A different type of Spellsword


Advice


So in a fit of inspiration I want to build a Character using a custom race i finished recently. The idea is the character uses magic for ranged attacks and is decent in melee combat. no other 3rd party stuff allowed, race is Gm approved. I mainly need help with what class or build idea could work with this. Assume it uses the Defect type as listed in spoiler below.

Custom race:
Manikin

Born in large cylindrical tubes in the smoky laboratories of powerful mages or alchemists, the Manikin are artificially crafted humanoids often made with crazy combinations of creatures incorporated into their more humanoid aspects. For example a Manikin with both orc and dragon in them might have the greenish skin and rippling muscles of an orc along with the scaled skin and horns of a dragon. Few know it but the original creator, rumor has it was an obsessed wizard seeking to fulfill a contract with a demon lord to save his soul from damnation.
Physical Appearance
All Manikin look different due to possessing different combinations of creatures, however the three sub species do tend to share certain traits.
Often referred to as the “bodyguard” species these manikin tend to be more physically intimidating, often weighing in anywhere from 130 to 300 pounds , out of the three the bodyguard species is the tallest the average being 6 feet.
The “Assistant” Species are often more pale and out of the three are the least odd in appearance. Unlike their brethren, the “assistant” types are created to the specifications of the buyer: often being created to be beautiful.
Lastly the “Defect” species are the most odd; they call “defects” due to the instability of their bodies. This is often due to combinations of creatures that make them up being incompatible or something else going wrong in the creation process. The ranges of looks from these Manikins are as varied as humans. Although they do tend to possess more exotic hair and eye colors. As one gets closer to their body breaking down inky blackness begins creeping up starting from the finger tips, although this breaking down has little effect other than making their body unstable. From Horns and claws, to skin as white as marble. These Manikin can possess any combination of odd traits. Often these Manikin are sold cheaper or are just disposed of.

Society
Manikin have no society of homeland of their own due to being creations of men. Often Manikin are sold as slaves, and are thought of as little more than a product to be sold. Those Manikin that gain freedom often find ways to easily fit into normal society, using their natural abilities to excel. Once a Manikin gains freedom, often it becomes the thing they cherish most doing whatever they must to preserve it.

Relations
Each of the three Manikin types generally have differing views on the other races. Although they are young as a race they quickly form opinions based on personal experiences. Due to their lack of society and culture of their own they often try to share the cultures of those surrounding them.

Alignment and religion
Religion among manikin vary, some aren’t even taught of the gods. All Manikin value freedom in part to their upbringing as slaves, however some such as the bodyguard type value honor and law. The defect type are most likely to become evil due to being consumed by revenge towards those who wrong them. The assistant type often crave freedom due to having incredibly sheltered lives.

Monstrous Humanoid 3 Rp

Medium 0 RP

Normal speed 30 ft. 0 RP

Linguist- A manikin learns common in addition to one language from their creator or whatever society they grew up in. A manikin can learn any non-secret language as a bonus language. 1 RP
Ability scores - 0 Rp

Type 1 Bodyguard- +2 strength, +2 wisdom, -2 charisma- this type possess keen senses and are strong in mind and body, however are often gruff and overly focused on their duties.

Type 2 Assistant- + 2 dexterity, +2 intelligence or charisma, -2 wisdom. The Assistant type is nimble and quick witted although they often live sheltered lives away from the world.

Type 3 – Defect- +2 strength or dexterity, 2+ to one mental stat, -2 constitution. The defects are highly varied however one consistency is the instability of their bodies, which over the course of their life is slowly rotting away.

Traits
Static Bonus feat (2 Rp)-

Bodyguard type- Are always aware of their surroundings and are always prepared to act- improved initiative.

Battle Hardened- the body-guard type receives +1 to cmd
Stubborn - Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) sub schools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

Assistant type – are highly nimble able to evade attacks with ease-

Receive the Dodge feat

Focused study- At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.
Magical linguist- Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these spell-like abilities is equal to the user's character level. Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark; comprehend languages, message, and read magic. The caster level for these spell-like abilities is equal to the user's character level.

Defect type- those that live learn to protect their bodies and their freedom- Iron will bonus feat

Lucky, lesser- +1 to all saving throws

Inner Magic- Members of this race add +1 to the DC of any illusion spells they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day—blindness/deafness, blur, disguise self. The DC for the spells is equal to 10 + the spell's level + the caster's Charisma modifier.

Racial traits

Telekinetic bond- This trait present in all Manikin, is incorporated for convenience of both the creator and the Manikin’s future buyer. A manikin can form a mental bond with a single individual; this mental bond is often seen as a sign of trust.
This ability is a spell like ability that operates as the spell telepathic bond. With the following exceptions: the spell like ability can only be active on a single person at a time, the bond can be ended at any time by the Manikin, however the Manikin must wait at least 24 hours before being able to form a new bond after one is ended.

Darkvision 60 ft. 2 Rp-

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