Clakker Race

Race Details (19 RP)

This is still a work in progress and the following items are still to be determined.
  1. Possible inherent weakness to lightning, acid, bludgeoning, or radiant damage (or another damage type).
  2. Inherent natural armor bonus
  3. Clock, always aware of the passage of time and current time
  4. Ticking Noise, clakkers have a penalty to stealth due to their clockwork ticking noise. They may suppress this noise as a full-round action, but may not act in any way while suppressing.
 

Naming

Clakkers technically don't have gender or names, but they will usually assimilate both into their being. Following the precedent set during the creation of the first Clakker, no name is given to them by their creator. Each Clakker calls themself by a singular part of a clock until they pick a name for themselves or are given a name they accept.  

Traits

+2 Strength, +2 Intelligence, -4 Charisma: Clakkers are often quite intelligent and strong, but can have a difficult time expressing themselves to other races.
Specialized Construct: Clakkers are constructs and gain the construct traits listed below. Furthermore they can select 3 traits from Clakker Construct Choices list below.
Medium: While the size and shape of each individual Clakker can vary, they are typically medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Clakkers have a base speed of 30 feet.
Languages: Clakkers begin speaking Clakking and Geshwin. Clakkers with high intelligence scores can choose from the following: (make a list :-))  

Construct Traits

Bonus Hit Points: As medium constructs, Clakkers gain 20 bonus hit points.
Low-light Vision: Constructs have the low-light vision racial trait.
Tough Repairs: Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the constructs' 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.
Death: Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
Ressurection: Constructs cannot be raised or resurrected.
Bodily Functions: Constructs 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. Unlike normal constructs a Clakker's mind is unique in its sentience, which seperates them from their golem counterparts. While Clakkers do not need to breathe or eat, like constructs, their minds do require rest to prevent fatigue.
Immunities: Unlike most constructs, Clakkers are not immune to ability damage, ability drain, or any effect that requires a Fortitude save. They are immune to poisons, diseases, energy drain, and nonlethal damage.
Integration: Clakkers can wield weapons and wear armor like most humanoids. However, if they so wish, they can permanently integrate armor, tools, and weapons into their physiology, preventing them from being stolen, and allowing them to be pulled out more rapidly. The cost of integrating a tool or weapon is a third the cost of the tool or weapon. The cost of integrating armor is half the cost of the armor. Any weapon that requres two hands, or any armor that you cannot usually wear, cannot be integrated. Any attack with an integrated weapon is considered an unarmed strike.
Mechanical Vulnerabilities: Because of your mechanical nature, you are vulnerable to certain attacks. Roll 1d4 or select a weakness.
1. Conductible: You are vulnerable to lightning damage
2. Corrosive: You are vulnerable to acid damage
3. Fragile: You are vulnerable to bludgeoning damage
4. Photopic: You are vulnerable to radiant damage
 

Clakker Construct Choices

Darkvision: You gain the darkvision 60 feet racial trait.
Armored: You are naturally hardened against damage and gain a Natural Armor Bonus of +2 and Damage Reduction 1 / b.
Targeted Armor (Requires Armored): Your armor is resistant to any single damage type that is not your Mechanical Vulnerability.
Tough: You gain the benefits of the toughness feat. If you also select the toughness feat, the bonuses stack.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Wheel Feet: Your walking speed increases by 10 feet.
Rotor Propulsion: You have a swimming speed of 25 feet.
Drilling: You have a burrowing speed of 15 feet.