Polymel (3.5e Race)
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Produced by an unknown faction some time ago, the polymel were originally produced to be worker robots for a facility long lost. Small and nimble, they were able to enter the tight spaces and hazardous shafts of the facility and improve, repair, and augment items as needed. This augmentation ability was eventually turned onto themselves so they would not require constant maintenance, a decision which proved dangerous for they self improved themselves into sapience and went rogue, escaping the facility and spreading themselves. These unusual constructs are nearly a cross between a small humanoid and a bulbous spider-like body, their torsos branching with six multi-purpose limbs and a lashing whip-like tail. Their heads remain unadorned equipped with an array of eye-like sensors, and various vents allow for the production of noises. Their limbs are unique, able to slide easily in their joints and combine with each other as needed to produce a more powerful effect.
Polymels are a recent race with minimal social conditioning, and so lack a strong personality. Their instincts direct them to move within tight spaces and improve itself and its surroundings, though what entails "improvement" varies from polymel to polymel. As such they might come off as obsessive and overly focused, as they still struggle to comprehend the sense of others beyond themselves.
Polymels are short bulbous humanoid torsos with six multipurpose limbs, a long lash-like tail, and a round head covered in sensors. Some have compared them to some sort of robotic spider-chimp.
Polymels have made efforts to introduce themselves into the world, recognizing the need for friends in a world full of enemies and dangers. However, they are young, naive, and obsessive in their behaviors which may lead to conflict with various races.
Polymels are usually true neutral. Those who are not have often built their alignment different into their obsessions, and such as staunch in their morals and ethics (or lack thereof).
Polymels originally seem to appear out of nowhere on the shores of the nearby sea. They claimed that the facility they worked in was either underwater or underground, but seem to suggest it has since moved and they no longer have a home to return to.
Polymels were not born with religion, and so the idea is a new and illogical concept to them.
Polymels speak Common and Binary, the language of computers.
Polymels do not have normal names but simply serial numbers. Since this is inconvient, others often grant them nicknames which they adopt willingly.
- -2 Str, - Con, +2 Int or +2 Wis or +2 Cha: Constructs lack a constitution score, and their superior artifical minds can outpace anything organic. Their small bodies do not grant much for strength though.
- Construct: Polymels are artifically created beings built by forgotten creators.
- Small: As a Small creature, a polymel gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
- Polymel base land speed is 30 feet. climb 30 ft
- Darkvision: A polymel can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a polymel can function just fine with no light at all.
- Low-Light Vision: A polymel can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Cartwheeling (Ex): The unusual anatomy of the polymel allows it to "cartwheel" around with all its limbs and produce high speeds on flat smooth surfaces or slopes. When cartwheeling its speed doubles, but it gains maneuverability (as if it were flying) of poor. On downward slopes, speeds increase by +10 ft, or decrease 10 ft when going up hill. Cartwheeling is part of any move action, and dedicates all of its limbs for locomotion.
- Monstrous Form: Polymels use the pricing for non-humanoid creatures to determine armor costs.
- Multiple Multifunction Limbs (Ex): Polymels possess six limbs which can be used as both arms and legs with equal ease, though they require at least two limbs dedicated to locomotion in order to move or one limb to remain standing in place. If four limbs are used for locomotion, all of its movement speeds increase by +10 ft. Switching which limb does what is a free action. In addition it can fuse two limbs together (to a minimum number of three limbs), granting itself +4 Strength with said limb, also as a free action on their turn.
- Prehensile Tail (Ex): Polymels possess a whip-like prehensile tail which acts as a seventh limb, but can only carry and not wield items. It has a -2 penalty on interacting with anything that requires hands. It acts as a whip and may be attacked with as if an actual whip. You are proficient with your prehensile tail, and abilities which affect whips effect your tail.
- Racial Feats: A polymel's construct hit dice give it two feats. They also gain Masterwork Body as a bonus feat.
- Racial Hit Dice: A polymel begins with three levels of construct, which provide 3d10+10 Hit Dice (including the bonus for being a small construct), a base attack bonus of +2, and base saving throw bonuses of Fortitude +1, Reflex +1, and Will +1. Unlike normal constructs, polymels have at least one good saving throw of their choice, changing one of their saves to good for their racial hit dice (or a +3 bonus).
- Racial Skills: A polymel's construct levels give it skill points equal to 4 x (4 + Int modifier). This is more than constructs normally get, and is simply part of their nature. Its class skills are Balance, Climb, plus any six skills of their choice. A polymel has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
- Reinforced Plating (Ex): Polymels lack a Con score but are capable of obtaining reinforced armor plating which grants them an effective Constitution score. They start with a +0, but may increase it at the same cost of the natural armor bonus for a amulet of natural armor, gaining an effective constitution modifier equal to the bonus granted.
- Self-Augmentation (Ex): Tinkering with one's self is a common practice, and it grants the polymels a great deal of versatility. They have a floating bonus feat which they may make any feat they can qualify for. They can change out this feat over the course of 8 hours of rest. This bonus feat may not be used as pre-requisites for any abilities, items, feats, or prestige classes due to its temporary nature.
- Automatic Languages: Common, Binary
- Bonus Languages: Any
- Favored Class: Rogue
- Level Adjustment: +0
- Effective Character Level: 3
|Middle Age1||Old2||Venerable3||Maximum Age|
|N/A years||N/A years||N/A years||+Immortal years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3' 0"||+1d2||40 lbs lb.||× (x1) lb.|
|Female||3' 0"||+1d2||40 lbs lb.||× (x1) lb.|
|Effective Character Level||3 +|
|Favored Class||Rogue +|
|Identifier||3.5e Race +|
|Level Adjustment||0 +|
|Racial Ability Adjustments||-2 Str +, - Con + and +2 Int or +2 Wis or +2 Cha +|
|Summary||These unusual constructs are nearly a cross between a small humanoid and a bulbous spider-like body, their torsos branching with six multi-purpose limbs and a lashing whip-like tail. +|