User:Sergejsvk/sandbox15

Warforged aka. Not-forged-just-for-war
Alt rule on hm... warforged and not-forged-for-war <- why not? (building, cleaning, maintenance, crafting and whatnot mashines that think and don't just do that one task you told them to do retardedly and stuff, so this means cheap mass production, or cheaper than human slaves?? or in a sophisticated society where they replace slaves, couse it is barbaric and uncivilised and whatnot)... AI anione?

So they want inteligent golems to kill the enemy soldiers, wich in return will be made of the same shit... So why not make CLAY GOLEMS with brains? Why all the finiky, funky materials when you can force an elemental to animate shit? Oh so the Warforged "brain" os made useless by the elemental or something... Then we need to do pseudo techno-magitech shizzle. Elemental energy will be only in the power source, all else must be animated like a living doll... yaay \o/ easy...

Anatomy:
Some bsic "tech" background for it

Skeleton of bamboo like ironwood supported with a light steel framework, muscles made of liveoak and enchanted leather tendrils, oily sap loke material in tough rubbery tubing for joint cooling and friction, pumped by a "heart" (some type of compressor), cooling of the fluid done by metal conected to plating or breathing like motion on human like constructs (military or as preferred), a magic "furnace" (power core) that rechages during "rest state", cystals for storing of magic energy on key points, silver and copper wiring (not too complicated) for sensory imput and energy distribution and the brain unit. It will see, feel, hear some maybe taste and smell (servant models) with the help of the TWDI (The Wizard Did It!) system. All the enchantments (liveoak, ironwood aso.) are powered by the furnace. Antimagic field does not matter it is a closed system.

Living Construct:
A living construct is 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.
 * A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
 * Unlike other constructs, a living construct has a Constitution score.
 * Unlike other constructs, a living construct does not have low-light vision or dark-vision.
 * Unlike other constructs, a living construct 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.
 * Unlike other constructs, living construct are subject, to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
 * A living construct 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.
 * Rather than sleep, the living construct spends 4 hours a day refraining from any strenuous activity, a "Rest state" to recharge and self repair minor wear. This rest time can be spread out during the day (preffered during social inactivity time). While resting in this low-exertion state, they are fully aware of the surroundings and notice approaching enemies and other events as normal. If there was no rest state the in the last 24 hours the constructs performance decreases, it acts as if fatigued -> exhausted -> nauseated -> helpless.
 * A living construct cannot heal lethal damage naturally. A weak mending efect is activated during its rest state, that repairs nonlethal damage at the rate of 1 point per level each hour. Ability damage is healed by extending the rest state to 8 hours, healing 1 point of ability damage.
 * Lethal damage can be repaired by anyone with the Craft (armorsmithing, blacksmithing, gemcutting, or sculpting) skill, basic materials are required for the repairs (depending on the living construct: leather, wood, darkwood, iron, steel); This requires 8 hours of work, and restores a number of hit points equal to th craft check result - 15. The crafter can take 10 but can't take 20 on this check. A character with the Craft Construct feat always rolls twice when repairing warforged, using only the best result.
 * Once per month a major maintenence is required, or deterioration accrues, this affects the living construct as if it was fatigued -> exhausted -> nauseated -> helpless. This stacks with the "Rest state" effects. The maintenece can be done by anyone with the Craft (armorsmithing, blacksmithing, gemcutting, or sculpting) skill; a DC 15 skill check and basic materials are required (depending on living construct, leather, wood, darkwood, iron, steel), or with a make whole or any repair spell.
 * A 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 disable construct and harm. However, spells from the healing sub-school and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a living construct.
 * The unusual physical construction of living constructs makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A living construct takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a living construct is affected by repel metal or stone as if he were wearing metal armor. A living construct is repelled by repel wood. The iron in the body of a living construct makes it vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A living construct takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only and thus cannot be used on a living construct. Mage's disjunction works as a death effect, as it disrupts all the magic in the construct.
 * 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, as with a living creature. It can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than –10, a living construct is inert. It is unconscious and helpless, and cannot perform any actions. An inert living construct does not lose additional hit points unless more damage is dealt to it, however, as with a living creature that has become stable.
 * A living construct can be raised or resurrected.
 * Although living constructs do not need to sleep, a living construct wizard must rest for 8 hours before preparing spells.

Chasis:
Grunt blueprint:(used for work or war, some are artificiers in the army, durable, bulky, big, heavy-duty frame, 6' - 6' 8", 200 - 250 lbs.)
 * +2 con, -2 wis, -2 cha, med, 30 speed;
 * Stability: Due to your heavy frame, you are more stable than most, gaining a +4 checks to resist bull rushes, trip attempts, and other attempts to move you.
 * 1d4 slam.
 * Composite plating
 * Fortification 25%.
 * Automatic Languages: Common. Bonus Languages: None.

Scout: (small, quick, lithe, good senses, less frequent than Grunt, 3' - 3' 4", 35 - 40 lbs.)
 * -2 str, +2 dex, +2 con, -2 wis, -2 cha, small, 30 speed;
 * Low-Light Vision.
 * +2 bonus on Search, and Spot checks.
 * Composite plating
 * Fortification 25%.
 * Automatic Languages: Common. Bonus Languages: None.

Servant blueprint: (human like slender frame, androgynous appearence, slight facial features, glammer skin customises appearence, 5' 4" - 5' 8", 130 - 155 lbs.)
 * -2 wis, med, 30 speed;
 * Personalizable "glamer skin": A servant may change his appearance as a full-round action. This functions as the disguise self spell, except that it is a transmutation effect which affects the servant's body but not his possessions, and lasts until he changes his appearance again or dies.
 * Databank: You may make Knowledge checks untrained. In addition, you gain a +2 bonus to a Knowledge skill of your choice.
 * Perpetual prestidigitation effect and mending at will, for the household chores.
 * Automatic Languages: Common. Bonus Languages: ...

Outer shell:
Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor. It does not stack with other effects that give an armor bonus, but can be complemented by armor pieces. This composite plating occupies the same space on the body as a suit of armor or a robe. Thus a warforged cannot wear full armor or magic robes, but can add aditional armor pieces to the plating to gain an armor bonus equal to a comparable set of armor. The time to don such pieces is the same as to don the armor. A Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Racial feats:

all warforged feats

speeshul servant hull - aka. Minor Change Shape, like Changelings