Syntoid (3.5e Race)
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The syntoids are an attempt at replicating life using mechanical components, their creator basing herself on the ATRuns. The initial prototype was emotionless and without drive, however their creator did not give up and sought to add a ‘human heart’ to her creation. After many trials and errors, she succeeded, but they still caught fire.
The syntoid is a somewhat inferior construct race, that beside all of its flaws is pretty much a human emotionally. The quirks and flaws in their construction strip them of most construct immunities. They are prone to glitching and overheating, although it can be used to their advantage. A syntoid is remarkably human in many aspects, even having a sense of taste and smell. Any food ingested is quickly incinerated by their core and evacuated as smoke through their nostrils.
They are powered by a potent core, which goes inert on their death. Their core is said to be a modification of the ATRuns’s soul core. Unlike the ATRuns the syntoids are constructed, requiring intense work and dedication. A syntoid is built almost entirely of rigid metal, including molded hair and a chrome appearance if not painted. They are otherwise well-built and ready to serve, if there was any way to control them that is.
- +2 Strength: A syntoid's frame makes them quite strong and capable. Unlike normal constructs a syntoid has a Constitution score (see Syntoid Traits below).
- Construct: While being a construct, a syntoid does not retain most of their racial features and abilities.
- Medium: As a Medium creature, a syntoid has no special bonuses or penalties due to its size.
- Syntoid base land speed is 30 feet.
- Darkvision: A syntoid can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a syntoid can function just fine with no light at all.
- A syntoid does not need to eat or breath, but requires rest. They are able to eat and drink if they wish to and can benefit from potions. When resting, at their option they may enter 'shutdown mode' which allows them to rest for four hours instead of eight, and act like sleep. Or they can enter 'rest mode' and still be aware, much like an elf's trance, but requires a full eight hours of rest.
- Syntoid Traits (Ex): A syntoid's mechanical nature has several quirks and flaws, from their power core and their frame and they are said to possess a "human heart". A syntoid possesses none of the construct trait, instead using Humanoid traits unless noted otehrwise. A syntoid is immune to energy drain and poison, do not heal naturally, takes half damage/healing from positive and negative energy but are affected as a construct by repairSpC spells. Despite the fact they should be immune to disease, they can catch psychological "viruses" which act like disease but may not bring the syntoid's ability scores below 1 (and thus cannot kill them) and is not contagious except to other syntoids. A syntoid can install warforged components as if they were a warforged. Finally a syntoid goes inert while under 0 hit points and dies much like a living creature, although she automatically stabilize.
- Human Heart (Ex): A syntoid counts as a humanoid and living creature for the purpose of prerequisites and effects targeting them. This allows them to be raised or resurrected as living creatures.
- Glitch (Ex): A synthoid's programs is prone to errors and quirks, making them seem erratic or weird. When confused, and under different conditions as set by the player, a syntoid glitches. Its voice is altered as per vocal alteration and its colors and their appearance may change. The syntoid does not control those changes and they are always the same. Whenever a syntoid is Confused it can always choose "Do nothing but babble incoherently" instead of the rolled option, glitching out of control. If the syntoid actually rolls that result, she still glitches but can still act as if she was Staggered.
- Metal Slam (Ex): A syntoid gains a metal slam feral strike, as seen below. She deals non-lethal damage without a penalty with her metal first slam feral strike, and even deals non-lethal sneak attack damage with it. She may use her Unarmed Strike damage than her base feral strike damage if higher.
- Overclock (Ex): As a swift action, a syntoid can push herself and her energy core to its limits. She can choose to give herself a +2 bonus on one or more of the following: attack roll, damage rolls, armor class and saving throws. She can maintain this state for 1 round + 1 round per point of Constitution bonus she has, minimum of 1 round. Afterward she takes a -2 penalty on the same rolls she applied the bonus to for 2 rounds for each round it was maintained and cannot use overclock during that duration. At 10th level the bonus and penalty of Overclock increases to +4, at 20th they increase to +6.
- Overheat (Ex): A syntoid's power core is prone to overheating, and earlier models were known to catch on fire for little to no reasons. As a swift action while using overclock, a syntoid may willingly undergo overheating. While overheating a syntoid's metal slam feral strike is under the effect of overheat weapon except it lasts until the end of the overclock instead of 3 rounds and if the charges are used they are reset to 0 instead of dismissing the effect. However each round a syntoid is overheating she takes 1d4 non-lethal fire damage she cannot resist or heal until she ceases overheating, additionally there is a cumulative 5% chance she catches on fire automatically at the end of each round of overheating.
- Automatic Languages: Common
- Bonus Languages: Any non-secret
- Favored Class: Any
- Level Adjustment: +0
- Effective Character Level: 1
Metal Slam Feral Strike
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
|Middle Age1||Old2||Venerable3||Maximum Age|
|N/A years||N/A years||N/A years||+Warranty Expires years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 10"||+2d10||200 lb.||× (2d4) lb.|
|Female||4' 5"||+2d10||150 lb.||× (2d4) lb.|
|Cost||— gp +|
|Damage Type||Bludgeoning +|
|Effective Character Level||1 +|
|Favored Class||Any +|
|Hit Points||15 +|
|Identifier||3.5e Race +|
|Level Adjustment||0 +|
|Racial Ability Adjustments||+2 Strength +|
|Size||Medium + and Two-Handed +|
|Summary||An inferior construct race more akin to a metal human than a warforged. The syntoid is somewhat deficient in some aspect, but possesses a very human personality. A resounding success. +|