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'''Golemoids''' are a type of artificially-created sentient (or sometimes merely intelligent) being. They can be the results of advanced computer science, magic (both divine or arcane), psionic mind-transference, or all sorts of other phenomona. What is consistent, is that they're ''obviously'' inhuman. '''Personality:''' Golemoids tend to be, but are not universally, serious-minded, sometimes existentialist folk. They tend to be dutiful, prefer to work under another or at least as part of a team. Sometimes, their teamwork tendencies are borne of lacking a true soul or will - created solely to serve, these ones simply cannot imagine not doing so. Note, however, that they do feel a full range of human emotions regardless - fear, joy, and more than a little frustration over their inability to be drunk. ''Ever.'' '''Physical Description:''' Golemoids are large, blandly humanlike, and almost invariably have an obvious primary material of construction (depending on setting, this could mean clay, metal, plastics, or even wood). They pretty much cannot hide that they're not human. Golemoids do not have a true gender, nor do they reproduce, though there is often a cultural bent to assigning male norms to them in terms of mode of dress (sometimes resulting in a counter-movement that tries to look as feminine as possible - which tends to not go over well with ''anyone'' witnessing the results...) Golemoids have lightly glowing eyes - while these can be scary, they're also practical, letting them see in the dark. '''Alignment:''' Golemoid alignment averages just a tad on the lawful side of True Neutral - they tend to be built for a purpose, not to truly ponder about that purpose. That said, Golemoids whose sentience is borne of mind-transference usually have the alignment of the person whose mind is transferred in. '''Religion:''' Religion is rare among Golemoids; the 'Gods' that created them are the humanoid species, resulting in them not feeling as strong a link to the gods as most. '''Language:''' Golemoids with a specific creator tend to have two languages of that creator's choice built into them. Others typically speak Common. Golemoids in futuristic settings may be able to "speak" computer languages. === Player Character Golemoids === * ''+2 Constitution, +2 Strength, -2 Wisdom, -2 Charisma'': Philosophical and stylish are not common words in a Golemoid's descriptive vocabulary, but "strong" and "tough" are. * '''Medium''': Golemoids are (usually) Medium creatures, with no special bonuses or penalties due to their race. * '''Living Construct''': Golemoids are Constructs with the Sentient subtype. Treat as Humanoid, except as follows: ** Golemoids are immune to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, sickening effects, and energy drain. ** Cannot heal damage naturally; spell-based healing ''does'' work. ** Spells that effect constructs effect Golemoids as well. ** Golemoids always count as wearing metal armor for the purposes of spells like ''heat metal''. ** Golemoids are not disabled at 0 HP, and strenuous actions do not cause further damage. Golemoids who are "dying" are inert and unconscious, but are automatically stable, taking no further damage. ** Golemoids do not need to eat, drink, or breathe, but can benefit from items. ** Golemoids do not need to sleep, but must take downtime of one or another sort for the purposes of recovering spells. * Golemoid base land speed is 30 feet. * '''Low-Light Vision''' * '''Darkvision''' out to 30 feet * '''Plated''': Golemoids have an inherent +2 natural armor bonus, being built out of heavy plating. However, their plating is heavy enough to prevent them wearing additional armor or robes - however, their bodies can be enchanted as if it were armor, and it does not provide an arcane spell failure chance. ** '''Plate Upgrading''': Golemoids can have their plating reinforced to a +4 bonus, or +6 bonus. Doing so adds a -2 or -4 Armor Check Penalty, and a 10% or 20% Arcane Spell Failure Chance, respectively. Plating modification (upwards or downwards) takes one full day. * '''Constructed Power''': Golemoids have a large pool of energy that they may tap into each day. They have one Constructed Power charge per class level, minimum one. A charge may be spent to use a few abilities: ** ''Burst Of Power'': A Golemoid may activate this power while attacking, speeding up the striking arm in mid-swing, getting +2 to both their attack roll and damage for that attack. ** ''Reinforcement'': A Golemoid may activate this power at any time. For the next minute, they may use weapons as if the Golemoid were one size larger than normal (so a two-handed weapon would become a one-handed weapon, for example). ** ''Overrunning'': A Golemoid may activate this power upon attempting an Overrun, letting them Overrun creatures two sizes larger than them, and not get knocked prone if they lose the check. * '''Automatic Languages''': Common. '''Bonus Languages''': Any. * '''Favored Class''': [[d20r:Dreadnaught]].
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