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Crafted Races
Introduction to Crafted Races
Crafted Races are races of things not
born and have no true 'parents' to speak of. Crafted Races are always
considered banned to Player Characters, unless they specially request
it from the Dungeon Master. No Crafted Race has a birthsign or a Wisdom
score.
Clockwork
Languages |
Modifiers |
Ressur. |
ST Mod. |
ST Max. |
Common |
None |
None |
None |
9 |
Classes |
XP Modifier |
Characteristics |
Fighter, Thief, Bard, Pirate, Gonnesmith |
-2 |
Natural AC of 4 |
Clockwork people
are created by alcheficers, gnomes, and toymakers to serve the needs of
its creator or a small village. They try to emulate humans in every way,
but don't always do it right. They only go out in search of adventure
once they are freed by their masters, or their master is killed. They
do not die, but must be repaired and rewound by their creators who hold
their keys. If a clockwork person is set free, they are in charge of their
own key. It takes a highly skilled blacksmith or Alcheficer to repair
a Clockwork person.
Golems
Languages |
Modifiers |
Ressur. |
ST Mod. |
ST Max. |
Common |
Special |
Special |
+1 |
8 |
Classes |
XP Modifier |
Characteristics |
Fighter, Thief, Mage |
+1 |
Varied by type |
Golems are the
creation of Wizards to guard something for a specific purpose or to complete
a specific task. They can be freed by their masters or can become free
if their master dies. Unlike other Crafted Races, they don't try to emulate
humans, but are content to be as socially dysfunctional as when they were
created. Only Wizards can repair and ressurrect them (but a large portion
of the material is required to do so). They are made of various materials
that determine certain unique attributes:
Material |
AC |
Modifiers |
Ressurection Requirements |
Stone |
2 |
Con +2 |
1 Ton of Stone |
Iron |
3 |
Str +2 |
100 lbs of Iron |
Steel |
3 |
Str +1, Con +1 |
100 lbs of Steel |
Bone |
6 |
Mag +1, Dex +1 |
1 Full Human Skeleton |
Ruby |
4 |
Dex +1, Str +1 |
1 Ruby worth 1000gp |
Emerald |
4 |
Dex +1, Con +1 |
1 Emerald worth 1000gp |
Wood |
8 |
Dex +2 |
A full tree of chopped lumber |
Obsidian |
7 |
Mag +1, Str +1 |
10 shards worth 1000gp each |
Gargoyles
Languages |
Modifiers |
Ressur. |
ST Mod. |
ST Max. |
Common |
Str +1 |
0% |
None |
9 |
Classes |
XP Modifier |
Characteristics |
Fighter, Thief |
-1 |
Natural AC of 5 |
Gargoyles are
generally created to guard something, and are set free by their masters
often. Sometimes an adventuring party will dispel the Binding spell
that holds them to their place and they will be set free. They never require
sleep or food, and are so fearsome when they use their Guard ability
that they lower the chance of dangerous encounters happening to the party
to the lowest possible level. A gargoyle may also stalk in an area,
which scares off all creatures half his level.
Gargoyles can
leap up to 20 feet in any direction and can glide with their wings. They
can only be reduced into negative hitpoints by a bludgeoning weapon. They
subtract 2 damage from piercing and slashing weapons. They prefer to say
little when not around people they trust.
Elementals
Languages |
Modifiers |
Ressur. |
ST Mod. |
ST Max. |
Common |
None |
None |
+2 |
7 |
Classes |
Xp Modifier |
Characteristics |
Fighter |
+5 |
Varied by type |
Elementals are
less a "crafted race" and closer to a "conjured race"
from another plane of existence. PC Elementals are those that have gotten
loose from the wizards that conjured them, and now roam the prime material
plane freely. An elemental is a sentient being into an elemental shell.
They can transform into a "humanoid form" that still maintains
certain elements from their "elemental form". This may be anything
from a puddle of water all around a water
elemental or a fire elemental with flaming hair or smoke coming from his
footsteps. Their elemental form looks like a humanoid made completely
of their element type. Once killed, they are banished to their original
plane where they rejuvenate, and may be resummoned by a friendly wizard.
Type |
AC |
Powers |
Earth |
5 |
morph arms into stone weapons, meld
into earth, pass through walls, slow movement (MV 8), 4D6 attack with
fists, cannot attack flying creatures, immune to earth |
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Air |
3 |
can become invisible, can fly at
24, attack for 2D10 damage, can create a whirlwind at instantly kills
2HD or lesser creatures and does 1D20 to all others, immune to air |
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Water |
7 |
can topple ships, can pass as a puddle
of water, can attack for 4D4 damage, can pass through organic material,
can control water, can take 'wave form', immune to water |
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Fire |
7 |
attack does 3D8 damage and ignites
flammable material, incinerate creatures of 1HD or less, cannot cross
water, can control fires, can take 'flame form', immune to fire |
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