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| snakeman83012-19-07, 03:29 PM | Ferans are a unique race among many. They are most similar to the warforged, but while the Warforged were first constructs that gained sentience and life, the Ferans were once humanoids that have evolved into the machines they are today. Once, long ago, the Ferans were similar to humans. Their culture thrived on artifice, however, and they were far more advanced technologically than any other race. This brought the emnity of a being on them whose identity has been lost to time. This entity created a plague that only affected the Ferans, killing them by destroying parts of their bodies. The Ferans reacted to this menace in the only way they knew: they replaced heir infected body parts with mechanical versions. The plague continued, but no more died. Eventually, the Ferans actually evolved, merging with their mechanical construction to improve upon the earlier generation. They continued to change until they became wht they are today. Feran racial traits +2 to any one physical ability score, -2 to any one mental ability score (choose at creation). Ferans come in a variety of builds and mentalities. Living Construct (See Warforged for details) Medium size Base land speed: 30 feet. Light Fortification Upgrades: Each Feran character starts with one of the following upgrades. When there is a choice mentioned in the upgrade's description, choose only one of those choices. Ferans customize their bodies using their talents at artifice. Jump Jets:+10*HD bonus on jump checks/day, divided as you choose. You may activate this ability after rolling for the check. For example: A 3rd level Fearn with this upgrade can make one jump at a +30 bonus, or divide it up among many seperate jumps. The same Feran could also make four jump checks with a +2 bonus, +15 bonus, +3 bonus, and +10 bonus respectively. Custom Construction: +2 racial bonus on any one of the following skills: balance, climb, escape artist, hide, intimidate, listen, move silently, spot, swim, tumble. Darkvision 60ft Efficient Movement:10 foot increase to base land speed Hardened Skin:+1 Natural armor increase Body Armor: Composite Plating (like a Warforged's) Natural Weapon (choose claw, gore, or slam) dealing 1D4+Str modifier damage. Energy Resistance: Resist Energy 5 (choose fire, cold, acid, electricity, or sonic) Favored Class: Artificier LA: +0 Ferans also have the following feats available to them. Feran Artificiers add these feats to the list of Artificer bonus feats. Extra Upgrade[Racial] Prerequisites: Feran Benefit: each time you take this feat, select an additional upgrade. You gain that upgrade in addition to any you already have. Special: This feat can be taken multiple times. Its effects stack. Darkvision taken multiple times increases the radius by 60ft each time. However, each Natural Weapon choice can only be selected twice. Composite Plating can only be taken once. Improved Upgrade [Racial] Prerequisites: Feran, Character level 6th Benefit: Choose an upgrade you have. This upgrade is improved as written below. Jump Jets: Let you fly at your base land speed (Clumsy maneuverability). Each round of flight takes the use of a minimum of +5 from your bonus, removing it for the day. Custom Construction: You may always take 10 on your upgraded skill, even when rushed or threatened (for the purposes of this feat, each skill that is modified is considered a seperate upgrade). Darkvision: You gain Blindsense out to half the radius of your darkvision. Efficient Movement: For three rounds per day, you may act as though under the effects of a Haste spell. Hardened Skin: You gain Fast Healing 2 Body Armor: You may choose any one of the Warforged feats that modify Composite Plating. You gain that feat as a bonus feat. You must still meet all prerequisites for the feat, except for being a Warforged and you may still take the feat although you are not a 1st level character. Natural Weapon: Choose a material. Your natural weapons are now that material. Energy Resistance: As an immediate action once per day, you may gain immunity to any energy you already have resistance to. This immunity lasts for 1 round. Special: This feat may be taken multiple times. Each time it is taken, it applies to a different upgrade. Special Rules 1. Ferans can benefit from warforged components as their bodies are just as adaptable (in some cases, more so). 2. Ferans can have inherited templates applied to them. Despite being living constructs, they do still reproduce. 3. Growing up, a Feran needs to take in nutrients. All Feran youth need to eat exactly like a normal creature. 4. Ferans die of old age, unlike other constructs. (actual aging table will come later) |
| CombatMedic12-19-07, 10:53 PM | I like them. Seems like it fits LA 0, but I'm hardly an expert on blanacing stuff in 3.5. I like the conecpt of an evolved construct that is partly biological in origin. It is different enough from the Warforged to make the Ferans stand out. I'd certainly play one. |