Planeforged (3.5e Race)

Planeforged
Summary::Built on other planes, they are living machines imbued with the essences of alignment. Upon the creation of warforged on the prime material, the knowledge of their birth spread into the planes. Outsiders and other beings mastered the craft, from the heights of Mount Celestial to the Depths of Hades a new race of living machines sprang forth. These warforged are the planeforged, whose components vibrate with the essence of their home planes in the materials of their bones and the armor of their skin.

Personality
Planeforged personalities depend much on their alignment and home plane, as much as it does the lives they live. Like warforged, they have trouble understanding what it means to be alive, and even the most chaotic of planeforged are still "mechanical" and stilted. However they are often eager to learn about living beings, and try to make company. It is sometimes received. Some planeforged have gotten old and bitter with rejection, while others never took interest in it, busying their pursuit for life by other means.

Physical Description
The planeforged are a varied race, taking the base humanoid shape of a warforged and twisting it into something suitable for their plane. The planeforged come in four types, associating themselves with Good, Evil, Law, and Chaos. They are sometimes referred to Angelforged, Fiendforged, Gearforged, and Warpforged.

The Angelforged are bright, eternally shiny and polished, often made of gold and silver, with bright colored lights and pleasant appearances. They may have ornate carvings as part of their design, making them regal and statuesque. They were created as llyal charges to guard holy sites and protect the innocent from harm.

The Fiendforged meanwhile are made of dark metals, jagged stone and bone, with visible "meat" connections, spikes, skulls, and other terrifying accents. Some fiendforged may even produce a small amount of smoke in basic operation. They were made for the blood war and look very much like mechanized fiends.

The Gearforged seem the most normal of the lot, being already mechanical. However, gearforged are packed with, at a glance, seemingly useless extra gears, pistons, and servos both inside and out, often visible in cracks in the armor. Their bodies are perfectly measured, nearly always unpainted and undecorated, and composed of solid shapes giving them a blocky appearance, with most body parts little more than elongated rectangles attached to other rectangles by a flexible mesh. Their faces tend to be blank and emotionless.

The Warpforged on the other hand are curved, misshapen warforged which appear piecemeal. One arm may dangle, slightly larger than the other. Differently colored optics beam from their faces, and multiple materials patchwork their bodies. In spite of the odd designs, functionality isn't inhibited. Their creation is a mystery, as the first warpforged appeared to have been spontaneously generated in limbo from the random collisions of metallic and organic parts.

Relations
Amongst their own kind, planeforged find home, and though not everyone accepts them as living beings, they have integrated themselves into other societies the best they could. They tend to be strongly opinionated, especially concerning the nature of their polar opposites, but otherwise they have no significent deviance from standard warforged relationships.

Alignment
Planeforged are nearly always the alignment of their respective type, though exceptions do exist. It is, after all, difficult for a fiend to act good, and doubly so for a fiend who was programmed by evil creatures to act evil from the get go. The same goes for other alignments as well.

Lands
The planeforged are from all over the outer planes and slowly some have migrated to the material to learn about their original cousins, the warforged.

Religion
The planeforged worship very few gods, but often do hold up the ideal of their alignment as a matter equal to divinity itself. Godless planeforged clerics are common, as well as paladins, for their respective alignments.

Language
Planeforged speak Common and one other language (depending on their type), knowing either Abyssal, Celestial, Infernal, Modron, or Slaad.

Names
Names were not originally given to warforged, and neither were the planeforged granted any, yet each planeforged seems to have had an inherent sense of their own name, even if they could not express it. Of course, nicknames abound, and the planeforged are happy to use those.

Racial Traits (Angelforged)

 * -2 Wisdom: Filled with vigor, angelforged are much more approachable and charismatic, but can't take as good of a beating, and share their lack of wisdom with warforged.
 * Type::Construct (Subtype::Good, Subtype::Living Construct, Subtype::Planetouched): Though built, not born, they yet live.
 * Angelforged base land speed is 30 feet.
 * Aura of Good (Ex): The power of an angeforged's aura of good is equal to its HD.
 * Composite Plating (Ex): The plating used to build an angelforges provides a +2 armor bonus. This plating is not natural armor and doesn't stack with the other effects that give an armor bonus (other than natural armor).  This composite plating occupies the same space on the body as a suit of armor or a robe, and thus the character cannot wear armor or magic robes.  They can be enchanted just as armor can be.  The character must be present for the entire time it takes to enchant them.  Composite plating provides an angelforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor.  Any class ability that allows a character to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
 * Constructed Body (Ex): The unusual physical constructions of angelforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. An angelforged is affected by spells and abilities as if he were wearing metal armor.  An angelforged is repelled by repel wood and is vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14+ caster's ability modifier).  An angelforged takes the same damage from a rust monster's touch. (Reflex 17 DC half).  Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of an angelforged.
 * Living Construct Traits (Ex): Unlike other constructs, angelforged have a constitution score.  As a living construct it does not gain bonus hit points by size, but rather through constitution as other living creatures.  They do not have low-light vision, and are not immune to mind-influencing effects.  They have an immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.  They cannot heal damage naturally, and take half benefit from positive energy cure spells.  However they take full benefit from the repair series of spells.  They are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death and necromancy effects.  When reduced to 0 hit points, a living construct is disabled, just like a living creature, and when its hit points is less than 0 and greater than -10 it is inert.  It is unconscious and helpless, but stable.  They may be raised and resurrected as normal, and have no need to eat, sleep, or breathe, though they may benefit from consumables.  Though they do not need to sleep, they must still rest for 8 hours before preparing spells, as normal.
 * Protective Shell (Su): Against attacks made or effects created by evil creatures, the angelforged receives a +2 deflection bonus to AC. This bonus rises by 1 point at 5 HD and every five HD beyond (5th, 10th, 15th, etc).  This aura can be dispelled, but the angelforged can create it again as a free action on its next turn.
 * An angelforged has a natural weapon in the form on a slam attack that deals 1d4 points of damage.
 * Automatic Languages: Common and one additional, either Abyssal, Celestial, Infernal, Modron, or Slaad.
 * Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Modron, Slaad, Terran, and Undercommon.
 * Favored Class:
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Effective Character Level: Effective Character Level::1

Racial Traits (Fiendforged)

 * +2 Strength, -2 Intelligence, -2 Wisdom: Built for battle, to deal as much damage in as little time possible, the fiendforge favors strength over durability.  Brains were exchanged for an improved ability to inspire terror in others.
 * Construct (Subtype::Evil, Subtype::Living Construct, Subtype::Planetouched): Though built, not born, they yet live.
 * Fiendforged base land speed is 30 feet.
 * Aura of Evil (Ex): The power of an fiendorged's aura of evil is equal to its HD.
 * Composite Plating (Ex): The plating used to build an fiendforges provides a +2 armor bonus. This plating is not natural armor and doesn't stack with the other effects that give an armor bonus (other than natural armor).  This composite plating occupies the same space on the body as a suit of armor or a robe, and thus the character cannot wear armor or magic robes.  They can be enchanted just as armor can be.  The character must be present for the entire time it takes to enchant them.  Composite plating provides an fiendforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor.  Any class ability that allows a character to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
 * Constructed Body (Ex): The unusual physical constructions of fiendforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A fiendforged is affected by spells and abilities as if he were wearing metal armor.  A fiendforged is repelled by repel wood and is vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14+ caster's ability modifier).  A fiendforged takes the same damage from a rust monster's touch. (Reflex 17 DC half).  Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of an fiendforged.
 * Living Construct Traits (Ex): Unlike other constructs, fiendforged have a constitution score.  As a living construct it does not gain bonus hit points by size, but rather through constitution as other living creatures.  They do not have low-light vision, and are not immune to mind-influencing effects.  They have an immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.  They cannot heal damage naturally, and take half benefit from positive energy cure spells.  However they take full benefit from the repair series of spells.  They are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death and necromancy effects.  When reduced to 0 hit points, a living construct is disabled, just like a living creature, and when its hit points is less than 0 and greater than -10 it is inert.  It is unconscious and helpless, but stable.  They may be raised and resurrected as normal, and have no need to eat, sleep, or breathe, though they may benefit from consumables.  Though they do not need to sleep, they must still rest for 8 hours before preparing spells, as normal.
 * Fiendish Summon (Sp): Once per day a fiendforged may call on its allies in the lower planes, duplicating the effects of summon monster I. At 4 HD, it becomes summon monster II.  At 7 HD it becomes summon monster III.  At 10 HD it becomes summon monster IV.  At 13 HD it becomes summon monster V.  Finally at 16 HD it maxes out at summon monster VI.  It is cast as an evil spell only.
 * An fiendforged has a natural weapon in the form on a slam attack that deals 1d4 points of damage.
 * Automatic Languages: Common and one additional, either Abyssal, Celestial, Infernal, Modron, or Slaad.
 * Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Modron, Slaad, Terran, and Undercommon.
 * Favored Class:
 * Level Adjustment: +0
 * Effective Character Level: 1
 * Effective Character Level: 1

Racial Traits (Gearforged)

 * -2 Dexterity, +2 Intelligence, -2 Charisma: Logic is supreme, and as there is no need for social skills, they suffer.  Because of rigid construction, their bodies are less nimble as well.
 * Construct (Subtype::Law, Subtype::Living Construct, Subtype::Planetouched): Though built, not born, they yet live.
 * Gearforged base land speed is 30 feet.
 * Aura of Law (Ex): The power of a gearorged's aura of law is equal to its HD.
 * Composite Plating (Ex): The plating used to build a gearforges provides a +2 armor bonus. This plating is not natural armor and doesn't stack with the other effects that give an armor bonus (other than natural armor).  This composite plating occupies the same space on the body as a suit of armor or a robe, and thus the character cannot wear armor or magic robes.  They can be enchanted just as armor can be.  The character must be present for the entire time it takes to enchant them.  Composite plating provides an gearforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor.  Any class ability that allows a character to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
 * Constructed Body (Ex): The unusual physical constructions of gearforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A gearforged is affected by spells and abilities as if he were wearing metal armor.  A gearforged is repelled by repel wood and is vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14+ caster's ability modifier).  A gearforged takes the same damage from a rust monster's touch. (Reflex 17 DC half).  Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a gearforged.
 * Living Construct Traits (Ex): Unlike other constructs, gearforged have a constitution score.  As a living construct it does not gain bonus hit points by size, but rather through constitution as other living creatures.  They do not have low-light vision, and are not immune to mind-influencing effects.  They have an immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.  They cannot heal damage naturally, and take half benefit from positive energy cure spells.  However they take full benefit from the repair series of spells.  They are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death and necromancy effects.  When reduced to 0 hit points, a living construct is disabled, just like a living creature, and when its hit points is less than 0 and greater than -10 it is inert.  It is unconscious and helpless, but stable.  They may be raised and resurrected as normal, and have no need to eat, sleep, or breathe, though they may benefit from consumables.  Though they do not need to sleep, they must still rest for 8 hours before preparing spells, as normal.
 * Mechanus Mind (Ex): A gearforged has a logical mind devoid of petty emotional surges. They are immune to fear.
 * An gearforged has a natural weapon in the form on a slam attack that deals 1d4 points of damage.
 * Automatic Languages: Common and one additional, either Abyssal, Celestial, Infernal, Modron, or Slaad.
 * Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Modron, Slaad, Terran, and Undercommon.
 * Favored Class:
 * Level Adjustment: +0
 * Effective Character Level: 1
 * Effective Character Level: 1

Racial Traits (Warpforged)

 * +2 Dexterity, -2 Intelligence, -2 Wisdom: Always in motion, their bodies seem unusually flexible for metal and stone.  They aren't that bright or wise though, eternally distracted.
 * Construct (Subtype::Chaos, Subtype::Living Construct, Subtype::Planetouched): Though built, not born, they yet live.
 * Warpforged base land speed is 30 feet.
 * Aura of Chaos (Ex): The power of an warpforged's aura of chaos is equal to its HD.
 * Composite Plating (Ex): The plating used to build a warporges provides a +2 armor bonus. This plating is not natural armor and doesn't stack with the other effects that give an armor bonus (other than natural armor).  This composite plating occupies the same space on the body as a suit of armor or a robe, and thus the character cannot wear armor or magic robes.  They can be enchanted just as armor can be.  The character must be present for the entire time it takes to enchant them.  Composite plating provides a warpforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor.  Any class ability that allows a character to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
 * Constructed Body (Ex): The unusual physical constructions of warpforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warpforged is affected by spells and abilities as if he were wearing metal armor.  An warpforged is repelled by repel wood and is vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14+ caster's ability modifier).  An warpforged takes the same damage from a rust monster's touch. (Reflex 17 DC half).  Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warpforged.
 * Living Construct Traits (Ex): Unlike other constructs, warpforged have a constitution score.  As a living construct it does not gain bonus hit points by size, but rather through constitution as other living creatures.  They do not have low-light vision, and are not immune to mind-influencing effects.  They have an immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.  They cannot heal damage naturally, and take half benefit from positive energy cure spells.  However they take full benefit from the repair series of spells.  They are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death and necromancy effects.  When reduced to 0 hit points, a living construct is disabled, just like a living creature, and when its hit points is less than 0 and greater than -10 it is inert.  It is unconscious and helpless, but stable.  They may be raised and resurrected as normal, and have no need to eat, sleep, or breathe, though they may benefit from consumables.  Though they do not need to sleep, they must still rest for 8 hours before preparing spells, as normal.
 * Entropic Shell (Su): Warpforged are surrounded by a constant entropic shield effect. This effect can be dispelled, but the warpforged can create it again as a free action on its next turn.
 * An warpforged has a natural weapon in the form on a slam attack that deals 1d4 points of damage.
 * Automatic Languages: Common and one additional, either Abyssal, Celestial, Infernal, Modron, or Slaad.
 * Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Modron, Slaad, Terran, and Undercommon.
 * Favored Class:
 * Level Adjustment: +0
 * Effective Character Level: 1
 * Effective Character Level: 1