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View Full Version : Race Forged of Flesh, The Soulstitched



Lappy9000
2008-08-15, 10:48 PM
Ed. Note: Why are you looking at this cluttered, broken old thing!? There's a snazzy new version here: [link (http://www.giantitp.com/forums/showpost.php?p=6310251&postcount=21)]

If you'd like some more info on this creation, why not send me a Private Message (http://www.giantitp.com/forums/private.php?do=newpm&u=31029)?

Thanks for the read, but please don't commit threadomancy!

-Cheers,
Lappy9000


Soulstitched

First designed as mindless, obedient servants, the race that would soon be known as the soulstitched evolved from advanced forms of flesh golems who eventually began to develop sentience as a side-effect of the arcane energies that gave them life. The once conforming constructs soon formed disorderly natures that clashed with the views of their masters. Eventually the soulstitched were cast away, deemed as failed creations.

Personality: Since they were originally developed as improved 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 fact that soulstitched are only created from the best body parts gave them a powerful magnetic air. Despite their appearance, soulstitched carry themselves respectfully and are naturally, or unnaturally perhaps, extroverted and charismatic individuals.
Physical Description: Even at a distance, soulstitched bear only a passing resemblance to their flesh golem predecessors, and look closer to a well-formed human with stitches running across the body, attaching them together. Soulstitched follow no uniform body type, with their figures varying widely. Some have slightly 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 human sources, and a sense of gender that exists within the race. Therefore, while the soulstitched are technically sexless, they do have clearly defined male or female genders; however they are incapable of mating and have no urge to do so. They also weigh significantly less than golems, and are only slightly heavier than a human of the same height and build. Time is not kind on the soulstitched, and they deteriorate quickly, reaching the equivalent of middle age at around 20 years after creation. Many simply collapse into pieces by 50 years unless significant repairs are made.
Relations: Soulstitched have an immensely powerful presence, and easily make allies from other races. Soulstitched get along well with other outgoing peoples like halflings and gnomes, and most harbor no ill will to humans, excluding their former masters. 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. Some soulstitched have pity for half-orcs while others choose to openly exploit their weaker personalities.
Alignment: Soulstitched lean strongly toward freedom and non-conformity, a fact that separated them from their typically lawful masters. They are most often Chaotic Neutral.
Lands: The soulstitched were first designed in large human cities, and most find little reason to leave places where they can so openly pursue their own interests.
Settlements: While most soulstitched tend to blend in with the general populace of large urban centers, a choice few find solace with other like themselves, in small, secluded villages. Since they need not eat or sleep, the dwelling of a soulstitched contains nothing more than whatever hobbies a soulstitched interests himself in.
Power Groups: Soulstitched follow their own rules, but most are smart enough to adhere (at least loosely) to the policies and laws enforced by whatever land they call home.
Beliefs: 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 of their local pantheon.
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 name from another race and adjust the lettering 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. Few soulstitched take up arms in the martial classes and fewer become users of divine magic. Soulstitched are likely to be the face of any adventuring party, since they easily make allies with members of other races.

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 but are affected by spells such as flesh to stone, and flesh to salt.
-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 Charisma, -2 Dexterity, -2 Wisdom: Soulstitched are clever and have a powerful presence, but their amalgamation of body parts makes their movements somewhat awkward and unsure. Their flighty nature also makes them careless and unaware of their surroundings.
* Medium: As medium constructs, soulstitched have no special bonuses or penalties due to their size.
* Soulstitched has a base land speed of 20 feet; they walk with a shamble due to their clumsy movements.
* Weapon Proficiency: Soulstitched receive the Exotic Weapon Proficiency feat for the severblade as a bonus feat.
* +2 racial bonus to all Knowledge checks; the combination of multiple consciousnesses gives soulstitched insightful glimpes of past knowledge.
* Knowledge is always a class skill for soulstitched.
* Escape Artist: Since soulstitched feel little 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 (Su): A soulstitched may remove a 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 or feet, the soulstitched also moves at only one fourth of their base speed, cannot run, and takes a -2 penalty on Balance, Climb, Jump, Swim, and Tumble checks. If the soulstitched removes a hand or an arm, he takes a -2 penalty on Strength checks and all skills that require the use of hands. Only limbs (hand, foot, arm, leg) may be removed. These penalties are removed when the limb is reattatched. A limb that has been forcibly severed from the soulstitched is cut off from the soulstitched and does not function.
A soulstitched may have no more than two limbs unattached at any 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 influence (25 feet +5 feet/2 character levels) and if the connection is lost, 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 day after stitching a new limb for the limb to become usable for the soulstitched, and an additional week 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, a soulstitched's detatched limb cannot inflict any damage, flank, 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 their opponent (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. For example, a hand 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.

*Reattaching Soulstitched Limbs:
A soulstitched's limb that was removed willingly can be reattached by the soulstitched as a full-round action. However, a soulstitched's limb forcibly removed may be reattached with a Repair Light Damage, Repair Moderate Damage, or a Repair Serious Damage spell and can become usable in 1 day. A DC 25 Heal Check can be made to reattach the forcibly removed limb, but it cannot be used by the soulstitched until it is repaired.
*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, or hands bound by manacles, etc.) 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.
* LA: +0

Age, Height, and Weight

{table] Adulthood | Middle Age | Old Age | Venerable | Maximum Age

-* |
20 |
35 |
50 |
-** [/table]
* Upon Creation.
** No maximum. Soulstitched can live indefinitely, but succumb to physical deteroiation very quickly. A soulstitched continues to experience the effects of aging every 15 years until their Constitution score is reduced to 0 in which they fall to inert pieces instantly (many attempt to stave off the inevitable through magical means).

{table] Gender |Base Height | Height Modifier | Base Weight | Weight Modifier
Soulstitched Male |
4'10" |
+2d10 |
125 lb. |
x (2d4) |
Soulstitched Female |
4'6" |
+2d10 |
90 lb. |
x (2d4)[/table]

Racial Feats

Eavesdrop [Soulstitched]
You have the power to remove an eye or ear as part as your Stitch Removal ability.
Prerequisites: Soulstitched, Stitch Removal ability.
Benefit: When using Stitch Removal, your can remove a single eye or ear as you would a hand or a foot. You may make a spot check or listen check from the eye or ear respectively. When a soulstitched removes an eye he takes a -1 penalty to initiative, and a -2 penalty on Decipher Script, Search, and Spot checks. When a soulstitched removes an eye, he takes a -1 penalty to initiative, and a -2 penalty to Listen checks. These penalties are removed when the appendage is reattatched. An eye or an ear functions as a limb in the Stitch Removal ability (see above), except that they are treated as a Fine construct and can be controlled within a Medium range (50 feet +10 feet/2 character levels).

Extended Authority [Soulstitched]
Your range of influence increases.
Prerequisites: Soulstitched, Stitch Removal ability, Charisma 14.
Benefit: When using Stitch Removal, the range with which you can control your limbs doubles. The effects of this feat do not stack.

Horrid Convulsion [Soulstitched]
Contorting your limbs into revolting positions, you can rush at an enemy with this terrifying attack.
Prerequisites: Soulstitched, Base Attack Bonus +2, Charisma 16.
Benefit: When a soulstitched with this special attack makes a charge, he can follow with a full attack, dealing an additional 1d4 points of Bludgeoning damage/2 character levels from the soulstitched's flailing limbs. Immediately after a successful charge, all living creatures within a 20 foot radius must succeed a Will Save of DC 15 + Soulstitched's Charisma modifier or become shaken for 1 round.
Special: A soulstitched fighter may take Horrid Convulsion as one of his fighter bonus feats.

Resilient Appendages [Soulstitched]
Your severed limbs become tougher.
Prerequisites: Soulstitched, Stitch Removal ability.
Benefit: When using Stitch Removal, your detatched appendages gain twice as many hitpoints per character level, and a +2 Natural Armor bonus to its Armor Class.

Unspeakable Furor [Soulstitched]
Your Horrid Convulsion attack becomes a tumultuous outburst of vehemence.
Prerequisites: Soulstitched, Base Attack Bonus +4, Charisma 17, Horrid Convulsion feat.
Benefit: When a soulstitched with this special attack makes a charge, he can follow up with a full attack, dealing additional Bludgeoning damage increased to 1d6 points of damage/2 character levels. Immediately after a successful charge, all living creatures within a 20 foot radius must succeed a Will Save of DC 18 + Soulstitched's Charisma modifier or become panicked. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Special: A soulstitched fighter may take Unspeakable Furor as one of his fighter bonus feats.

Racial Weapons

{table] Exotic Weapons | Cost | Dmg (M) | Critical | Range Increment | Weight | Type
Light Melee Weapons |||||

Severblade |
10 gp |
1d6 |
19-20/x2 |
- |
2 lb. |
Piercing [/table]
A severblade is a weapon designed by curious soulstitched that fits over a severed limb. The wielder of this weapon cannot be disarmed while wielding it.

Because the severblade is typically sewn into the arm of a soulstitched, drawing or sheathing the weapon is a full-round action. If you have a base attack bonus of +1 or higher, you may draw a severblade as a move action.

SilentNight
2008-08-15, 11:03 PM
Very interesting. I like these. Great flavor and very original mechanics. Kudos to you.

Lappy9000
2008-08-15, 11:26 PM
Very interesting. I like these. Great flavor and very original mechanics. Kudos to you.

Glad you like 'em :smallcool:

My main issue right now is making racial feats for them that don't completely rip off Tears of Blood's fleshwrought. I also need to work up a spell, 'cause unlike the warforged (also in my setting), it's possible for any semi-high level arcane spellcaster to whip up a soulstitched.

SilentNight
2008-08-15, 11:37 PM
Don't know anything about the fleshwrought. The obvious racial feat is to allow them to detach multiple limbs at the same time. Maybe allow them to detach their eyes and see around corners, maybe increase the speed of the detached members etc. I'm available if you need help. Perhaps a feat tree that allows them to detach their eyes and hands, allowing them to cast spells from practically anywhere. You actually have a lot to work with here.

Lappy9000
2008-08-15, 11:44 PM
Maybe allow them to detach their eyes and see around corners, maybe increase the speed of the detached members etc. I'm available if you need help. Perhaps a feat tree that allows them to detach their eyes and hands, allowing them to cast spells from practically anywhere. You actually have a lot to work with here.

Holy heck! Why didn't I think about those?? Thanks alot, man!

I'm pulling an 8-hour shift tomorrow, so that gives me plenty of time to work out the mechanics. Casting spells anywhere was the original point, but I declined from using eyes/head parts due to that it would make the race far too powerful for LA +0.

And, yeah, I'd love to have your help, if you want.

EDIT: Oh yeah, the Fleshwrought are here (http://tearsofblood.editthis.info/wiki/Fleshwrought). The guys up at ToB wrote it up as a bloodline, and they have a considerably darker feel than the soulstitched.

Keep in mind that the biology of a soulstitched consists of the parts of 4 humans of the same gender (parts of different genders causes the soulstitched to gain a bizarre template [Soulstitched Abomination; to be written] as well as intense psychosis). Their consciousness is formed from all 4 beings, and wiped blank, leaving them an entirely new individual, but still experiencing semblances of their former lives.

SilentNight
2008-08-16, 12:04 AM
Holy heck! Why didn't I think about those?? Thanks alot, man!

I'm pulling an 8-hour shift tomorrow, so that gives me plenty of time to work out the mechanics. Casting spells anywhere was the original point, but I declined from using eyes/head parts due to that it would make the race far too powerful for LA +0.

And, yeah, I'd love to have your help, if you want.
Keep in mind that the biology of a soulstitched consists of the parts of 4 humans of the same gender (parts of different genders causes the soulstitched to gain a bizarre template [Soulstitched Abomination; to be written] as well as intense psychosis). Their consciousness is formed from all 4 beings, and wiped blank, leaving them an entirely new individual, but still experiencing semblances of their former lives.
Just make feats for the eye/head parts then. Well, perhaps you could allow them a bonus on will saves due to their convoluted conciousnesses. I don't know. I'd love to help though. I haven't got any projects going other than swampgas. So yeah, just PM me the details of what you need or just post them here. Thanks.

Lappy9000
2008-08-16, 11:00 PM
Awesome. Just added in racial feats as well as a weapon designed for those poor limbless soulstitched (weapon proficiency too, 'cause it only makes sense).