
McDaygo |
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I know there are a bunch of threads on how to make transformers with the easiest being a construct with the Transforming Construct (CR +1*)[3pp] template but I want to build an actual player race that isn’t game breaking. Because of this I need to identify what our cybertronian needs.
1) A sentient construct. So looking at the construct traits:
-No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). I’ll change this as some of them are a lot more hardy then others and a consitution score is a perfect way to assess this.
-Low-light vision. Keep.
-Darkvision 60 feet. Keep.
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). I’ll change this as they can be infected with viruses to change/control.
-Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Keep all except for stunning.
-Cannot heal damage on its own, but often can be repaired via exposure to a -certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Absolutely keep.
-Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Keep
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Take this away since they have con scores.
-Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Massive damage (50+ and half HP will stun them for 1d4 rounds)
-A construct cannot be raised or resurrected. Change to only resurrected by decree of a god or a unique artifact.
-A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Keep but add Con score.
-Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry. Keep.
-Proficient with no armor. Keep. Will have natural armor instead.
-Constructs do not breathe, eat, or sleep. Keep.
2) Size Large to Gargantuan (Depending on shape change with gargantuan reserved for NPC guardians or combiners if I make that a thing.)
3) The ability to change shape into either an animal of appropriate size or a Vehicle appropriate to the setting. Used at will, when changed under the effects of non detection.
4) Because each one is Different racially get a +2 of choice as if human.
5) Natural Armor. I don’t know the base number or base it off of the transformed base instead.
This is just a rough start. Remember this is for a playable race that won’t break it.

Ryze Kuja |
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You should do this in accordance with the Custom Race Rules
Construct (20 RP)
Sidebar: Races without Constitution
Generating ability scores for most of the races you create with these rules—even advanced and monstrous races—uses the standard methods. Races without Constitution scores are the exception, and require some slight changes to the ability score generation methods. The changes are as follows, corresponding to the five standard methods.
Standard: Roll 4d6, discarding the lowest result as normal, and sum the results, but only do this five times, and assign them as you see fit, skipping Constitution.
Classic: Roll 3d6 and sum the results five times, and assign them as you see fit, skipping Constitution.
Heroic: Roll 2d6 and add 6 to the sum of each. Do this five times and assign them as you see fit, skipping Constitution.
Dice Pool: Instead of a pool of 24d6, races without Constitution get a pool of 20d6 to assign to the ability scores, except for Constitution. These characters still must assign a minimum of 3d6 in each of the other ability scores. Increase the number for high-powered games.
Purchase: When using the purchase method for ability scores, assume members of races without Constitution have a Constitution score of 10 and buy the rest of the abilities normally using the points allocated for the campaign’s power level.A construct race is a group of animated objects or artificially created creatures.
A construct race has the following features:
Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Constructs have the low-light vision racial trait.
Constructs have the darkvision 60 feet racial trait.
Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct’s racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
Constructs cannot be raised or resurrected.
Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table:Construct Size Bonus Hit Points
Tiny—Small 10
Medium 20
Large 30Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Special Subtypes
Two of the creature types—construct and undead—create interesting player options, but are too expensive if you are trying to create a race within the strictures of the standard power level. If you are making a standard race and still want it to be a construct or undead race, consider the two special subtypes detailed below, the half-construct and half-undead. Each of these includes much of the flavor of the types they are related to, but grants fewer abilities and immunities. These subtypes can be added to any of the race types except for construct and undead. When you apply these subtypes to the humanoid type, choose another subtype as the creature’s other half. For example, you could make a creature that is humanoid (half-construct, human).
Half-Construct (7 RP)
A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical.
A half-construct race has the following features:
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Spell-Like Ability, At-Will (Variable, see Special)
Prerequisites: None.
Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as an at-will spell-like ability. The caster level of the spell is equal to the user’s character level.
Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Up to five spells can be chosen when you take this trait. Each time you take an additional spell, adjust the RP cost of this trait appropriately.
Large (7 RP)
Prerequisites: Humanoids taking this quality must have the giant subtype.
Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Beast Shape
Beast Shape I
School transmutation (polymorph); Level alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3; Subdomain fur 3
CASTING
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)EFFECT
Range personal
Target you
Duration 1 min./level (D)DESCRIPTION
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
Metamorphosis
Discipline psychometabolism; Level egoist 3
MANIFESTING
Display Material
Manifesting Time 1 standard actionEFFECT
Range Personal
Target You
Duration 1 min/level
Power Points 5DESCRIPTION
As minor metamorphosis, except you instead gain one option from enhancement menu B or one option from abilities menu B. Choices that give similar benefits to those from enhancement menu B or abilities menu B do not stack. For example, you cannot pick to gain two natural attacks from abilities menu B and also to gain a natural attack from abilities menu A to get three attacks.
Enhancement Menu B
+4 enhancement bonus to Strength
+4 enhancement bonus to Dexterity
+4 enhancement bonus to Constitution
Increase your size by two size categories (+4 size bonus to Strength, -4 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by two size categories (+4 size bonus to Dexterity, -4 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Pick 3 choices from Enhancement Menu A. You may not choose the same option twice.
Increase your base land speed by 20 feet.Abilities Menu B
You gain two natural slam/bite/claw attacks that deal 1d8 damage if Medium (1d10 if Large).
You gain Fast Healing 2.
You gain a +3 natural armor bonus.
You gain 20 temporary hit points.
You gain the Improved Critical feat with any natural attacks you have.
You gain damage reduction 5/magic.
You gain a fly speed of 20 feet (poor).
You gain a poison attack. When you hit with a natural melee attack, the target must make a Fortitude save (DC10 + ½ your manifester level + your key ability modifier) or take 1 point of Constitution damage.
You can spit poison as a ranged touch attack (30 feet) as a standard action. If it hits, it deals 3d6 acid damage and the target must make a Fortitude save (DC10 + ½ your manifester level + your key ability score modifier) or take 1 point of Constitution damage.
You gain a swim speed of 40 feet.
You gain a climb speed of 40 feet.
You gain a burrow speed of 30 feet.
You gain 3 choices from Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
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I would probably equate what you're trying to do as 20RP for Construct or 7RP for Half-Construct, as well as 7RP for Large-size, plus 6 RP for at will spell like ability for either Beast Shape I or the psionic power Metamorphosis. If you decide on going Half-construct, you should probably include 1 more RP for Dual-minded.
Dual-Minded (1 RP)Prerequisites: Humanoid with two subtypes or race with half-construct or half-undead subtype.
Benefit: Members of this race gain a +2 bonus on all Will saving throws.
As far as shifting like a Transformer from the cartoons/movies, mechanically speaking, you're a Half-Construct or Construct with at-will Beast Shape/Metamorphosis, but for all intents and purposes flavor-wise, you'd be a Transformer.

Ryze Kuja |
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If you decide to go with a 20RP Construct + 7RP for Large Size + 6RP for at will 3rd-lvl SLA, you're at 33RP. In the interest of balance, I'd recommend not letting your RP + Pt Buy exceed 50, otherwise you start getting into game balance issues and you'll need to beef up the CR of your encounters in pretty much every single encounter. Even with a 15 Pt Buy + 33RP = 48, I'm going to estimate that you'll be beefing up your encounters @ CR = APL + 1/3lvl(rounded down). You might even consider doing a nerfed WBL schedule of WBL x 0.75 or 0.80.
Personally, I usually do 15RP races w/ 25 Pt buy = 40 and WBL x 1.0, and that's knocking on the door of overpowered, but still manageable.