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| AnonymousInternets02-05-08, 12:09 AM | http://www.freewebs.com/masquattodatabase4/android0.jpg Manaforged http://img182.imageshack.us/img182/3563/tabkx6.gif When warforged were developed in the last war, they were primitive and mindless. As they evolved into mindful, living beings that we have come to know, the illumians developed their own breed of living constructs. These new constructs were living, as the worforged, but they weren't as brutish. They were more refined—more in-tune with their magical mechanics. They are the manaforged. http://img182.imageshack.us/img182/3563/tabkx6.gif The manaforged as known for their magical aptitude, and not just in the realm of arcane magic. They are also proficient with divine magic, psionics, and incarnum. As a small fraction of the already obscure illumain population, manaforged are considered rare specimens that alienate ordinary people. However, their gentle nature tends to lend itself to maintaining nonconfrontational encounters. http://img182.imageshack.us/img182/3563/tabkx6.gif Personality: Unlike their warforged counterparts, manaforged were designed to be gentler and curious. Manaforged naturally enjoy company of others, but they are not talkative or assertive, so they usually follow others; most manaforged make excellent assistants and cohorts to wizards and psions. http://img182.imageshack.us/img182/3563/tabkx6.gif Physical Description: Manaforged look considerably different from warforged. Most of their bodies are actually covered with grafted human skin taken from fallen illumian donors. The parts of their bodies that are uncovered reveal the inner mechanics of the manaforged, which consists of a complex, interwoven network of crystalline and silver tubing flowing with magic liquids and the occasional magic gem. http://img182.imageshack.us/img182/3563/tabkx6.gif Like warforged, manaforged do not have physical distinction of gender. However, they do not have the masculine traits of warforged, instead appearing with a completely neutral build and nature. Also in contrast to the warforged are the manaforged's lack of plating, which is replaced by skin grafting. http://img182.imageshack.us/img182/3563/tabkx6.gif Relations: Manaforged are somewhat uncommon. Most who are unaware of them find them to be strange curiosities, oftentimes mistaking them for humans with construct grafting (when the near-opposite is true). http://img182.imageshack.us/img182/3563/tabkx6.gif Among illumians, who know of the manaforged, they are actually quite respected as intelligent beings resulting from many years of hard work and magic ingenuity. The same respect can be seen in some knowledgeable magic societies. http://img182.imageshack.us/img182/3563/tabkx6.gif Alignment: As calm, quiet creatures, manaforged are rarely evil. Their calculated, reserved nature also tends to lend itself to lawful alignments. Chaotic evil manaforged are incredibly rare, though they still exit. http://img182.imageshack.us/img182/3563/tabkx6.gif Manaforged Lands: Manaforged usually reside in cities and societies with high amounts of magic. Because of their rather contrasting personalities, warforged and manaforged actually do not tend to get along, and usually don't live together in large numbers. http://img182.imageshack.us/img182/3563/tabkx6.gif Religion: Manaforged are rarely religious or particularly ethically-focused, much like their warforged counterparts. Of course, there are exceptions, especially amongst apprentices to clerics and archivists, but those are considered abnormal. http://img182.imageshack.us/img182/3563/tabkx6.gif Language: All manaforged are programmed to speak common and illumian. Most manaforged are fairly quick to learn lexicon and syntax of other languages, though they have trouble with slang and regional aspects of language. http://img182.imageshack.us/img182/3563/tabkx6.gif Names: Manaforged are always named after the individual whose skin was donated for their construction. This almost always means that a manaforged will have an illumian name. http://img182.imageshack.us/img182/3563/tabkx6.gif Adventures: Manaforged adventure to develop their understanding of the world and spend time with those they are close with. Most manaforged enjoy exploring new places and learning about people and history, and adventuring offers them a chance to learn something new. MANAFORGED RACIAL TRAITS — Living Construct Subtype (Ex): Manaforged are living constructs, just as warforged are. All warforged traits based on this subtype also apply to manaforged; however, manaforged do not have composite plating, fortification, or natural weapons. — +2 Intelligence, -2 Constitution, -2 Wisdom. The intricate magical working of manaforged are very suited for handling information, but are also both fragile and poor at developing common sense and intuition. — Medium: As Medium creatures, manaforged have no special bonuses or penalties due to their size. — Manaforged based land speed is 30 feet. — Essentia Pool: A manaforged's essentia pool is permanently increased by 1. If it doesn't have an essentia pool, this trait grants it one with a single point of essentia. — Naturally Psionic: Manaforged gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source. — Magical Aptitude: Manaforged with the ability to cast spells gain 1 additional spell/day of spell level 1. If the manaforged does not have the ability to cast spells, but can cast spell-like abilities of level 0 or 1, it may choose one and gain an additional per/day use of it. — Automatic Languages: Common and Illumian. Bonus Languages: Draconic, Dwarven, Elven, Gnome. — Spell-Like Abilities: 1/day—Detect magic, Detect incarnum. Caster level 1st. — Psi-Like Abilities: 1/day—Detect psionics. Manifester level 1st. — Magical Mechanics: The mechanics of a manaforged are highly magical in nature. A manaforged may be targeted as if it were a magic item, psionic item, or soulmeld for certain effects with unique results. If targeted as an item or soulmeld by a dispel magic, dispel psionics, or unshape soulmeld effect, treat the manaforged hit dice as its caster level; if the dispel or unshape attempt is successful, the manaforged takes 1 point of Intelligence and Strength damage per round for 1d4 rounds (instead of the normal item dispelling effect); if this effect triggers again, the damage per round does not increase, and the remaining duration changes to whatever the result of the new 1d4 is. Each round spent in an antimagic field or antipsionic field deals 1 point of Intelligence and Strength damage to a manaforged. — Favored Class: Artificer. A multiclass manaforged's artificer class does not count when determining whether it takes an experience point penalty for multiclassing. Manaforged are naturally attuned to all forms of magic, and as magic items themselves, they make fine crafters. I know I should be working on book of fey stuff (also mid terms), but I felt like taking a break and making something different. After some photoshop tinkering and openoffice typing, it was done. Feel free to PEACH it up (I made it pretty quickly, so there could very well be something wrong). |
| Obsidianjaerc02-05-08, 12:34 AM | Copy and paste error here: concerning Sylvanni base speed. |
| AnonymousInternets02-05-08, 12:41 AM | Copy and paste error here: concerning Sylvanni base speed. Hahaha. Thanks. |
| AnonymousInternets02-06-08, 03:41 AM | :U Anyone think anything of it? |
| M-bark02-06-08, 06:07 AM | I like the fluff for this race. I think you have balanced the strengths and weaknesses quite nicely. I am not familiar with incarnum, so I have to ask one thing: does an antimagic field nullify the effects of incarnum, or is there a seperate, 'antiincarnum field', for that, just like there (apparantly, according to the info up there) is a seperate 'detect' spell for incarnum? |
| AnonymousInternets02-06-08, 12:51 PM | Thanks! :] Antimagic applies to both. Detect magic would reveal the presence of incarnum, but it couldn't really get soulmeld-specific details. |
| M-bark02-06-08, 01:43 PM | Alright, thanks for the info. :) I have to say that when I looked over the race, the pic really made me think of them as being like the robots in I, Robot, except looking 'fleshier'. I thought that was awesome. :P Also, the information on their lands and their traits make me think that this race would be ideal in a campaign that stretches across several planes. You could put a whole bunch of them in Sigil, concerning that city is just about the most magical city of all. It would probably make for interesting happenings and all. |
| AnonymousInternets02-07-08, 01:33 PM | Haha. I never really thought of it that way. Ya know, I've DM'd for a couple years and I've never visited the outlands. :0 I should send the players over to sigil one of these days. :D |