and officially become an exile, never to be recognized as a Modron by any servant of Primus. Or you could have escaped, retaining the ability to command Modrons of lower rank at the price of being under constant attack of Primus’ soldiers.


The Old One
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time, like tears in the rain. Time to die.
Whatever your origin, it happened centuries ago and its effects have long since become immaterial. Thanks to the experience you have gained over the long time you can have as many free ranks in background skills (Knowledge, Profession, Craft and Perform) as your level allows and they are always class skills for you. You are also going to unexpectedly meet long-forgotten (and important to the plot) friends and enemies from the past.
Alignment (trying to make it work by becoming independent of all encompassing definitions of Good and Evil)
Alignment should be just a descriptor. Folks do not really complain about [Evil] tags on spells (other than Deathwatch), but applying [Evil] to a person generates countless arguments. This is because the alignment system requires you to separate people into Good and Evil categories in an unambiguous manner, and the whole issue has always been very ambiguous. At the same time, spell descriptors only require a set of straight forward Yes/No criteria. For example, an [Evil] descriptor applies to spells that: create undead, summon evil creatures, negatively impact Good characters more than Evil ones etc. Note that fulfilling any one of those criteria gives you the descriptor, removing the need to have a grand unifying definition of what an evil spell does.
So my proposition is to do similarly with characters. A character has an alignment if:
- They are of an aligned race. While their mechanically aligned status is not generally dependant on their actions, they will still gravitate towards certain behaviors traditionally associated with their alignment. For every angsting Tiefling or Drow there are anywhere between a dozen and a hundred assholes who will bullshit you about just being misunderstood
- They are channeling aligned magic, usually divine. Such characters universally have codes of conduct which must not necessarily be written out in-world, but their players must know what does or doesn’t constitute a breach (which of course results in loss of power and aligned status). Sufficient power gained that way can completely override racial alignment, creating fallen angels and risen demons.
You still should have some guidelines about alignment so that everyone is on the same page about what kind of activities fiends tend to engage in and what is appropriate for a Paladin’s Code of Conduct.
Feats (draft)
Monkey Grip [Combat]
All benefits of this feat apply when you wield and attack with a melee two-handed weapon.
Benefit: Add twice your Str modifier to damage instead of the normal 1,5.
+1: Uncanny Power Attack: Whenever you hit, you inflict additional damage equal to twice the amount by which you exceeded the defender’s AC (but not touch AC, even if it was a touch attack). Additionally, you may use weapons one size larger than yourself.
+6: Power Strike: As a Standard action you can make an attack with a damage multiplier equal to 1/5 your BAB, round up.
+11: You can wield weapons of any size as long as they weigh less than light load for you.
+16: Massive Damage: Once per round, when you inflict at least 50 points of damage with a weapon larger than yourself, you can destroy the target of your attack (Fortitude save DC 10 + 1/2 your level + your Str modifier negates). If you attacked a very large object, only the part that is within 120 feet of you is destroyed.

Simplified Weapon Sizing for purposes of this feat
Using weapons larger lets you count yourself as a creature the weapon’s size for purposes of reach and combat maneuvers, -1 to attack per and +2 to damage per size of difference.

Mastery of Fire [Skill]
This feat scales with ranks in Concentration.
Benefit: As a Free Action once per round, you may declare any number of nonmagical fires within Close range to be controlled by you, altering them in any of the following ways:
- Widen their area 5ft. beyond normal (that is, squares adcjent to the fire also count as occupied by it). The amount by which you can widen fire doubles for every 5 ranks you have. Unattended flammable objects within this area catch on fire, creatures are entitled to a Reflex save DC 10+1/2ranks in Concentration + stat mod
- Extinguish the flames in any square you choose. You may also declare any creature within range not to be damaged by flames you control. Combined with Widen this allows you to move the fire around.
Fire controlled by you counts as a result of your magical abilities and can thus benefit from abilities such as Fire Mage’s Impress the Flames and the Burn feat. You may also make any mechanically inconsequential changes to the shapes the flames take you want.
4: You gain the ability to Turn and Rebuke creatures with the [Fire] subtype, as well as communicate with them regardless of the language barrier – even if the creature in question has no language at all and is of animal intelligence.
9: Control Fire Quasielement: You gain the ability to control Radiance and Ash. You can cast Light, Sunlight, Silent Image, and use the Ash Rat Totem of the Totemist at will. The soulmeld can be used independently of any soulmelds you may or may not have. In addition, you gain the Mastery of Shaping ability of an Archmage that only work with [Fire] abilities and the Ignite ability of a Fire Mage.
14: Control Fire Paraelement: You gain the ability to control Smoke and Magma. You can cast Move Fire and Magma and Transmute Element to Paraelement (PSCS chapter 5 pages 28 and 35 respectively), with the exception that you can only create lava and smoke. You can move Magma and Smoke at the same speed you van move Fire, with the same range. You can also, as an Immediate Action, disrupt [Fire] and [Cold] abilities whose line of effect passes within Close Range of you with an opposed level check.
19: The range of the abilities granted by this feat increases to Long. You can also create Gates (travel version only) to the Planes of Fire, Smoke, Radiance, Magma and Ash.

Notes: The purpose of this feat is to allow Fire Mages and other characters to deal with fire-related threats (such as a burning building) in ways other than just burning stuff.

Shield Bastion [Combat]
Benefits from this feat only apply when you are using a shield. If you attack with the hand you are holding the shield, you lose all benefits for one round.
+0: Block: As an Immediate action, you may block the Line of Effect to yourself against a single attack (i.e. anything that could cause the attacker to end their Invisibility spell). Against ongoing effects such as a Wall of Fire or a Storm of Vengeance one use of this ability protects only for one round. In addition, you can add your shield bonus to your Touch AC and Saving Throws.
+1: Counterattack: Any time an enemy misses an attack against you, they provoke an Attack of Opportunity from you.
+6: Improved Block: As part of the Immediate action you may move your speed before using the actual Block, allowing you to intercept attacks whose LoE does not pass through the space you were in before. In addition, you count as 10ft. wider in both directions for purposes of determining what spaces you block the LoE to (so a medium warrior using Block provides cover as a 25ft. long wall). Attacks blocked in this fashion count as attacks against you for purposes of counterattacking.
+11: Improved Counterattack: The first Counterattack in a round against any given opponent does not count against your number of AoOs. In addition, your reach with AoOs extends 10ft. beyond your normal reach.
+16: Amazing Block: You can Block any adverse condition that has a component of physical (or magical) incoming force. For example a tsunami or incoming ground when you fall are blockable, while gravity and lack of air are not.
Oh, and the spells from Planescape Campaign Setting
Move Fire and Magma - as Move Earth, except affects, well, what the name says, and protects the area from the stuff moving back in for 10x the casting time.

Transmute Element to Paraelement
Transmutation [See text]
Level: Drd 6
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One 5-ft. cube/2 levels
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: No
This spell transforms all nonmagical quantities of one of the four basic elements (air, earth,
fire, water) in the area into one of its two paraelement compounds with the following effects:
Smoke: Transformed from air or fire. This creates a finite cloud of smoke that eventually
dissipates. Anyone who breathes in the smoke must make a Fortitude save against the spell’s
DC or suffer the effects of smoke inhalation.
Ice: Transformed from air or water. Creatures at the edge of the targeted area can make a
Reflex save to avoid being immobilized within the solid ice, but those closer to the center are
automatically caught. Anyone immobilized can break free with a successful Strength check
against the spell’s DC. If the resulting ice takes 20 points of damage it shatters. It will melt
within an hour or two under direct sunlight, or faster if more heat is applied.
Ooze: Transformed from earth or water. This creates a patch of slimy muck which is equivalent
to a deep bog for purposes of movement, cover, and penalties to skill checks. Creatures at the
edge of the targeted area can make a Reflex save to avoid sinking into the mire.
Magma: Transformed from earth or fire. This creates a pool of sluggish lava which deals 2d6
points of damage per round of exposure or 5d6 points of damage per round someone is
immersed in the lava. An additional 1d6 points of damage is incurred for three rounds after
exposure. Creatures at the edge of the targeted area can make a Reflex save to move onto safe
ground.
Unless otherwise stated the resultant paraelement remains until a successful dispel magic spell
restores its substance – but not necessarily its form. This spell has the element traits of the
paraelement’s components. For example, transmute element to paralement is an earth and
water spell when used to transform water into ooze.
Feedback will be greatly appreciated, I am far from completely content with this material.

Coming soon, (very incomplete and obvious ideas on) High Adventure in the Higher Planes!
Last edited by schpeelah on Tue Nov 24, 2009 7:27 pm, edited 3 times in total.
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Post by Judging__Eagle »

I'll be honest, I really like the Old One background.

There was a character that I was using in a very high level game who was able to access the level 16 ability of "Survivor Against the Odds". One of the specific immunities that the feat gave is "age", and I was playing a human with no background.

That The Old One background seems like a really interesting background idea. Yes, there are powergaming issues involved, I spent a large amount of points on those "background" skills, b/c that's how I wanted to represent my character's age, he had learned a lot of different things, and he was a high Int-based type of fighter.
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Post by koz »

OK, schpeelah, first of all, it's ROGUE. ROGUE, ROGUE, ROGUE.

Now that I have that out of my system, here's a thought for Monkey Grip 16:

If you hit a target with a weapon that is at least two size categories bigger than you are at least once this round, at the end of your turn, they must make a Fort save (DC 10 + 1/2 your character level + your Strength modifier) or die (crushed, cut in half, whatever).

It may be a bit much, but since it's a 16, I don't think it's too out of line.
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Post by TOZ »

I still laughed at the flavor text for Rogue Modron.
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Post by Maxus »

TOZ wrote:I still laughed at the flavor text for Rogue Modron.
I did, too. And then I cheered.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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Post by CatharzGodfoot »

The warforged backgrounds did it for me too. They kick ass. Otherwise a nondescript race, with mostly uninteresting abilities.

The 'living construct' traits are, IMO, terrible. There's nothing "living" about a creature that does not need to eat or breathe, and never ages. If there is to be a living construct type, it should mean that (in contrast with golems) they have metabolisms--that's a requirement for having a constitution score, after all. Since I might as well put my words where my mouth is, here's an attempt at rewriting it:

Living Construct subtype
[*]Living constructs are alive. They have metabolisms, although they may be uncommon (consuming coal, oil, wood, or pretty much anything).
[*]As a result, living constructs have constitution scores.
[*]Living constructs have specialized parts just like other living creatures, and are therefore vulnerable to critical hits.
[*]Living constructs are vulnerable to supernatural poison and sleep effects, paralysis, and stunning, ability damage, ability drain, fatigue, and exhaustion.
[*]Repairable: Craft can be used in place of the Heal skill on living constructs. Furthermore, they brought back from most forms of death simply by restoring their corporeal forms. As long as some of the living construct's body remains, it can be restored to life by making a Craft check (DC = the magnitude of the living construct's negative hit points). Effects which completely destroy the body make repair impossible.
Last edited by CatharzGodfoot on Mon Nov 23, 2009 1:51 am, edited 1 time in total.
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Post by God_of_Awesome »

I think living construct should be immune to poison to stunning, but not ability damage to exhaustion. Mostly off the assumption that their parts aren't compatible with the means to establish such effects.

Also, so long as we're posting our own stuff too; My take on alignments:
The ethical axis represent your tendency towards order or chaos - being lawful does not mean you follow the laws of the land. You could believe those laws to be utterly retarded. However, a lawful person has a tendency towards organisation and structure, whereas a chaotic person tends to place far more emphasis on the individual. Hence, one might say that the lawful person is more likely to join a proper police force in order to fight crime, whereas a chaotic person is more likely to become a vigilante, operating outside the orderly structure of society. Or, when faced with an unjust society, the lawful person might attempt to change it for the better from within, whereas the chaotic person would be more likely to attempt to tear down the oppressive regime entirely and allow all its people to be free to choose their own path, etc.

Both lawful and chaotic people can have their own personal codes all they like. The chaotic barbarian mercenary who has nevertheless sworn oaths of honour regarding who and how he fights in combat is still chaotic.


Instead of good and evil, use selflessness and selfishness, or Light and Dark for moral axis allignment. Light is selfless, tend to try to help more broader number of people while Dark is selfish and tend to help only itself. That does not mean Light is good and Dark is evil but that is the trend. Light can commit horrible attrocities in the name of a their people and Dark does not need to be prick about helping themselves. A neutral person can be someone who thinks about only their family and friends.

Light would also tend towards Law but a Chaotic Light would help a group but prefer to do it their own way. Dark tends towards Chaos, but a Lawful Dark person would prefer to be a part of organization while using it towards their own ends.
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Post by CatharzGodfoot »

God_of_Awesome wrote:I think living construct should be immune to poison to stunning, but not ability damage to exhaustion. Mostly off the assumption that their parts aren't compatible with the means to establish such effects.
So you should be able to stun a human being or a carrion crawler by punching it really hard, but not a robot? I don't see the reasoning behind that.

Normal poison shouldn't work on them, but supernatural poison is magic, which means that it has the bullshit power to do anything. When you fill them with evil midichloreans, they should start going crazy like anyone else.
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Post by God_of_Awesome »

Okay, immune to mundane poison. Admittedly, that's quite useless in higher levels.
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Post by Meikle641 »

Well, according to Keith and his articles, Warforged have a crude circulatory system. It's like a green sap or something into the fibre bundles. Hell, it was part of their justification for changing WF traits in 4e (I rather liked the 4e version).
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Post by Utterfail »

I'd say that, for consistency, they should probably get the construct type, along with the Living Construct subtype. The Modron Creation and Rogue Modron creation could then grant the ability to be considered an Outsider for the purposes of taking feats, classes, and using magic items. If we ever get more generic monster classes (Instead of the merely [Fiendish] ones we have now) they would meet the prerequisites for those too, presuming they chose one of those backgrounds.
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Post by Judging__Eagle »

Here's a question:

Did anyone write up a construct progression class?
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Post by Utterfail »

As far as I can tell, no.
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Post by Draco_Argentum »

schpeelah wrote:Alignment should be just a descriptor. Folks do not really complain about [Evil] tags on spells (other than Deathwatch), but applying [Evil] to a person generates countless arguments. This is because the alignment system requires you to separate people into Good and Evil categories in an unambiguous manner, and the whole issue has always been very ambiguous. At the same time, spell descriptors only require a set of straight forward Yes/No criteria. For example, an [Evil] descriptor applies to spells that: create undead, summon evil creatures, negatively impact Good characters more than Evil ones etc.
Bold mine. How are you going to adjudicate that if the tags never get applied to people?
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Post by schpeelah »

Mister Sinister wrote:OK, schpeelah, first of all, it's ROGUE. ROGUE, ROGUE, ROGUE.
Check again now. Trust me.

Oh, and I'll implement your suggestion about Monkey Grip 16
CatharzGodfoot wrote:a nondescript race, with mostly uninteresting abilities
After all these immunities, I didn't want want to put in too much lest it become overpowered. Besides, the goal here was to make them as versatile as a PC race as humans are, so it shouldn't synergize with any particular class. OK, and I was out of ideas. Also, I renamed "Living Construct" to "Construct as a Subtype" - that's what I meant it to be.

Utterfail, this version of 'forged already are Outsiders.

Draco, this was just a list of things [Evil] spells do as they are now. And the next two paragraphs are my propositions how to add alignment tags to people (unless you don't count Paladins as people)

I'd like to hear more opinions about the feats. I'm kind of worried about the balance of Mastery of Fire.
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Post by Utterfail »

I realize that you have them as outsiders. I was merley stating that making them a "Contruct (Living Construct)" would mesh better with standard D&D, instead of creating a new subtype that shares the same name as a type. Then, if you wanted the Modron sourced Warforged to be all outsidery, just let the Warforged with that background qualify as outsiders for feats, classes, and magic items. It has the same effect, but is less confusing in my opinion.
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Post by schpeelah »

Sorry, I didn't get your point the first time. Well, I thing it is less confusing the way I wrote it, since Constructs have a really long list of traits (and I don't know about others, but I can't remember anything beyond "immunity to magic, critical hits and stuff that doesn't affect objects"), so slapping a shorter version onto a different type seemed like a good idea. Plus I was thinking about the subtype as an abridged "Mechanical Lifeform" template. (Warning, tvtropes link).
I'm going to wait for more people to voice their opinions - if enough sees it your way, I'll rewrite the race and just write the damn template.
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Post by CatharzGodfoot »

IMO, Construct (extraplanar, living construct) makes the most sense in the context of existing D&D and Tome types and subtypes--just as some kind of vampire from the Grey Waste should be Undead (dark minded, extraplanar).

Outsider (mortal, living construct) is not only nonsensical, it actually changes depending on whether they're Outsider (mortal, living construct) or Outsider (living construct, mortal).

Here's the caveat: what I would like to see is a race of constructed robot-like creatures (using the flavor text you put forward). I'm not interested in a race of invulnerable unchanging golem-people. So clearly, YMMV.
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Post by Judging__Eagle »

Like the Machine Men from Rice Boy and Order of Tales?
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Post by schpeelah »

CatharzGodfoot wrote:Outsider (mortal, living construct) is not only nonsensical, it actually changes depending on whether they're Outsider (mortal, living construct) or Outsider (living construct, mortal).
Wait, what? Why?
SRD wrote:Native Subtype
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype’s name). Unlike true outsiders, native outsiders need to eat and sleep.
...Thanks for pointing that out. That's what I get for not checking everything twice before writing. Yeah, I see your point, I'm rewriting it soon.
Anyway, my original reasoning
In the "Make This Race Not Suck Project" thread I wrote:- Outsider type - I was using the Tiefling as balancing point and if having a fiendish grand grandpa is enough not to be targeted by Charm Person, so is being a robot. At the same time Outsider (native) and Undead (Dark Minded, Unliving) are the only types that give you about as many or more vulnerabilities than immunities - and "living construct" already gives them a lot of the latter
Judging Eagle wrote:Like the Machine Men from Rice Boy and Order of Tales?
DAMN YOU! I'm going to have to read that comic now! Do you know how many of them are already waiting for me?
schpeelah
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Post by schpeelah »

Changes to 'forged type made, now they're like in the Eberron version. Shouldn't have tried to fix what isn't broke, I guess. Now working on two new Background ideas and the Adventure in Upper Left Planes (I have only any ideas for Arcadia to Elysium).

Anyway, new feat
Shield Bastion [Combat]
Benefits from this feat only apply when you are using a shield. If you attack with the hand you are holding the shield, you lose all benefits for one round.
+0: Block: Once per round, you may claim Total Cover against a single attack (in the broad sense, i.e. anything that could cause the attacker to end their Invisibility spell). You block the Line of Effect of that attack.Against ongoing effects such as a Wall of Fire or a Storm of Vengeance one use of this ability protects only for one round. In addition, you can add your shield bonus to your Touch AC and Saving Throws.
+1: Counterattack: Any time an enemy misses an attack against you, they provoke an Attack of Opportunity from you. In addition, moving past you requires a Tumble Check DC 10+your BAB+your shield bonus (+5 if they try to move through your space) even if they are using means other than tumbling (eg. a Monk fighting style) not to draw AoOs.
+6: Improved Block: As part of the Block action you may move your speed before using the actual Block, allowing you to intercept attacks whose LoE does not pass through the space you were in before. In addition, you count as 10ft. wider in both directions for purposes of determining what spaces you block the LoE to (so a medium warrior using Block provides cover as a 25ft. long wall). Attacks blocked in this fashion count as attacks against you for purposes of counterattacking.
+11: Improved Counterattack: The first Counterattack in a round against any given opponent does not count against your number of AoOs. In addition, your reach with AoOs extends 10ft. beyond your normal reach.
+16: Amazing Block: You can Block any adverse condition that has a component of physical (or magical) incoming force. For example a tsunami or incoming ground when you fall are blockable, while gravity and lack of air are not. Your block now provides Total Cover to a sphere with a radius of 20ft.+your reach, allowing you to protect others from effects that come from all directions simultaneously like Storm of Vengeance for example. The sphere needs not to be centered on you, but you have to be within it.

Please help with the wording. Double please somebody comment on the other ones.
Last edited by schpeelah on Tue Nov 24, 2009 9:16 pm, edited 1 time in total.
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Midnight_v
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Post by Midnight_v »

Just wanted to chime in and say ... this stuff is actually pretty awesome. Bravo.
The backgrounds are good and I am tickled to no end about the rouge modron flavor text... bravo.
Oh and thanks for making monkey grip... people everywhere want to use the damn buster sword we may as well make it not suck to do so.
I really can't wait to try my hand at race creation...
Don't hate the world you see, create the world you want....
Dear Midnight, you have actually made me sad. I took a day off of posting yesterday because of actual sadness you made me feel in my heart for you.
...If only you'd have stopped forever...
schpeelah
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Post by schpeelah »

Thanks, I really needed that ego boost.

More stuff!

Elementforged
See, to make a golem, one has to capture an elemental spirit and bind it to a body. Sometimes, such a spirit manages to take control of the body – this usually causes the construct to simply go berserk, the spirit gone mad because of the cruel bindings of the wizards. Exceptions are few –I am one of them.
You are an elemental inside a non-elemental body. As such, you count as an Elemental of your type for purposes of taking [Elemental] feats and classes. There are also additional benefits associated with your type:
- Fire: You take no damage from the Fire-dominant planar trait. You know Ignan.
- Water: You have a +4 racial bonus to swim checks (and this skill is always a class skill for you), and are immune to rusting. You know Aquan.
- Air: You have a +4 racial bonus to Jump checks (and this skill is always a class skill for you) and Wisdom checks to change the direction of gravity on a plane with Subjective Directional Gravity. You know Auran.
- Earth: You have a +2 racial bonus to Climb and Knowledge(Dungeoneering) (and these skills are always a class skills for you). You know Terran.
- Positive: Yes, an Energon inside you (the ‘forged that is) has awakened – but the creature’s alien mind wasn’t quite capable of connecting to, and overtaking yours making you only slightly ‘off’. You have a +4 racial bonus to Heal checks and cannot be killed by the Positive-dominant racial trait – it only heals you to your full HP. You can communicate telepathically with Energons, but Xeg-Yi are automatically hostile towards you, recognizing your nature..
- Negative: -see above- You are healed by Negative Energy and harmed by Positive, and suffer no harmful effects of the Negative Energy Plane. You can communicate telepathically with Energons, but Xeg-Ya are automatically hostile towards you, recognizing your nature.

High Adventure in... Arcadia!
Thought history there have been many grand ideas that identified the underlying cause of all suffering, and eliminated it. Oh, except they failed, mostly, because the nature of people (most often, people in charge more than anything) and their problems isn’t that easy to figure out (or so pretty much every piece of fiction on the matter tells us). But! If we transplant those ideas into a place where people end up because they think in a certain manner and is shaped by belief? Utopia ensues. As long as you are part of the system, of course. And a different utopia is not waging war against you. And outsiders do not come and start wrecking the place. Hey, what do you expect, the plane is not that Good after all.

Couldn't finish now (lack of time). Campaign Seeds will be up tomorrow.
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Judging__Eagle
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Post by Judging__Eagle »

Rice Boy is a start to finish comic, so it doesn't go on forever, just 400-ish pages.

http://www.rice-boy.com/index.php

Order of Tales is shaping up to be 500 so far; and probably 700-800 when it's finished.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
schpeelah
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Post by schpeelah »

I'm harrasing you with updates until I get more comments.

High Adventure in... Arcadia!
Thought history there have been many grand ideas that identified the underlying cause of all suffering, and eliminated it. Oh, except they failed, mostly, because the nature of people (most often, people in charge more than anything) and their problems isn’t that easy to figure out (or so pretty much every piece of fiction on the matter tells us). But! If we transplant those ideas into a place where people end up because they think in a certain manner and is shaped by belief? Utopia ensues. As long as you are part of the system, of course. And a different utopia is not waging war against you. And outsiders do not come and start wrecking the place. Hey, what do you expect, the plane is not that Good after all. Oh, and the realms are called Kingdoms even though most have no monarchy – tradition and convenience.

Campaign Seed: Agents of the King.
Life of an Arcadian PC certainly isn’t boring. Every outsider is potentially a great disruption, so there is a constant need for a Super Sentai style protection – but the real job is the recruitment of new members of your wondrous society. Trying to assimilate those from outside directly creates more trouble than it’s worth – the key is recreating (imperfect) reflections of your realm on the Material Plane, so the souls raised on your ideals raise here to strengthen the population of the true Utopia, meaning Arcadians will fight as fiercely as Baatezu for influences on the Mortal Coil. And that’s your job.

Campaign Seed: Reeducation Camp
Notes: It’s honest to goodness reeducation – but they still won’t let you out until they are convinced you are ready to be a productive member of the society. And on the planes there’s always a Bigger Fish – and it’s responsible for keeping you in. Whether you decide to play nice and get on some training missions (be ready for surprises) or try to bluff, forge, sneak and fight your way out is your choice.

High Adventure in... Bytopia!
Glossing over the description of the plane admittedly gives off an air of unplayability. Hard work? People do not like adventurers? However, this is just the surface. This plane is shaped by people’s belief in one idea: that the only way and always the way to getting stuff is earning it. So they are understandably unfriendly to wizards using infinite wealth loops and dudes expecting free beer and chicks for just killing stuff. But how do you earn the cool things like legendarily rare magical components and materials in DnDland? The high adventure style of course! (And I dare you to tell me Argonauts didn’t put a lot of effort into their quest). Bytopia is actually full of awesome goods guarded by powerful monsters and dangerous terrain – the plane itself spawns them for the sole purpose of people questing for them while overcoming great odds.

Campaign Seed: Shurrock – the eternal frontier
The layer of Shurrock is the realm of Gold Rush-type exploration. You will be agents of Wizards and Trade Federations, obtaining rare magical components and valuable resources.

Campaign Seed: Dothion – trade and technology.
Bytopia is known to be home to lots of Gnomes, known for crazy inventions, and you are on the “civilization” layer of the plane. Do the math. And then prepare yourself for Clockpunk, Steampunk and other, dungeons, competition on the Shadowrunner market being employed by corporations not that much better morally than those in the actual SR and an arms race of your own technologies.

Yes I know this needs work - it's just that I've had little time lately and knowing myself, if I lay this off, I'm not going to finish it ever.
[Insert whining for more comments of previously posted stuff here]
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