| KuroKirin |
The Pinocchio is a race of mechanical clockwork-like creations made by the ingenuity of the combination of many races combined, BUT are not of Utopia. Born from the idea of a Homunculus and Golem, and similar to the Inevitable, Pinocchio are not created from one culture or race, in fact Pinocchio know different languages according to the individual's creator's race.
Many Pinocchio are made to be specialized in certain areas although there ARE well rounded Pinocchio. As more technology has advanced and been fused with magic the combination has created not Artificial intelligence but TRUE sentience. Pinocchio are not True constructs because of this.
Physical Descriptions: Some Pinocchio look very steam punk with gears turning whenever a motion is required , very Cybernetic or android like, or very Organic. Robotic Cased Leather Pinocchio in fact look just like Any of the Organics races since the creation of Artificial leather made to look and feel like real skin. Pinocchio cannot reproduce and are considered genderless albeit some associate with a certain gender.
Society: Pinocchio do not have a society of their own just as they don't have only one creator. Pinocchio exist on many planes of existence and are rare to find since they can resemble so many other creatures. There are a small variety of Pinocchio since the variety of different places and there are so few master engineers with a great knowledge of magic able to the investing of time and materials in creating something with a true soul. Finding a Pinocchio is hard enough ,but finding a group of them is more even rarer. Chances of finding a incomplete (a non-sentient doll) or attempted make for a Pinocchio is more common.
Relations: All Pinocchio have a primary Objective planted in them but ultimately each one has free will and become more than most of their creators anticipate which has made trust an issue as Pinocchio have a problem with Curiosity. Pinocchio may take any class and a "shell" is made to protect their gears and circuitry for their specific purpose. Some are RAISED like children and are developing complex emotions.
Alignment and Religion: Because of their creation, Pinocchio have a hard time with religion, some believe their creator is proof that there are Deities, Ascension, and Divine planning while others believe that there is no real True gods and that accidents happen both good and bad. Most Pinocchio start out Neutral of some kind for the 1st few weeks after construction but mentally develop quickly and end up being anything.
Adventurers: Pinocchio are very curious beings: trying to investigate the world, trying to understand the meaning of life, trying to figure how inventions work, how emotions work, how different creatures live, how movement effects kinetic force. Because of the variation of Pinocchio they can take any class. Some become Rangers and Inquisitors to study living beings while others become Bards, Monks, Rogues, Sorcerors, or Wizards to study magic, form, and many trades of skill.
Racial Traits.
Alignment: as per class.
Variation: Pinocchio gain +2 to Constitution in addition to 2 Double Edged stats.
Mechanical: +2 Appraise ,+2 Bluff, +2 Intimidate,+2 Knowledge (Engineering), +2 linguistics, -2 heal, -2 perform, -2 Ride, -2 Sense Motive, -2 Survival.
Self Preservation: Pinocchio start with Improved Unarmed Feat.
Robotic Cased: Pinocchio are always considered Armored and take armor check penalty according to the make. The Robotic Casing works as if the Pinocchio had skin and flesh. Leather gives +2 bonus for bluff check for appearing Humanoid.
Healing restrictions (EX): Metal and Cloth Robotic Case Pinocchio cannot be healed as per spell, heal check, or rest. Instead they require a Engineering check DC 15 for 1/2 damaged recently taken and a DC 25 for Full damage taken for recent Encounter or Damage taken and takes 1 round per class HD healed. The "Mending" Spell does not work on Pinocchio but "Make Whole" spell does.
Speed: Small: 20 Feet, +2 Strength, -2 Constitution,+1 ac -2 CMB and CMD; or Medium: 30 feet.
Primary Objective: Knowledge (Engineering) and Profession (Any) is always considered Class skills.
Fuel: In order for Pinocchio to function they need Fuel and just like organics they Eat, Drink, and Sleep to reserve their energy.
Carrier: Does not Die by diseases and is not affected by Ability Score Damage as per Disease but is still affected by them as contracted and may spread disease as well IF applicable.
Mechanical: Pinocchio are Immune to Poison but alcohol effects them normally. Rust effects them as if they were metal regardless of the outer shell is, if injured or inhaled.
Stasis: When a Pinocchio is damaged below 0 hit points but not beyond the normal rules of death. A Pinocchio goes into stasis similar to Unconscious (comatose) and does not begin dying of bleeding or die of starvation or Dehydration or Suffocation.
Critical Core Malfunction: When a Pinocchio dies, within 1d12 rounds of its death it Explodes with a 20 foot radius of origin doing 1d4 points of damage per LVL (DC15 Reflex for 1/2 damage unless grappled DC 30 CMD).
Pinocchio Paradox: Whenever a Pinocchio Tells a lie it may make a DC 15 Will save to prevent a body part from growing and become encumbered beyond its maximum Carrying load. Telling the truth to what the Pinocchio lied to reverses this effect immediately. The body part grows to the size of twice the size of the character and the character does not get any actions until the next turn including free actions. If making an attack with this it does 1D3 points of damage per level Reflex DC 10 for damage. The Pinocchio is considered Flat-Footed while the growth is in Effect.
Table For Pinocchio Paradox Results cannot be selected twice.
1. Nose.
2. Scalp.
3. Ears.
4. Roll twice.
Languages: All Pinocchio start with common and 1 other language of their creator. Pinocchio with high intelligence scores may learn any language (Druidic only upon making above a DC 35 Linguistics check).
Double Edged Stats: The Six character abilities correlate with each other this way.
+2 Strength and -2 Intelligence;
+2 Dexterity and -2 Wisdom;
+2 Constitution and -2 Charisma;
-2 Strength and +2 Intelligence;
-2 Dexterity and +2 Wisdom;
-2 Constitution and +2 Charisma