[Advanced Race] Numerian Machine-Man


Advanced Race Guide Playtest

RPG Superstar 2009 Top 32

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Numerian Machine-Man
While the Gearmen of the Technic League make excellent servants, their infrequent disobedience remained troubling to some within the League. A means of replacing, or at least better controlling, them was sought. Recently, a possible solution may have been found.

Deep within the Bowels of Silver Mount, a chamber was unlocked that possessed the ability to merge the strengths of a Gearsman with a human being. To test the process, they Technic League kidnapped some of the local population (including some of their own apprentices). The wizards then brainwashed these victims to be staunchly loyal to the Technic League and then forced these people to undergo the process. The resulting creature is both half-human and half-machine, which the League members have dubbed “Machine-Men”
Physical Description: Both genders of Machine-Men stand between 6 and 7 feet tall, with heavy builds and obvious mechanical components. Their clearly unnatural appearance of Machine-Men makes them frightening to normal humans (and often to animals as well).
Society: Machine-Men exist solely to serve the Numerian Technic League.
Relations: Rare to begin with, Machine-Men normally under the military structure provided by the Technic League wizards. Thus they are almost unknown outside of Numeria.
Alignment & Religion: Due to their mental conditioning, most Numerian Machine-Men would be considered Lawful Evil. They are not inherently so, however, and a “rogue” Machine-Man could be of any alignment. Machine-men are not, generally religious. Clerical Machine-Men have never been encountered, but may be possible.
Adventurers: In a very rare instances, the brainwashing breaks, and the Machine-Man attempts to flee. None have yet to have escaped successfully. Due to their training, most Machine-Men tend to be Fighters, but members of other character classes are not unknown.

Machine-Man Racial Traits
+4 Strength, -2 Dexterity, -2 Charisma: The integration of mechanical systems into their flesh greatly strengthens the Machine-Man’s Body, but makes him less flexible and somewhat inhuman.
Medium: Machine-Men are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Machine-Men have a base speed of 30 feet.
Gender: Despite the name, a small number of Machine Women do exist. However, enough of their body has been replaced that they do lose their ability to reproduce.
Darkvision: The augmented visual sensors of a Machine-Man can see in the dark up to 60 feet.
Half-Contruct: As half-constructs, Machine-Men gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Artificial Components: The mechanical components of their bodies do provide partial protection, giving a +3 Natural Armor Bonus. This also allows the Machine Man to make a Slam Attack for 1d4 damage (Strength modifiers are added normally).
Life Support Systems: Machine-Men do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a Manchine-Man can drink potions and can sleep in order to regain spells, but neither is required to survive or stay in good health.
Human Components: Machine-Men cannot be raised. Resurection can be used on a Machine-Man, but produced a normal human (i.e., they lose all their construct properites).
Languages: As former humans, Machine Men begin play speaking Common and Halit. Machine- Men with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Spoiler:

Numerian Machine-Man
Type
Humanoid (Half-Contruct, Human) – 7RP
Size
Medium – 0RP
Movement
Normal – 0RP
Ability Score Modifiers
Greater Paragon (+4 Strength, -2 Dexterity, -2 Charisma) – -1RP
Languages
Linguistic Array – 2RP
Racial Abilities
Darkvision 60ft – 2RP
Natural Armor - 2RP
Improved Natural Armor (+2) – 2RP
Natural Attack (Slam) – 1RP
Total RPs: 15pts

Notes:

  • Power-Level wise, this race would be of the same tier as Aasimar, Fetchlings, Suli-Janni, and Tengu.
  • A player character of this race would likely be a unique individual. He or she would be that rare “rogue” Machine-Man who successfully escaped. He or she would also likely be hunted by the Technic League, but the league’s resources outside of Numeria are limited enough to make the character playable.

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