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Okay so to put this simply, Ive been using the advanced race builder to design and make a number of races from my home brew setting, for the most part its working great and Ive been staying with in the race design guidelines (Mostly as a matter of personal preference and ease). However in my work Ive I had previously given racial traits that don't really match up to or even come close to existing race traits. I will give you a quick run down of them and was wondering if I could get some others thoughts on it.
These were made for a race that is were humans from an magocracy ruled by elemental bloodline sorcerers who underwent a dramatic magical alteration linking their entire noble caste a deeper elemental nature and replacing the hearts of their race with an Elementally charged gem.
Elemental Death Throes- When you die of unnatural causes your body is consumed by a burst of dangerous elemental energy dealing 1d6 damage per two class levels you possess to any adjacent creature/s.This receives a reflex save for half damage with the DC for this is 10 plus half your level plus your constitution modifier. The type of elemental damage must be selected once and can not be changed. This also consumes your body entirely making Raise Dead and Animate undead useless. When you die naturally this same elemental energy peacefully and harmlessly consumes your body.
My main problem is I'm sure if this is a benefit or a flaw, or if I should up or lower the damage, so far I'm think its more of a flaw and but as it does damage that scaled up well at most Id say a -1, 0 or 1 point cost.
Elemental Shard You have a shard of pure elemental essence where your heart should be that acts as a receptacle for your soul and fuel for your elemental powers. If you die by unnatural means your spirit temporarily becomes housed in this stone witch unless specifically targeted will always remain after death. This shard is a diminutive object that has a hardiness of 5 plus your class level immunity to your chosen element and 2 hit points per class level. Your spirit remains housed in this shard for 1 day per level preventing any return a incorporeal undead for that duration and if used in conjunction with a Resurrection spell allows for your resurrection without the need for material components. If you die of natural causes the shard remains but as a lusterless powerless memento of your life.
I'm leaning towards this more as a benefit between 1 and 4 points maybe but I'm still not certain
The second traits are for a race of slaves to an ancient magical empire who were made into disembodied colored mist to safely explore the astral plane by their masters. When their masters empire fell they became free and eventually came into contact with modern magical organizations trading old secrets and lore for a chance to have bodies built for them and interact with the prime material world again.
Soul cage You are in essence a conscious mind and spirit trapped in a complex latices of wire and crystals with colored mist swirling in its depths that gives you control over the specially created clockwork body designed for you. Unlike other constructs you are not immune to mind effecting magic, Death Magic and necromancy effects, Level Drain, Ability damage or drain unless it effects physical statistics, Energy Drain. Or other spells and effects that target the soul or spirit. Ability drain,damage and other effects can be healed with rest or magic as normal.
In addition if your body is destroyed by being reduced to 0 hit points you are immediately revived as soon as your body is repaired to one 1 hit point. This does not function if your Soul cage is Destroyed, however the Soul Cage counts as a separate target that can not be harmed until your body has been reduced to 0 hit points. The Soul Cage is a tiny object with 5 Hardiness and one hit point per class level. If your Soul Cage is destroyed you can only be revived if a new one is constructed. Like wise if your construct body is completely lost a new one must be crafted. However you may still communicate and make knowledge checks while existing as a soul cage. If a soul cage is removed from its body the body ceases to function. If the beings soul is trapped or destroyed it can not return by any means.
I wont bore you on the details of crafting the soul cages here, or the clockwork mannequins. My thoughts is that this is more of a flaw as it removes a great many of a constructs immunities, offhand I'd say -1 to -2 range maybe for price.
Effective Consumption You may "eat" metal, stone, or other inorganic matter to effect repairs on yourself. So long as such material is on hand you may regain hit points with rest as if you were a living creature.
I was thinking 0 maybe 1 point cost, doesn't seem like overly much of a game breaker to me
Healed by the Forge Treat the following skills as if they were the heal skill in regards to healing a Clockwork Mannequin Craft:Clockwork, Blacksmithing. A craftsman must have tools on hand and heals the the Clockwork Mannequin their character level in hit points plus 1 point per crafters int modifier for every point that exceeds a DC 20, this requires a hour of uninterrupted work and costs 50gp.A Clockwork Mannequin can attempt self repair at a -5 penalty. They may also be repaired as per the normal construct repair rules.
Once more not to sure this really justifies spending more then 1 point at most, its most to make this race more balanced and viable for players in my homebrew world.