Lord_Gareth
2012-04-23, 08:55 PM
Geargrinders
"I regret to inform you that there were some catastrophic errors during the installation of my higher ethical functions. Hand over your coins, or I will demonstrate their effects."
Geargrinders. The name elicits shudders of fear from many of Dreavarr's inhabitants, and their appearance can as well. Many city-states have taken to their production as fuel for their war machines, only to find out that the creation process for these living constructs is inherently flawed. The rejects, instead of being destroyed, are released into society as cheap labor. Many are killed by mob violence. Others attempt to make the best of their lot in life and become hardworking citizens of their home states. Wherever they go, though, their nature dogs them - unliving things in a world shaped by the hatreds of those that are alive, Geargrinders almost always develop a detached worldview that makes them hard to interact with.
Geargrinders are not yet a universal sight in all of Dreavarr's city-states, though they are rapidly getting that way. They are surprisingly cheap to create, but the flaws in their creation process lead them to have problems interacting with the world around them. Geargrinders suffer from what almost could be called a racial insanity, existing a step outside of the paradigm of living things. One might be asked what he did this morning and mechanically list all of it from dawn until noon; another might legitimately not understand why it's wrong to kill someone that has inconvenienced you and do so in broad daylight. Many nations have official laws discriminating against Geargrinders, which leads them into a life of crime. Others, though, try to 'treat' their 'madness', to varying degrees of success, and there are certainly many Geargrinder officers in various militaries.
Appearance: Geargrinders are humanoid in construction and tend towards being lean, with a chassis made of a combination of wood, metal, and sometimes glass. Geargrinders have eyes (often of glass) and are sometimes modeled with ears, although most of them simply have holes to let sound in. Many Geargrinders prefer layers of clothing (often over armor) to hide their natures or, failing that, to at least set humanoids at ease and muffle the sound of their whirring and grinding gears (the source of their name). Some Geargrinders, often known as Stitches, are covered in reclaimed skin, though it should be noted that these are blessedly rare.
Racial Features
+2 Dexterity, +2 Strength, -2 Constitution, -2 Wisdom. Geargrinders are stronger than they look, hellishly fast, and relentless, but their delicate internal processes render them vulnerable to damage and they have difficulty with making sense of their surroundings and, especially, other living beings.
Medium Construct [Living Construct] (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_livingconstructsubtype&alpha): As Medium creatures, Geargrinders have no bonuses or penalties associated with their size.
Base Land Speed: 30 feet.
Darkvision 60 feet: As the Darkvision entry in the system reference document.
Built-In Tools (Ex): Built for a purpose, Geargrinders almost always have the tools to fulfill that purpose on hand. At character creation, you may choose one of the following options:
Specialist - Your Geargrinder was made for a dangerous or difficult trade, or just as a laborer for a relatively easy trade, and comes with two masterwork tools for two different skills built into its chassis, often into the hands themselves. These tools are retractable and can be concealed or drawn forth as a free action once per round. As part of your body, they cannot be removed or sold. Additionally, once per encounter, you may take 10 on any skill check for which you possess a built-in masterwork tool.
Scout - Your Geargrinder was originally intended for recon missions and information gathering, or perhaps even spying. You benefit from a +2 racial bonus on Spot checks and possess a ten foot Climb speed.
Combat - A military model, your Geargrinder was designed with punishment in mind; you gain a +2 natural armor bonus to your armor class and a claw attack that deals 1d6 + 1/2 your strength modifier slashing damage as a secondary natural attack.
Magic - Built out of exotic materials to assist or hunt mages, you gain a +2 racial bonus on saving throws vs. spells and supernatural abilities, as well as a +2 racial bonus on Spellcraft checks.
Murderous Lunge (Ex): When aroused to anger the Geargrinders can move with hellish speed; a number of times per encounter equal to their Dexterity modifier, as a swift action, they may increase their reach by five feet for one round. At twelfth level, this improves to a permanent five foot increase in their natural reach (they may not spend swift actions to increase this further).
Fractured Soul (Ex): The process that creates Geargrinders is imperfect, leaving them with damaged minds and fractured souls. They enjoy a +4 racial bonus on saving throws against any effect with an alignment descriptor, as well as mind-affecting abilities. However, they never benefit from morale or insight bonuses on their rolls.
Repair (Ex): A Geargrinder may be repaired with a successful DC 25 Craft (Metalworking, Carpentry, Weaponsmithing, or Armorsmithing) check which takes one hour; a successful check causes the Geargrinder to regain 1d8+1 hit points, with any excess healing beyond their normal maximum being lost.
Languages: Common, Brattack Code. Bonus: Any, excluding secret languages.
Favored Class: Choose one. Once chosen, any given Geargrinder's favored class may not be changed.
Level Adjustment: +0
"I regret to inform you that there were some catastrophic errors during the installation of my higher ethical functions. Hand over your coins, or I will demonstrate their effects."
Geargrinders. The name elicits shudders of fear from many of Dreavarr's inhabitants, and their appearance can as well. Many city-states have taken to their production as fuel for their war machines, only to find out that the creation process for these living constructs is inherently flawed. The rejects, instead of being destroyed, are released into society as cheap labor. Many are killed by mob violence. Others attempt to make the best of their lot in life and become hardworking citizens of their home states. Wherever they go, though, their nature dogs them - unliving things in a world shaped by the hatreds of those that are alive, Geargrinders almost always develop a detached worldview that makes them hard to interact with.
Geargrinders are not yet a universal sight in all of Dreavarr's city-states, though they are rapidly getting that way. They are surprisingly cheap to create, but the flaws in their creation process lead them to have problems interacting with the world around them. Geargrinders suffer from what almost could be called a racial insanity, existing a step outside of the paradigm of living things. One might be asked what he did this morning and mechanically list all of it from dawn until noon; another might legitimately not understand why it's wrong to kill someone that has inconvenienced you and do so in broad daylight. Many nations have official laws discriminating against Geargrinders, which leads them into a life of crime. Others, though, try to 'treat' their 'madness', to varying degrees of success, and there are certainly many Geargrinder officers in various militaries.
Appearance: Geargrinders are humanoid in construction and tend towards being lean, with a chassis made of a combination of wood, metal, and sometimes glass. Geargrinders have eyes (often of glass) and are sometimes modeled with ears, although most of them simply have holes to let sound in. Many Geargrinders prefer layers of clothing (often over armor) to hide their natures or, failing that, to at least set humanoids at ease and muffle the sound of their whirring and grinding gears (the source of their name). Some Geargrinders, often known as Stitches, are covered in reclaimed skin, though it should be noted that these are blessedly rare.
Racial Features
+2 Dexterity, +2 Strength, -2 Constitution, -2 Wisdom. Geargrinders are stronger than they look, hellishly fast, and relentless, but their delicate internal processes render them vulnerable to damage and they have difficulty with making sense of their surroundings and, especially, other living beings.
Medium Construct [Living Construct] (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_livingconstructsubtype&alpha): As Medium creatures, Geargrinders have no bonuses or penalties associated with their size.
Base Land Speed: 30 feet.
Darkvision 60 feet: As the Darkvision entry in the system reference document.
Built-In Tools (Ex): Built for a purpose, Geargrinders almost always have the tools to fulfill that purpose on hand. At character creation, you may choose one of the following options:
Specialist - Your Geargrinder was made for a dangerous or difficult trade, or just as a laborer for a relatively easy trade, and comes with two masterwork tools for two different skills built into its chassis, often into the hands themselves. These tools are retractable and can be concealed or drawn forth as a free action once per round. As part of your body, they cannot be removed or sold. Additionally, once per encounter, you may take 10 on any skill check for which you possess a built-in masterwork tool.
Scout - Your Geargrinder was originally intended for recon missions and information gathering, or perhaps even spying. You benefit from a +2 racial bonus on Spot checks and possess a ten foot Climb speed.
Combat - A military model, your Geargrinder was designed with punishment in mind; you gain a +2 natural armor bonus to your armor class and a claw attack that deals 1d6 + 1/2 your strength modifier slashing damage as a secondary natural attack.
Magic - Built out of exotic materials to assist or hunt mages, you gain a +2 racial bonus on saving throws vs. spells and supernatural abilities, as well as a +2 racial bonus on Spellcraft checks.
Murderous Lunge (Ex): When aroused to anger the Geargrinders can move with hellish speed; a number of times per encounter equal to their Dexterity modifier, as a swift action, they may increase their reach by five feet for one round. At twelfth level, this improves to a permanent five foot increase in their natural reach (they may not spend swift actions to increase this further).
Fractured Soul (Ex): The process that creates Geargrinders is imperfect, leaving them with damaged minds and fractured souls. They enjoy a +4 racial bonus on saving throws against any effect with an alignment descriptor, as well as mind-affecting abilities. However, they never benefit from morale or insight bonuses on their rolls.
Repair (Ex): A Geargrinder may be repaired with a successful DC 25 Craft (Metalworking, Carpentry, Weaponsmithing, or Armorsmithing) check which takes one hour; a successful check causes the Geargrinder to regain 1d8+1 hit points, with any excess healing beyond their normal maximum being lost.
Languages: Common, Brattack Code. Bonus: Any, excluding secret languages.
Favored Class: Choose one. Once chosen, any given Geargrinder's favored class may not be changed.
Level Adjustment: +0