by Tim Wallace
Just because a feel like it, here is a
preview of tomorrow’s final post in this series: Easy Hybrid Races – Part 7: Mechanoids, Monstrous Humanoids, and Plants.
Mechanoids
Mechanoids
are artificially created beings. Most are anthropoid (having a head, two arms,
and two legs) in appearance, but some show more peculiar features. Like base race
mechanoids, mechanoid hybrid races are unlikely to be the result of a mechanoid breeding
with another race (though your GM may allow for that), but far more likely built to
find haven in or infiltrate the cultures of other races. If a mechanoid hybrid
is crossed with any type other than humanoid, it counts as both a construct and
the new type rather than a construct and a humanoid (see the constructed trait
below). Mechanoids cannot take the half-construct special subtype.
Mechanoids (standard ability scores: +2 Dexterity, +2 Intelligence, –2 Charisma)
Essential Traits (9 RP)
-
Humanoid (mechanoid)
-
Medium: Mechanoids are Medium creatures and have no bonuses or penalties
due to their size.
-
Normal Speed: Mechanoids have a base speed of 30 feet.
-
Constructed (10 RP): For
the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons),
mechanoids count as both humanoids and constructs. Mechanoids gain a
+4 racial bonus on all saving throws
against mind-affecting effects, paralysis, poison,
and stun effects, are not subject
to fatigue or exhaustion, and are immune
to disease and sleep effects. Androids can never
gain morale bonuses, and are immune to fear effects and all emotion-based
effects.
-
Emotionless (–1 RP):
Mechanoids have problems processing emotions properly, and thus take a –4
penalty on Sense Motive checks.
-
Languages: Mechanoids
begin play speaking Common. Mechanoids with high Intelligence scores can choose
from the following: Draconic, Dwarven, Elven, Giant, Gnome, Goblin, and
Halfling.
Standard Traits
-
Darkvision (2 RP): Mechanoids can see in the dark
up to 60 feet.
-
Low-Light Vision (1 RP):
Mechanoids can see twice as far as humans in conditions of dim light.
Expanded Traits
-
Keen Senses (2 RP): Mechanoids gain a +2 racial
bonus on Perception checks.
-
Linguist (1 RP): Mechanoids begin play speaking Common. Mechanoids with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic). This
replaces a mechanoid’s normal languages.
-
Nanite Surge (3 RP): A mechanoid’s
body is infused with nanites. Once per day as an immediate action, a mechanoid can
cause her nanites to surge, granting a bonus equal to 3 + the mechanoid’s character
level on any one d20 roll; this ability must be activated before the roll is
made. When a mechanoid uses this power, her circuitry-tattoos glow with light
equivalent to that of a torch in illumination for 1 round.
-
Weapon Familiarity (1
RP):
A mechanoid can choose up to two
weapons. It is automatically proficient those weapons.
Hybrid Traits
-
Racial Chameleon (1 RP): Hybrid
mechanoids gain a +4 racial bonus on Disguise checks to appear as a normal
member of their secondary base race.
Be sure to come back tomorrow for all the other races!
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