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
   
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
   
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
   
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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