Zhentarim
2015-11-11, 11:03 PM
WIP
Greater Weakness (-3 RP): +2 INT, -2 CHA, -4 WIS
Small (0 RP): Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Half-Contruct Aberration (10 RP): Gain darkvision 60 feet, +2 on saves against disease, mind-affecting effects, poison, and effects that cause exhaustion and fatigue. Mechanimites do not need to eat, sleep, or breath. In addition, Mechanimites cannot be raised or resssurected.
Slow (-1 RP): Mechanimites have a base speed of 20 feet.
Xenophobic (0 RP): Mechanimites begin play speaking Mechanimite. Mechanimites with high intelligence scores can learn Common, Undercommon, Abyssal, and Infernal.
Light Blindness (–2 RP): Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. This is because the planet these creatures come from circled a red dwarf star, and yellow stars are much brighter than they calculated they would be.
Negative Energy Affinity (–1 RP): A member of this race is alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. This is because positive energy disrupts their systems, which run on negative energy.
Flight (4 RP): Members of this race have a fly speed of 30 feet with clumsy maneuverability. Mechanimites achieve this with powerful metal wings and intense air jets in their feet and palms. These air jets allow them to fly in outer space if they need to.
Spell-Like Ability, Lesser (1 RP): Mechanimites can use Shocking Grasp, as the spell, once per day. Character level is the Mechanimite's caster level for this spell.
Breath Weapon+ (2 RP): Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 electricity damage in a 15-foot cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take half damage from the attack.
My race is not native to this world. Rather, they are from a distant world whose star is a very dim, very cool, very small, very deep red, and very distant red dwarf star known to Galorion's astronomers as Asmodeus's Ruby. My race, over many years, depleted their resources converting themselves into transhuman half-constructs, and began to spread throughout the cosmos to gather more resources so they can replicate and spread their influence. It all began when the Mechanimites's evolutionary ancestors learned to convert negative energy to electricity to power their cybernetic implants, and soon they were mostly electronic, the only biological part of them being a highly abberant and alien brain possessed with an inscrutable mindset. These creatures can even produce surges of electric power to damage their foes.
Greater Weakness (-3 RP): +2 INT, -2 CHA, -4 WIS
Small (0 RP): Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Half-Contruct Aberration (10 RP): Gain darkvision 60 feet, +2 on saves against disease, mind-affecting effects, poison, and effects that cause exhaustion and fatigue. Mechanimites do not need to eat, sleep, or breath. In addition, Mechanimites cannot be raised or resssurected.
Slow (-1 RP): Mechanimites have a base speed of 20 feet.
Xenophobic (0 RP): Mechanimites begin play speaking Mechanimite. Mechanimites with high intelligence scores can learn Common, Undercommon, Abyssal, and Infernal.
Light Blindness (–2 RP): Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. This is because the planet these creatures come from circled a red dwarf star, and yellow stars are much brighter than they calculated they would be.
Negative Energy Affinity (–1 RP): A member of this race is alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. This is because positive energy disrupts their systems, which run on negative energy.
Flight (4 RP): Members of this race have a fly speed of 30 feet with clumsy maneuverability. Mechanimites achieve this with powerful metal wings and intense air jets in their feet and palms. These air jets allow them to fly in outer space if they need to.
Spell-Like Ability, Lesser (1 RP): Mechanimites can use Shocking Grasp, as the spell, once per day. Character level is the Mechanimite's caster level for this spell.
Breath Weapon+ (2 RP): Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 electricity damage in a 15-foot cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take half damage from the attack.
My race is not native to this world. Rather, they are from a distant world whose star is a very dim, very cool, very small, very deep red, and very distant red dwarf star known to Galorion's astronomers as Asmodeus's Ruby. My race, over many years, depleted their resources converting themselves into transhuman half-constructs, and began to spread throughout the cosmos to gather more resources so they can replicate and spread their influence. It all began when the Mechanimites's evolutionary ancestors learned to convert negative energy to electricity to power their cybernetic implants, and soon they were mostly electronic, the only biological part of them being a highly abberant and alien brain possessed with an inscrutable mindset. These creatures can even produce surges of electric power to damage their foes.