Lappy9000
2008-04-03, 12:44 PM
So, yeah. With all the recent (and extremely helpful) posts made by the kind folks at GiantITP Forums, the Soulstitched have effectively gotten rid of their blandness problem.
Right, warforged-esque race needed for campaign fluff purposes. Think Sally (from Nightmare Before Christmas) meets Flesh-Golem for a +0 LA Core Race.
(They're also the most campaign-specific base race I've made, but all you really need to know is that the Lords of Mechanus are powerful wizards who took control over the continent long ago, but rule no more).
Soulstitched
Originally designed as mindless servants to the mighty Lords of Mechanus, the soulstitched rapidly began to develop sentience of their own. Their disorderly nature soon clashed with the interests of their masters and the soulstitched were cast off, seen as failed creations. Now that the reign of the Lords of Mechanus is no more, the soulstitched now have turned to their own pursuits.
Personality: Since they were originally developed as upgraded flesh golems, it is somewhat ironic that the soulstitched attained such a captivating presence. Though the exact reasons remain unknown, many arcane scholars believe that the combination of multiple consciousnesses, in addition to the magnetic Lords of Mechanus, led the soulstitched to develop a very powerful aura. Despite their appearance, soulstitched carry themselves respectfully and are naturally, or unnaturally perhaps, extroverted.
Physical Description: At a distant glance, soulstitched look eerily similar to flesh golems, however closer inspection reveal a humanoid more similar to a well-formed human with stitches running across the body, attatching it together. Soulstitched follow no uniform body type, with their figure varying widely. Some have oversized or undersized appendages or patches of various skin colors, different hued (or sized) eyes, and even patches of different colored hair. The only things standard about them are their creation from purely humans, and a sense of gender within the race. Therefore, while the soulstitched are technically sexless, they do have clearly defined male or female genders, however they are incaple of mating and have no urge to do so. They also weigh significantly less than golems, weighing little more than a human of the same height.
Relations: Soulstitched have an immensely powerful presence, and easily make allies from other races. Soulstitched get along well with other outgoing races like Halflings and gnomes, and harbor no ill will to humans, excluding former members of the Lords of Mechanus. However there is something inheritably ‘unnatural’ about them, something which elves are quite put off by. Dwarves often find soulstitched to be annoying at best, and downright infuriating at worst.
Alignment: Soulstitched lean strongly toward chaos, a fact that disconnected them from their lawful masters.
Religion: Many soulstitched find no use for religion, but some seek a sense of control in their lives and will dedicate themselves to, often or not, a chaotic deity.
Language: Soulstitched speak common, the language of their creators and have no native tongue of their own.
Names: Since they are a race without oral or written traditions, names are no more regular among the soulstitched than their appearance. They do like names, however, and will often adopt a nickname from another race and adjust the lettering of the name to their pleasing.
Adventurers: Magic makes up everything about the soulstitched. Their bodies are literally full of arcane energy, and are experts at manipulating their inner power. Most become sorcerers or bards, but the occasional soulstitched will become a wizard despite past experiences with the Lords of Mechanus. Few soulstitched take up arms in the martial classes and fewer become users of divine magic. Soulstitched are almost never druids, sense there is almost nothing inheritably natural about them.
Soulstitched Racial Traits
• Living Construct Subtype (EX): Soulstitched are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex enchantments. Soulstitched are living constructs that combine aspects of both constructs and living creatures, as detailed below.
Features: As a living construct, a soulstitched has the following features.
-A soulstitched derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A soulstitched possesses the following traits.
-Unlike other constructs, a soulstitched has a Constitution score.
-Unlike other constructs, soulstitched do not have low-light vision or darkvision.
-Unlike other constructs, a soulstitched is not immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
- A soulstitched cannot heal damage naturally.
-Unlike other constructs, soulstitched are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As living constructs, soulstitched can be affects by spells that target living creatures as well as by those that target constructs. Damage dealt to a soulstitched can be healed by a cure light wounds spell or a repair light damage spell, for example, and a soulstitched is vulnerable to a disable construct spell and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage provide only half their normal effect to a soulstitched.
Unlike other living constructs, soulstitched are unaffected by repel metal, chill metal, repel wood, and rusting grasp. Spells such as flesh to stone affect objects only objects, and thus cannot be used on the flesh parts of a soulstitched.
-A soulstitched responds slightly differently from other living creatures when reduced to 0 hit points. A soulstitched with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a soulstitched is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert soulstitched does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-As a living construct, a soulstitched can be raised of resurrected.
-A soulstitched does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
-Although living constructs do not need sleep, a soulstitched wizard must rest for 8 hours before preparing spells.
• +2 Intelligence, +2 Charisma, -2 Dexterity: Soulstitched are clever and have a powerful presence, but their amalgamation of body parts makes their movements somewhat awkward and unsure.
• Medium: As medium constructs, soulstitched have no special bonuses or penalties due to their size.
• Soulstitched has a base land speed of 20 feet.
• Escape Artist: Since soulstitched feel no pain, they can utilize damage done to their bodies like no other race can. Once a soulstitched has taken at least 1 point of lethal damage (not including temporary hit points) they gain a +2 Circumstance bonus to Escape Artist checks. This bonus increases to +4 once the soulstitched has lost half of their hit points from lethal damage (round down). This bonus stacks with any other bonus to the Escape Artist skill that a soulstitched may have. Soulstitched wearing medium or heavy armor cannot take advantage of this bonus.
• Stitch Removal
Stitch Removal (Su)
A soulstitched may remove one limb from their body and have it animate under their control. The animated limb moves at one fourth the base speed of the soulstitched. If the soulstitched removed one of their legs, the soulstitched also moves at only one fourth of their base speed. Only limbs (hand, foot, arm, leg) may be removed. A limb that has been forcibly severed from the soulstitched is cut off from the soulstitched and does not function.
A soulstitched may only have one removed limb at a time. Any damage dealt to the limb does not reflect upon the soulstitched until the limb is reattached. As long as the limb does not get destroyed or leaves the range of control, it can be reattached by the soulstitched as a full-round action. A soulstitched can sense and control the limb anywhere within it’s range of control (25 feet +5 feet/2 character levels) the connection is lost and the limb stops functioning. Should the limb be destroyed or lost, a soulstitched must find a new limb and replace their missing one with it. It takes one week after stitching a new limb for the limb to become usable for the soulstitched, and an additional two weeks after that before the limb has absorbed enough magical energies so it can be unstitched again and used.
In addition, a soulstitched’s Stitch Removal ability works only when the soulstitched is in its natural form.
A soulstitched’s limb functions as an extension of the soulstitched’s body, not as a unique creature. A soulstitched’s limb has the following characteristics:
*Diminutive Construct:
Hit Dice: 1 hp per soulstitched class level
Initiative: +0
Speed: 1/4 of soulstitched's base speed
Base Atk/Grp: +0/-12
AC: 14 (+4 size)
Attack: --
Full Attack: --
Space/Reach: 1 ft (1/25)
Abilities: Str 2, Dex 10, Con -, Int -, Wis -, Cha –
Skills: Hide +12, Move Silently +8
Under ordinary circumstances, it cannot inflict any damage or even hit aware creatures. However, if the soulstitched can cast a touch spell, they can channel the touch spell through the severed limb to unaware or immobilized opponents (or by using spells such as telekinesis or mage hand to deliver the body part).
A limb is under control of the soulstitched and may move up to Short range (25 feet +5 feet/2 character levels) from the soulstitched.
A soulstitched limb gains bonuses from any equipment it wears that is the full equipment. IE: An arm with a ring of protection +2 gains a +2 deflection bonus to it's AC, but a leg with only one Boot of Springing and Striding does not gain the effects of the Boots.
*A leg or arm functions as a Tiny Construct
Reattatching Soulstitched Limbs:
A soulstitched's limb may be reattatched with a Repair Moderate Damage or Repair Serious Damage spell and can be usable in 1 week. A DC 25 Heal Check can be made to reattatch the limb, but it cannot be used by the soulstitched.
Grappling
A soulstitched can also use their stitch removal ability to help escape being grappled. If a soulstitched is being grappled by a limb alone (someone holding their arm) they can use the stitch removal ability to escape being grappled automatically. A soulstitched wearing medium or heavy armor cannot take advantage of this trait.
• Automatic Languages: Common. Bonus Languages: None.
• Favored Class: Sorcerer. A multiclass soulstitched sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.
Right, warforged-esque race needed for campaign fluff purposes. Think Sally (from Nightmare Before Christmas) meets Flesh-Golem for a +0 LA Core Race.
(They're also the most campaign-specific base race I've made, but all you really need to know is that the Lords of Mechanus are powerful wizards who took control over the continent long ago, but rule no more).
Soulstitched
Originally designed as mindless servants to the mighty Lords of Mechanus, the soulstitched rapidly began to develop sentience of their own. Their disorderly nature soon clashed with the interests of their masters and the soulstitched were cast off, seen as failed creations. Now that the reign of the Lords of Mechanus is no more, the soulstitched now have turned to their own pursuits.
Personality: Since they were originally developed as upgraded flesh golems, it is somewhat ironic that the soulstitched attained such a captivating presence. Though the exact reasons remain unknown, many arcane scholars believe that the combination of multiple consciousnesses, in addition to the magnetic Lords of Mechanus, led the soulstitched to develop a very powerful aura. Despite their appearance, soulstitched carry themselves respectfully and are naturally, or unnaturally perhaps, extroverted.
Physical Description: At a distant glance, soulstitched look eerily similar to flesh golems, however closer inspection reveal a humanoid more similar to a well-formed human with stitches running across the body, attatching it together. Soulstitched follow no uniform body type, with their figure varying widely. Some have oversized or undersized appendages or patches of various skin colors, different hued (or sized) eyes, and even patches of different colored hair. The only things standard about them are their creation from purely humans, and a sense of gender within the race. Therefore, while the soulstitched are technically sexless, they do have clearly defined male or female genders, however they are incaple of mating and have no urge to do so. They also weigh significantly less than golems, weighing little more than a human of the same height.
Relations: Soulstitched have an immensely powerful presence, and easily make allies from other races. Soulstitched get along well with other outgoing races like Halflings and gnomes, and harbor no ill will to humans, excluding former members of the Lords of Mechanus. However there is something inheritably ‘unnatural’ about them, something which elves are quite put off by. Dwarves often find soulstitched to be annoying at best, and downright infuriating at worst.
Alignment: Soulstitched lean strongly toward chaos, a fact that disconnected them from their lawful masters.
Religion: Many soulstitched find no use for religion, but some seek a sense of control in their lives and will dedicate themselves to, often or not, a chaotic deity.
Language: Soulstitched speak common, the language of their creators and have no native tongue of their own.
Names: Since they are a race without oral or written traditions, names are no more regular among the soulstitched than their appearance. They do like names, however, and will often adopt a nickname from another race and adjust the lettering of the name to their pleasing.
Adventurers: Magic makes up everything about the soulstitched. Their bodies are literally full of arcane energy, and are experts at manipulating their inner power. Most become sorcerers or bards, but the occasional soulstitched will become a wizard despite past experiences with the Lords of Mechanus. Few soulstitched take up arms in the martial classes and fewer become users of divine magic. Soulstitched are almost never druids, sense there is almost nothing inheritably natural about them.
Soulstitched Racial Traits
• Living Construct Subtype (EX): Soulstitched are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex enchantments. Soulstitched are living constructs that combine aspects of both constructs and living creatures, as detailed below.
Features: As a living construct, a soulstitched has the following features.
-A soulstitched derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A soulstitched possesses the following traits.
-Unlike other constructs, a soulstitched has a Constitution score.
-Unlike other constructs, soulstitched do not have low-light vision or darkvision.
-Unlike other constructs, a soulstitched is not immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
- A soulstitched cannot heal damage naturally.
-Unlike other constructs, soulstitched are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As living constructs, soulstitched can be affects by spells that target living creatures as well as by those that target constructs. Damage dealt to a soulstitched can be healed by a cure light wounds spell or a repair light damage spell, for example, and a soulstitched is vulnerable to a disable construct spell and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage provide only half their normal effect to a soulstitched.
Unlike other living constructs, soulstitched are unaffected by repel metal, chill metal, repel wood, and rusting grasp. Spells such as flesh to stone affect objects only objects, and thus cannot be used on the flesh parts of a soulstitched.
-A soulstitched responds slightly differently from other living creatures when reduced to 0 hit points. A soulstitched with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a soulstitched is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert soulstitched does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-As a living construct, a soulstitched can be raised of resurrected.
-A soulstitched does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
-Although living constructs do not need sleep, a soulstitched wizard must rest for 8 hours before preparing spells.
• +2 Intelligence, +2 Charisma, -2 Dexterity: Soulstitched are clever and have a powerful presence, but their amalgamation of body parts makes their movements somewhat awkward and unsure.
• Medium: As medium constructs, soulstitched have no special bonuses or penalties due to their size.
• Soulstitched has a base land speed of 20 feet.
• Escape Artist: Since soulstitched feel no pain, they can utilize damage done to their bodies like no other race can. Once a soulstitched has taken at least 1 point of lethal damage (not including temporary hit points) they gain a +2 Circumstance bonus to Escape Artist checks. This bonus increases to +4 once the soulstitched has lost half of their hit points from lethal damage (round down). This bonus stacks with any other bonus to the Escape Artist skill that a soulstitched may have. Soulstitched wearing medium or heavy armor cannot take advantage of this bonus.
• Stitch Removal
Stitch Removal (Su)
A soulstitched may remove one limb from their body and have it animate under their control. The animated limb moves at one fourth the base speed of the soulstitched. If the soulstitched removed one of their legs, the soulstitched also moves at only one fourth of their base speed. Only limbs (hand, foot, arm, leg) may be removed. A limb that has been forcibly severed from the soulstitched is cut off from the soulstitched and does not function.
A soulstitched may only have one removed limb at a time. Any damage dealt to the limb does not reflect upon the soulstitched until the limb is reattached. As long as the limb does not get destroyed or leaves the range of control, it can be reattached by the soulstitched as a full-round action. A soulstitched can sense and control the limb anywhere within it’s range of control (25 feet +5 feet/2 character levels) the connection is lost and the limb stops functioning. Should the limb be destroyed or lost, a soulstitched must find a new limb and replace their missing one with it. It takes one week after stitching a new limb for the limb to become usable for the soulstitched, and an additional two weeks after that before the limb has absorbed enough magical energies so it can be unstitched again and used.
In addition, a soulstitched’s Stitch Removal ability works only when the soulstitched is in its natural form.
A soulstitched’s limb functions as an extension of the soulstitched’s body, not as a unique creature. A soulstitched’s limb has the following characteristics:
*Diminutive Construct:
Hit Dice: 1 hp per soulstitched class level
Initiative: +0
Speed: 1/4 of soulstitched's base speed
Base Atk/Grp: +0/-12
AC: 14 (+4 size)
Attack: --
Full Attack: --
Space/Reach: 1 ft (1/25)
Abilities: Str 2, Dex 10, Con -, Int -, Wis -, Cha –
Skills: Hide +12, Move Silently +8
Under ordinary circumstances, it cannot inflict any damage or even hit aware creatures. However, if the soulstitched can cast a touch spell, they can channel the touch spell through the severed limb to unaware or immobilized opponents (or by using spells such as telekinesis or mage hand to deliver the body part).
A limb is under control of the soulstitched and may move up to Short range (25 feet +5 feet/2 character levels) from the soulstitched.
A soulstitched limb gains bonuses from any equipment it wears that is the full equipment. IE: An arm with a ring of protection +2 gains a +2 deflection bonus to it's AC, but a leg with only one Boot of Springing and Striding does not gain the effects of the Boots.
*A leg or arm functions as a Tiny Construct
Reattatching Soulstitched Limbs:
A soulstitched's limb may be reattatched with a Repair Moderate Damage or Repair Serious Damage spell and can be usable in 1 week. A DC 25 Heal Check can be made to reattatch the limb, but it cannot be used by the soulstitched.
Grappling
A soulstitched can also use their stitch removal ability to help escape being grappled. If a soulstitched is being grappled by a limb alone (someone holding their arm) they can use the stitch removal ability to escape being grappled automatically. A soulstitched wearing medium or heavy armor cannot take advantage of this trait.
• Automatic Languages: Common. Bonus Languages: None.
• Favored Class: Sorcerer. A multiclass soulstitched sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.