| JDCAce |
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In my homebrew campaign setting, the large, technologically advanced city-state is going to war and decides to create an army of living constructs instead of sending its own citizens to fight. Eventually, I would like this race to become a player race, so I thought I'd go ahead and make it a player race now. I naturally decided to use warforged as a basis, but instead of converting it myself, I searched these forums.
Fellow Paizo message board user Anburaid posted his/her conversion of warforged a year and a half ago. (The post can be found here.) Since it was the last post before the thread died, I wasn't able to see what any one else thought of it. I liked it, and what you'll find below are a blend of my own ideas and a few of his/hers. I'm looking for critiques on balance. What are your opinions?
A living construct is a construct with the soul of a living creature. This soul can either be created specifically for a living construct or it can be taken from a different creature and placed in the living construct. They have the following features:
- Hit Dice, base attack bonus, saving throws, and skill points based on character class.
Traits: A living construct possesses the following traits:
- Immunity to bleed and sleep effects.
- Can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a living construct.
- Cannot heal damage on its own, but can be repaired through the use of the Craft Construct feat or through various Craft skills.
- Not subject to exhaustion or nonlethal damage.
- Can be raised or resurrected.
- +2 Strength, -2 Charisma: Warforged are physically imposing, through their alien appearance and origin make social situations difficult.
- Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
- Humanoid (living construct).
- [b]Tireless:
Warforged gain the Endurance feat. They do not need to sleep, warforged spellcasters still need 8 hours of rest in order to regain any spells.
- Auto-Stabilizers: Warforged who are reduced to -1 hit point or lower automatically stabilitze on their turn.
- Unusual Anatomy: Due to their unusual anatomy, warforged gain a +4 bonus to saving throws against poisons and disease and against effects that confer the sickened or nauseated conditions.
- Unusual Composition: Since they are made of wood and metal, warforged are vulnerable to certain spells and effects that don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
- Armor Plating: Warforged possess a built-in armor plating that provides a +2 armor bonus. The plating makes wearing normal armor impossible. It provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. The armor plating may be removed (such as to replace it with better plating), but the warforged takes 2d6 damage. The warforged may not drop below 1 hit point because of plating removal. Once removed, old plating can be reinstalled with a DC 15 Craft (armor) check and new plating can be installed with a DC 20 Craft (armor) check. If the installer has the Craft Construct feat, the DCs are reduced to 5 and 10, respectively. The DC for crafting armor for a warforged is increased by 5. If the crafter has the Craft Construct feat, the DC is unaltered.
- Languages: Warforged begin play speaking common. Warforged with high intelligence scores can choose any languages they want (except secret languages, such as Druidic).
| JDCAce |
I haven't gone in-depth with the Advanced Race Guide's creation system. I remember Construct by itself costing more than a regular PC race, but I don't know what kind of negatives I could give it to balance it out. I'll have to look into it a little more next time I can get my hands on the book. I'll let you know what I find.
| TGMaxMaxer |
Full Construct gives too much, and costs 20RP.
Half Construct is not right, and costs 7RP.
In order to not step on the toes of non-OGL terminology, I recommend the race
Abilities: 1RP: +2 Strength +2 Con, -2 Charisma: Crafted are physically imposing, through their alien appearance and origin make social situations difficult.
Medium: 0RP: Crafted are Medium creatures and have no bonuses or penalties due to their size.
Humanoid (living construct).
Low Light Vision: 1RP: Crafted were intended to labor day and night, and as such can see twice as far as a race with normal vision in conditions of dim light.
Tireless: 1RP: Crafted gain the Endurance feat. They do not need to sleep, Crafted spellcasters still need 8 hours of rest in order to regain any spells.
Armor Plating: 3RP: Crafted possess a built-in armor plating that provides a +2 armor bonus. The plating makes wearing normal armor impossible. It provides a Crafted with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a Crafted to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. The armor plating may be removed to replace it with better plating, for the normal costs associated with the appropriate armor, including special materials. Installing new plating requires a DC (10+ new armor bonus) Craft(armor) check. If the installer has the Craft Construct feat, the DCs are reduced to (5+armor bonus). The DC for crafting armor for a Crafted is increased by 5. If the crafter has the Craft Construct feat, the DC is unaltered.
Natural Attack: 2RP: Crafted have a natural Slam attack. This deals 1d6 lethal bludgeoning damage. The Crafted may craft/enchant their natural slam attacks at the same costs as a guantlet/spiked guantlet. A Spiked Slam attack by a Crafted remains 1d6 lethal, but its type changes to piercing. Use the Craft(weapon)check with DC's relative to the Armor Plating ability to remove/install adjusted hands. A Crafted can have each hand crafted seperately, but still only recieves 1 Slam attack per round, and can use either hand to deliver the blow. Despite being a single natural attack, the slam is treated as a 1 handed weapon for purposes of damage calculations, including strength bonus and power attack modifiers. If modified from the original form, this attack is no longer compatible with an Amulet of Mighty Fists, instead being treated as a weapon that must be enchanted as an individual item.
Languages: 0RP: Crafted begin play speaking common. Crafted with high intelligence scores can choose from (7 race/regional languages that are appropriate).
Living Construct: ~10RP (estimate from the difference construct/half construct)
Immunity to bleed and sleep effects.
Auto-Stabilizers: Crafted who are reduced to -1 hit point or lower automatically stabilitze on their turn. (immunity to bleed covers this, but stated again to be clear)
Unusual Anatomy: Due to their unusual anatomy, Crafted gain a +4 bonus to saving throws against poisons and disease and against effects that confer the sickened or nauseated conditions.
Unusual Composition: Since they are made of wood and metal, Crafted are vulnerable to certain spells and effects that don't affect living creatures. A Crafted takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a Crafted is affected by repel metal or stone as if he were wearing metal armor. A Crafted is repelled by repel wood. The iron in the body of a Crafted makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A Crafted takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a Crafted.
Not subject to exhaustion or nonlethal damage, although a condition that would make the Crafted fatigued (such as coming out a barbarians rage) still imposes the limits on what actions could be taken while fatigued, even though the Crafted does not suffer any actual dice penalties. (to keep balance and prevent rage cycling)
Can be raised or resurrected.
Limited Healing: ~ -3RP: Can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a living construct. Likewise, Inflict spells, negative energy HP damage (such as a evil clerics channeling), and ability damage only have half their normal effect.
A Crafted cannot heal damage on its own by resting, but can be repaired through the use of the Craft Construct feat or through various Craft skills. Repairing a Crafted requires 2 hours of uninterrupted work and the proper tools, although Masterwork tools provide the normal bonus to this check. A DC 15+HD check of the associated Craft skill(wood, metal, etc.) allows the Crafted to heal a number of HPs equal to its HD+Con modifier. A failed check can be retried, time permitting, but a failure by 10 or more means that you cannot repair the Crafted that day. A trained Crafted smith can make this check himself, but takes a -5 penalty due to the awkwardness of getting to some components.
| TGMaxMaxer |
I just used a 10 point guess for the lump sum of :
Immunity to bleed and sleep
Unusual Anatomy
Unusual Composition
Immunity to non-lethal and exhaustion
and Unusual Composition has both benefits and drawbacks, so it's a wash IMO, and not given a point value in the book.
Personally, I'd value the race I posted as around a 12, but i was being conservative. I think they are easily under the tiefling/aasimar for power level, and those are 15/17.
| JDCAce |
Hmm. That's a nice work-up, TGMaxMaxer. Thanks! I looked over the Advanced Race Guide's creation system (thanks to Paizo's PRD), and it was tough finding which attributes would work with my race. I tried assigning my own point value to the abilities, but that proved difficult. Yours does a pretty good job! I'll play around with it a bit more next time I have free time.
| Bwang |
Battleforged Grunt. Playtested... Well into the ground.
Like it, but you might want to look at the 'Natural Armor' entry again...