D20r:Gynoid

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(Created page with ''''Gynoids''' are a type of artificially-created sentient (or sometimes merely intelligent) being, shaped to be difficult (at least somewhat) to distinguish from a humanoid femal…')
 
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=== Player Character Gynoids ===
=== Player Character Gynoids ===
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* +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma. Gynoids are built to be optimized in almost every way compared to an average human - their minds are quick and aware, and their bodies built to look good and be strong, fast, and tough compared to human average.  
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* +2 to any four stats. Gynoids are typically optimized in several specific areas, befitting their creator's needs (or the needs of their master-to-be).
* '''Medium''': Gynoids, being medium, receive no adjustments based on size.
* '''Medium''': Gynoids, being medium, receive no adjustments based on size.
* '''Living Construct''': Gynoids are Constructs with the Sentient subtype. Treat as humanoid, except as follows:
* '''Living Construct''': Gynoids are Constructs with the Sentient subtype. Treat as humanoid, except as follows:
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** Gynoids always count as wearing metal armor for the purposes of spells like heat metal.
** Gynoids always count as wearing metal armor for the purposes of spells like heat metal.
** Gynoids 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.
** Gynoids 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.
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** A Gynoid that is entirely slain cannot be revived using ''raise dead''. Their body and mind must be almost entirely reconstructed by someone skilled in the relevant form of creation (wizardry, artificing, etc.), a task that takes a full week, and costs them a level as if ''raise dead'' had been used on them. ''Resurrection'' will revive a Gynoid as ''raise dead'', except without the level loss (that is, they are at 1 HP per hit die, and may lose any prepared spells).
** Gynoids do not need to eat, drink, or breathe, but can benefit from items.
** Gynoids do not need to eat, drink, or breathe, but can benefit from items.
* Gynoid base land speed is 30 feet.
* Gynoid base land speed is 30 feet.
** Gynoids do not need to sleep, but must take downtime of one or another sort for the purposes of recovering spells.
** Gynoids do not need to sleep, but must take downtime of one or another sort for the purposes of recovering spells.
* '''Partial Low-Light Vision''': Gynoids are reasonably better than typical humanoids at handling low-light conditions - they can see one and a half times as far under such conditions, and maintain the ability to see color and detail.
* '''Partial Low-Light Vision''': Gynoids are reasonably better than typical humanoids at handling low-light conditions - they can see one and a half times as far under such conditions, and maintain the ability to see color and detail.
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* '''Will-less''': The majority of Gynoids are bound to a specific master (usually their creator); this creator may be an NPC or PC (with DM permission). They automatically follow all commands of their master, never allowing for exact words manipulation or the like (they're smart enough to know what was ''meant'', and follow said intent). They are allowed to be intelligent and even creative on how they follow a command (for example, if instructed to kill someone, they could and usually would try to do so in such a way as to avoid attention from city guards, which could involve attracting the subject), but ''must'' ultimately seek to follow through, one way or another. If their master should die, the Gynoid may seek their master's resurrection, may attach to a new master, may become free-willed, or may simply become almost entirely inert in lack of commands.
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* '''Will-less''': The majority of Gynoids are bound to a specific master (usually their creator); this creator may be an NPC or PC (with DM permission). They automatically follow all commands of their master, never allowing for exact words manipulation or the like (they're smart enough to know what was ''meant'', and follow said intent). They are allowed to be intelligent and even creative on how they follow a command (for example, if instructed to kill someone, they could and usually would try to do so in such a way as to avoid attention from city guards, which could involve attracting the subject), but ''must'' ultimately seek to follow through the command, one way or another - the command being their overriding motivation (unless the Master's set a universally higher one). If their master should die, the Gynoid may seek their master's resurrection, may attach to a new master, may become free-willed, or may simply become almost entirely inert in lack of commands.
** This property (and all sub-properties) may be removed at the cost of one Subfeat.
** This property (and all sub-properties) may be removed at the cost of one Subfeat.
** '''Alignment-less''': Will-less Gynoids essentially have no true alignment - they follow commands, which may be acting in accordance with a certain alignment, but they don't truly have a heart dedicated to that alignment. They may take alignment-based classes, class ability options, or the like freely, as long as the abilities are consistent to one alignment - however, this is not a "true" alignment by any typical sense of the term.
** '''Alignment-less''': Will-less Gynoids essentially have no true alignment - they follow commands, which may be acting in accordance with a certain alignment, but they don't truly have a heart dedicated to that alignment. They may take alignment-based classes, class ability options, or the like freely, as long as the abilities are consistent to one alignment - however, this is not a "true" alignment by any typical sense of the term.
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** '''Religion-less''': Will-less Gynoids essentially have no true religion - they will usually go through the motions of their master's religion, but they don't truly have a heart dedicated to it. They may take religion-based classes, class ability options, or the like freely, as long as the abilities are consistent to one religion (most likely their master's) - however, this is not a "true" religion by any typical sense of the term.
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** '''Religion-less''': Will-less Gynoids essentially have no true religion - they will usually go through the motions of their master's religion, but they don't truly have a heart dedicated to it. They may take religion-based classes, class ability options, or the like freely, as long as the abilities are consistent to one religion (most likely their master's) - however, this is not a "true" religion by any typical sense of the term, and some gods might reject a Gynoid, not allowing them to take classes under them.
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* '''Reinforced Body''': Gynoid bodies, not needing to be built of the same flesh as humans, are slightly tougher than normal humans - they have an inherent +1 natural armor bonus as a result.
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* '''Weak-Willed''': Gynoids, strictly speaking, only obey their master (if they have one). However, their relative lack of will is partially reflected in their interactions with others - particularly when magic is involved. They do not gain their Wisdom modifier to Will saves against charms and compulsions, and cannot receive a second save to resist actions that are against their alignment (since their link to their alignment is tenuous).
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* '''Slow Recovery''': A Gynoid that is dazed, fascinated, or unconscious must, when they would recover due to the effect timing out, make a will save against the effect. If they fail it, they are affected a second time for the same duration.  
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* '''Reinforced Body''': Gynoid bodies can have armor built into their structure (sometimes visibly, sometimes not). Any Light or Medium armor can be used to reinforce their body, making all its benefits and costs inherent to their body as if it were always worn. Such armor never fatigues the Gynoid if they rest while wearing it, and such armor does not count for their weight-carrying limits. A Gynoid with built-in armor cannot benefit from armor or robes worn (usually).
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* '''Internalized Weaponry''': Gynoids can modify weapons to integrate them into their bodies, allowing them to pull the weapon out of nowhere. They can do this for one weapon per four character levels.
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:A Gynoid must be proficient in a weapon's use to internalize that weapon. Internalized weapons are 'mounted' onto a point of the body (usually the arm or hand), and thus cannot be disarmed. Internalized weapons can pop in or out as necessary, and are generally ''not'' natural weapons for the purposes of those feats. A Gynoid may "draw" or "sheath" an Internalized weapon as a swift action.
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:Weapons that rely on adjusting the grip regularly cannot be integrated, nor can any two-handed melee weapon. Two-handed ranged weapons (with only one arm being "mounted", the other manipulating the weapon freely) may be integrated, and ranged weapon ammo may be integrated (but as a separate weapon from the ranged weapon itself).
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== Gynoid Feats ==
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=== Disconnected Internalization ===
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Your creators have produced a spring technique that allows weapons to pop out - and more importantly, back in - easily, allowing you to integrate larger weapons than before.
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''Prerequisites:'' Gynoid
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''Benefits:'' You can integrate two-handed melee or slide-heavy weaponry (such as quarterstaves and polearms) into your body. Unlike most internalized weapons, these ''can'' be disarmed, but can still be drawn or sheathed as a swift action and be hidden like most Internalized Weaponry.
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''Normal:'' You cannot intergrate two-handed melee or slide-heavy weaponry (such as quarterstaves or polearms) into your body.
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=== Enhanced Internalization ===
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Your integrated weapons have their build optimized to your body to a greater extent than before.
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''Prerequisites:'' Gynoid
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''Benefits:'' Any weapon integrated into your body has its damage die increased by one size, per the standard size-increase rules.
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''Normal:'' Your integrated weaponry works the same as any normal weapon of the same type and properties.
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=== Overcharge ===
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The systems that power your body can turn into a burst of highly-controlled energy; however, doing so causes damage to other components.
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''Prerequisites:'' Gynoid.
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''Benefits:'' When you run out of uses of any one ability for a day, you may fully restore your number of uses of that ability. Doing so reduces your AC and all saving throw modifiers by -2 until you take an Extended Rest, which additionally requires that you fully power down (essentially, sleep) for at least half of the duration.
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=== Concepts for other feats ===
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* Eye-Beams (Because they're just classic)
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* Enhanced Grip (good for climbing and grappling)
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* Remote Communications System (connects to one other person or facility, as appropriate)
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* Other enhancement subsystems that loosely equal one spell-like ability, utilitarian in nature?

Current revision as of 09:51, 11 January 2011

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