Runeforged Playable Race.


Homebrew and House Rules


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

*Note* This is a draft edition of my Pathfinder version of the Warforged from Ebberon, called the Runeforged. I hope you enjoy, please leave feedback.

The Runeforged are a servitor race of sentient constructs born of an ancient and extinct empire. They existed as enforcers, guardians, labourers, servants and when called upon an unending and tireless army of steel soldiers. However with the extinction of their masters, the Runeforged tried to find their own purpose, establishing their own colonies and settlement.

The Runeforged are proud of their heritage, and easily offend when someone refers to their masters negatively. Very territorial in nature they do not allow any outsiders into their lands. They do, on occasion deal with oceanic tribes that have lived near their island home but turn back all foreign or unfamiliar vessels.

After thousands of years some of the Runeforged have gained a deep curiosity of the world beyond their native shore. Some with the goal to learn and adapt to the ever changing world, some seeking their lost masters, others believing that conquest of the other countries is what will revive their masters.

Rune forged Racial Traits
+2 Con, +2 Str, -2 Cha

Half Construct
-+2 Save vs Disease, Mind Affecting, Poison, Exhaustion & Fatigue.
-Can't be Resurrected or Raised.
-Don't breath, eat, or sleep unless wanting to gain benefit from activity.

Medium

Normal 30ft move speed

Languages ; Azlant, Common. If Runeforged's intelligence is high he may choose Elven, Draconic or Aklo

Metal Skin : +2 Natural AC and take a -2 on all climb and swim check.

Natural Attack Slam x2 - 2 slam attacks

Runeforge Charge - x2 damage die & 1.5 Str on Slam made after charge attack.

Vulnerable to Rust : Rust effects deal 1d6 dmg per spell level unless the spell states otherwise.

Alternate Racial traits

Adamantine Skin : These heavily built Runeforged were often used as enforcers, treat as though they are wearing masterwork heavy armour. +4 Natural AC, 3DR/Adamantine, Max Dex +1, move speed -20ft, Arcane spell failure 20%, armour check penalty -5. At 4th level and every 4 levels beyond they may add a single enchantment to their skin. You may not use armour if you possess Adamantine skin. This ability replaces Metal Skin

Immovable: A rune forge that decides it isn't going to move an inch, generally doesn't. +4 CMD against Bullrush, Trip, Drag, Overrun, or any other combat manoeuvre that would otherwise move the Runeforged from their location. This ability replaces Runeforge Charge

Hated Enemy : The ancient enemies of their dead masters still live in the world and their eternal grudge is brought to bare. +1 on all attacks against humanoids of the elf subtype and Aboleths. This ability replaces one slam attack.

Favored Class Bonus

Monk : +1/3 when confirming a critical threat with an unarmed strike. This does not stack with Critical Focus

Fighter : +1 on CMD against Bullrush and Drag attempts

Paladin : +5ft/6 on aura of courage

Wizard : +1/5 to caster level on spell school of your choice

Racial Archetype

Watchers of Azlant (Work in Progress)

Runeforged Juggernaut (Work in Progress)

Clockwork Artificer (Work in Progress)

Racial feats

Iron Jaws : Prerequisite : Runeforged, Benefit : Gain Bite attack

Overdrive attack : Prerequisite : Runeforged, +3 BaB, Benefit : Sacrifice X hp (Max is double HD), Every 4 hp sacrificed add 1d4 damage to your next unarmed strike or natural attack. Usable 1/round.

Clockwork body : Prerequisite : Runeforged, Benefit : Heal from spells such as Mending, as though healed with a cure spell of equal level.

Rustproofing : Prerequisite : Runeforged, Clockwork body, Benefit : Damage from rust effects only deals 1/2 damage.

Runeforged in Golarion

The Runeforged were loyal servitors to the Azlanti, when the Aboleth wiped out the land of Azlant, the remaining Runeforges that survived the cataclysm attempted to restore everything to the way it was, as a way to prepare for their masters eventual return from wherever they had gone to. With their natural ingenuity they managed to create a small dilapidated clockwork paradise in the ruins as a place to call home.

So they waited, guarding the shattered remnants of the Azlanti empire. It wasn't until thousands of years later, that the first of the Runeforged decided to journey to locate their beloved masters. However fortune did not favor these gentle people, when they arrived in Avistan they were taken in by the kings of the Thalassion Empire, the Runelords. The Thalassion kings captured the poor creatures and subjugated them to terrible tortures, and used their life force to fuel some of their wicked experiments including the process which transformed the Taiga Giants into the servant Rune Giants (named to add insult to injury) and deep in the vaults of the Runewell their remains were cast aside.

Fearing the worse for their pioneering kin, a rule was passed that no outsiders would be permitted near the islands of the Azlant. Save for the Mordant Spire Elves who frequented the waters nearby to also keep it free from outsiders, and the Gillmen who would pilgrimage there. The Runeforged have a deep grudge against the elves, believing them as responsible as the Aboleth for their extinction. As for the Gillmen, the Runeforged share a respect for them as they had once with their masters. In the year 7645 the Runeforged decided that if they wish to continue their existence they need to accept the rest of the world, and once again journey to Golarion.

Image of a Runeforged (for those not familiar with source)
Runeforged


dot


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

dot?


Had a character exactly like this in my Rise of the Runelords campaign.

I associated them with Edasseril specifically, because of the link between golems and anti-magic effects, it made sense to me that the nation of Abjurers might use golems for their armies.

I even have a little backstory involving the history of the Magnimar golemworks, and the substance Ethillion from Sins of the Saviors.

It all ties together very nicely for a PC who is "the last of his kind" which is definitely the best way to handle magic robot PCs. L. Frank Baum is with me on this one!

My brother (the player of said character) is a professional illustrator with at least two images you could attach to this... that would avoid any copyright issues if you were to credit him. I'll ask for you!

Consider submitting this to the Pathfinder database.

Dark Archive

Very cool!

Stupid question, which parts of that write up are taken from ARG and which are homebrew?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Those Illustrations would be greatly appreciated. I was thinking along the same lines with Edasseril, but didn't want to name any specific Runelord since Rise of the Runelord already has him.

I was thinking along the lines of a potential migration of the Runeforged into Avistan.

-Addition- Everything was from ARG save for

Rust vulnerability, Adamantine skin and Feats

Immovable is a variant on the Stability racial trait, but I tried to make it worth swapping with the Charge ability.


Suz wrote:
Those Illustrations would be greatly appreciated. I was thinking along the same lines with Edasseril, but didn't want to name any specific Runelord since Rise of the Runelord already has him.

Not /really/ a spoiler:
Actually, then nation of Edasseril doesn't feature in Rise of the Runelords at all. It just so happens that my party included an abjurer, so I chose to insert more content from the abjuration state of Thassilon.

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ah fair enough


(Welcome back Evil Lincoln)

Suz, Rite Publishing has an Ironborn race that might be interesting for you. It's an update of one of Monte's races, I think.

I'd be wary of Clockwork Body feat. Maybe I'm just very conservative when it comes to infinite healing, even if it does have a 10 minute casting time.

Two slam natural attacks are pretty powerful as well.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I figured adding the ability to mend played a nice flavor, and unlike channels which you can cast spontaneously, you kinda need those repair spells on hand, and as you say they take a while to get off.

As for the two natural slam attacks, I did look at it, especially when thinking about a monk Runeforged, but I always came to the same spot. It's not as hax as the Svirfneblin.

Also checked out the Ironborn, which was cool. To be honest this was just my first crack at creating a race from the ARG, with my own take on the story. Mostly cause I kinda enjoyed the Rune Giant connection to these guys.


I usually recommend against natural attacks (especially two!) just because they are one of the best ways to fight in this game.

Granted, if you're using hte half-construct (aka: hardmode), maybe they should get a little something.

But in general, I like the Ironborn's take on the half-construct issue, or even the Gearforged from the Migard setting :)


Out of curosity (and if I missed it in your post after re-reading, I'm sorry) but about how many RP would this race cost per the ARG? I was working on a similar playable race for a homebrew campaign, but was trying to keep it within the 10-15 RP value as to not completely make it over powered to the rest of the core races.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

15RP on the dot.


Suz wrote:
15RP on the dot.

That's perfect!

Here's another question for you, and half-constructs in general. Do they age or die from natural causes in your opinion?

The race I am trying to create were created by an ancient race that has long since been extinct in my world. When others stumbled upon this world through a nexus gate, they found this race of semi-clockwork magical humanoid creatures.

In my mind they have existed and lived in the ruins of their creators for at least 1000 years. Do you think that would be feasible?


Suz wrote:
dot?

Dot = I'm interested and want to find this thread again with ease, but have nothing specific to contribute at this time.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The way I'd rule it at my table is either

A) These creatures are immortal and do no age as normal races do, (Which still works with spells like Sands of Time which forcible age a creature and rusts constructs and objects.)

Unless you have an all Runeforged party you will not find yourself going forward in your campaign time-wise for enough time to have passed that would be considered advancing in age category given most races die after a few hundred years and the Runeforge have been around for thousands.

Runeforged can neither be born or killed, they can however be built (Azlanti or Runeforged crafting) and destroyed (Permanently destroyed with no means of resurrection or repairing) which I think is harsh enough without looking at going with the age categories.

B) If I were to add an age category it would look like the following

Adulthood : 0 years
Middle Age : 1000 years
Venerable : 5,000 years

and they would stay venerable until they stop functioning. With the loss of strength and increase in intelligence it kinda speaks for the Runeforged that have lived and gained the wisdom that comes with age.


Glad you liked the suggested name ;)

Silver Crusade

Dotted. Awesome effort here.


Suz wrote:

The way I'd rule it at my table is either

<cut>

That sounds about exactly what I was going for. Thank you very much for the ideas and work you put into this.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

*Modification*

Changing the racial traits to only have 1 slam attack.

Reason : The survivability of this race is important, mostly due to it's unable to be resurrected extra feature. Thus the two slam attacks we inserted, this works 90% of the time. However the 10% represents monks who with flurry of blows and two slam attacks amass too much strength early to mid game.

Adamantine Skin : Natural Armor bonus increased to +6 and max dex reduced to 0.

Reason : Early game this racial trait is a godsend in terms of cheap effective armor, however the bonuses previously were closer to medium armor than heavy. After careful consideration the max (unmodified) bonus would be +6 to AC from the armor and a possible +6 from bracers of armor, +4 from ring of deflection Leading to an AC of approx 26. Which in the grand scheme of things is neither the weakest nor most powerful way to attain armor.

Vulnerable to Rust Addition, any rust damage dealt to the Runeforged must be healed with a craft or mending based spell/ability. It can not be restored with cure or heal spells.

Reason : Runeforged have the benefit of healing from cure spells which puts a far less threat on the whole rust thing, especially if treated as any old kind of damage. This inspiration comes from VILE damage from 3.5 and I think adds a bit more terror to the prospect of things like rust monsters.

*BONUS FEATS*

Fortified Skin : Prerequisite : Runeforged, BAB +5 : Gain bonus of Light Fortification enchantment on your skin.

Improved Fortified Skin : Prerequisite : Runeforged, BAB +10 : Gain bonus of Moderate Fortification enchantment on your skin.

Second Slam : Prerequisite : Runeforged BAB +6 : Gain an offhand slam attack.

PS : Still working on archetypes


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
QXL99 wrote:
Glad you liked the suggested name ;)

Yeah I threw it out at one of my games and everyone seemed to really like it. What was even better was there was no confusion between the stories of the Warforged and the Runeforged.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Here is my take on the first of the Racial archetypes. Because of the nature of the Runeforged, it didn't seem to be that the "Tribal" element of the Runeforged would be what defined them, but more their purpose. With a bit of inspiration from the Wrecking Crew and the Wreckers (Marvel comics and Transformers) Here is my first rough of the archetype. As always please leave critical construction and feedback. Enjoy.

Runeforged Juggernaut (Barbarian)

A Runeforged Juggernaut was used primarily for construction and deconstruction. After the Azlanti went missing these Juggernauts lost their purpose, as no new buildings were being made, but never lost their knack for both destruction and crafting.

STONECUNNING: Gain Stonecunning the racial ability

JUGGERNAUT ARMOUR: A Runeforged must take Adamantine Skin as a Racial Trait. The adamantine skin has Armour spikes, and the Runeforged gains proficiency for it's use as a weapon. These spikes deal 1d6 piercing damage on any successful grapple attempt and 1d4 damage when struck with any natural weapon. REPLACES : Fast Movement

EXPEDITIOUS CHARGE: At level 2 gain 10ft move speed on all charge attempts. At level 6 gain a +20ft move speed on all charge attempts REPLACES : Uncanny Dodge

SHATTER STRIKE: At level 3 a Barbarian adds 1/2 it's class level to Strength Checks made to destroy nonmagical objects. At level 6 it adds it's full class level. At level 9 gain Improved Sunder feat. Finally at level 12 Strength bonus applies to Sunder attempts. REPLACES : Trapsense.

JUGGERNAUT CHARGE: At level 5 gain Powerful Charge (2d6) REPLACES : Improved Uncanny Dodge


Suz wrote:

*Modification*

Changing the racial traits to only have 1 slam attack.

Reason : The survivability of this race is important, mostly due to it's unable to be resurrected extra feature. Thus the two slam attacks we inserted, this works 90% of the time. However the 10% represents monks who with flurry of blows and two slam attacks amass too much strength early to mid game.

No worry about slams being overpowered in case of monk because he can't use them and flurry at the same time:

Quote:
A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

I admit that when I started to read description of your race I thought that two slam attacks are quite much and probably should be toned down to 1 slam attack.


You might take a walk on the Anime side for inspiration for further options...

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