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    Default Re: [3.x/PF] GitP Regulars as Playable Races!

    Quote Originally Posted by Keledrath View Post
    Keledrath has already been done, but damn it I'm going to do him.

    Spoiler: Kelecast
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    Description: Kelecast are a humanoid creature made of a shimmering silver-blue liquid metal.

    History: The Librarian of the Rudisplorker's Guild and archivist of all knowledge they had, Keledrath had studied for centuries the Warforged of the plane of Eberron and their interactions with other worlds. He saw that these creatures lacked a soul, but were able to experience life almost to the quality of how a living creature could. The creation of this race by House Cannith had caused Keledrath to decide to go ahead with the creation of his own race, it wouldn't be long before Keledrath would come to the conclusion that the missing ingredient of a Warforged was in fact, a soul. Thus Keledrath did something nobody had ever done before. After years of toil he gathered the other esteemed members of the Rudisplorkers' Guild before him to share with them his great discovery and the experiment he would attempt.
    Keledrath had forged a great machine, designed with a humanoid shaped cast for a substance to flow into, grappling the peak of his creation, Keledrath fueled the contraption using the energy of the Astral Plane, fed the machine some of the warmth from his soul and fed the silvery mist with the Astral energy powering the device. This synthetic soul dissolved into a silvery liquid as it flowed down the machine and into the cast. Keledrath had done the impossible, he had created a soul and given it a body. Moments after Keledrath had ceased feeding the machine, the cast seemed to open on its own, pushing it aside from within was a sleek silvery blue humanoid creature.
    The creature quickly became a close friend to the guild and for the next decade, was trained to be a member of the guild itself by each Rudisplorker. Eventually though, it had expressed a desire for companionship from another of its kind. The High Rudisplorker gave it a choice, either it stay as the only one of its kind and join the Rudisplorkers' Guild, or have a mate created by Keledrath and leave to find its own place in the cosmos, either way the machine would be dismantled permanently. It chose to leave the safety of the Rudisplorkers' Guild with a new mate, once Keledrath had crafted a second of its kind using the machine, the guild watched in sadness as the machine was torn apart and all knowledge of how to build it was sealed in the forbidden section of the Library, where it would remain locked until the end of time. The guild members said a tearful farewell to the creature, with Keledrath losing his children, the High Rudisplorker promised them that they could return any time they wished and that their descendants may join the guild should they prove themselves. Then he declared the birth of a new race, the Kelecast.

    Society: 0, the first Kelecast had decreed that the society of his people should only incorporate what is useful to them and that self sufficiency should be a virtue for all Kelecast settlements. The Rule of 0 is the law of the Kelecast which each settlement follows, the Kelecast capital of 01010010 01110101 01100100 01101001 01110011 01110000 01101100 01101111 01110010 01101011 01101001 01100001 (or Golem City) is often seen as nothing more than a city sized machine by other races, though Kelecast are ready to adopt other cultures, especially if they see any benefit to them.
    Additionally, all Kelecast writings are in binary.

    Relations: Rule of 0 decrees that Kelecast settlements must be capable of self sustenance, but also demands that Kelecast be respectful of those who already have their place in the cosmos, Kelecast were born from a merging of cultures and the centuries long collaboration of other races, so they like to extend their gratitude by hosting as many members of other races in their settlements as possible without conflict. They are gracious hosts, with rumour that their hospitality is so beloved and renowned, that it attracted petitioners from Elysium.

    Alignment: Usually Lawful Neutral

    Adventurers: All Kelecast are granted experience in adventure, some learn how to wield magic, others learn the art of war, there are those who spend their short adventuring career learning how to avoid battle. Most Kelecast learn to harness their soul into weapons and become a Totemist. Those rare Kelecast that cannot find their place in Kelecast society are allowed to leave to find their own place as adventurers.

    Racial Ability Modifiers: +2 Constitution, +2 Intelligence, +2 Charisma

    Size: Medium, as medium creatures Kelecast receive no bonus or penalty based on size.

    Type(Subtype): Humanoid (Living Construct)

    Living Construct: A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.
    Features
    A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    Traits
    A living construct possesses the following traits (unless otherwise noted in a creature’s entry).
    • Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus Hit Points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
    • Unlike other constructs, a living construct does not have Low-light vision or Darkvision unless their race grants them that as an ability.
    • Unlike other constructs, a living construct is not immune to mind-affecting effects.
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
    • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A living construct with the fast healing special quality still benefits from that quality.
    • Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
    • Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fortitude save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
    • Unlike other constructs, a living construct can use the run action.
    • A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct 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 greater than –10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    • Can be raised or resurrected.
    • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
    • Does not need to sleep, but must rest for 8 hours before preparing spells.


    Base Speed: 30

    Languages: Kelecast understand Common and Binary. Kelecast with a high Intelligence score may choose any language (except secret languages) as bonus languages.

    Racial Traits: Kelecast have the following Racial Traits.
    • Warforged Heritage: Kelecast count as Warforged for the purpose of qualifying for Warforged Rracial Feats.
    • Shape Soulmeld: All Kelecast are capable of shaping a single Soul Meld. Kelecast with levels in a Meldshaper Class may shape an additional Soul Meld.
    • Chakra Bind: Kelecast may bind their Soul Meld to a Chakra as a Totemist of half their hit dice, this stacks with levels in Totemist.
    • Bonus Essentia: Kelecast gain 1 point of Essentia to invest in their Soul Meld.
    • Keledrath's Soul: All Knowledge Skills are Class Skills for the Kelecast, regardless of what Class they have levels in. Additionally Kelecast gain an four additional Skill points at 1st level and an additional Skill point per hit die.


    Level Adjustment: +2


    There you go, I hope you like it Keledrath.
    Last edited by Threadnaught; 2015-03-23 at 08:05 PM.