Gem Knight
Built by the Enigeers as soldiers for the Magi-Tech War, these constructs are rare to find with their crystal cores still functioning. Usually they're scrapped for their metal when found. The means to build and power them was lost in the war. If there is anyone that knows how to create them they keep the knowledge closely guarded. The few Gem Knights that remain do all that they can to preserve themselves and find a purpose in this new world.
Largely believed to be non-existent in the known world and requires permission to play.
Type
- Construct (20 RP)
- Medium: +20 HP (0 RP)
- Slow: Base Speed is 20 feet and Speed is never modified by armor or encumberance (-1 RP)
- Standard: +2 Strength, +2 Intelligence, -2 Dexterity (0 RP)
- Standard (0 RP)
- Members of this race start with Zomeran (Current Common) plus their native language (if any).
- Bonus languages can be chosen from the list found here.
- Native: Fleuryn (Ancient Common)
-
Defensive Traits
- Natural Armor (2 RP)
- Members of this race gain a +1 natural armor bonus to their Armor Class
- Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). (0 RP)
- Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. (0 RP)
- Immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). (0 RP)
- Does not risk death due to massive damage, but they immediately die when reduced to 0 hit points or fewer. (0 RP)
- Massive damage will require a saving throw for their crystal core if the damage causes death.
A failed saving throw means the core is destroyed.
-
Feat and Skill Traits
- Self-Repair (1 RP)
- As a Swift Action, the construct gains Fast Healing 5
- Can activate this for a number of rounds per day equal to half its Hit Dice. These rounds don't need to be consecutive.
-
Magical Traits
- Spell-Like Ability, Lesser: Defensive Shock (4 RP)
- Members of this race can use this spell 1/day as an spell-like ability. The caster level of the spell is equal to the user’s character level.
- 1 minute/level or until discharged
- Electrical energy floods your body, shocking the next creature that touches you. Any creature striking you with its body or a handheld weapon takes 1d6 points of electricity damage per two caster levels (maximum 6d6). If the attacker has spell resistance, it applies against this damage. Each time the spell discharges, the number of damage dice it deals is halved (rounded down when the spell’s damage dice reach 0, the spell ends.
- RP cost for this trait doubled due to its damage properties.
-
Senses Traits
- Low-Light Vision (0 RP)
- Dark Vision 60 feet (0 RP)
-
Weakness Traits
- Elemental Vulnerability: Cold (-2 RP)
- Members of this race have vulnerability to the Cold energy type.
- Elemental Vulnerability: Acid (-2 RP)
- Members of this race have vulnerability to the Acid energy type.
-
Other Traits
- No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). (0 RP)
- Cannot heal damage naturally over time on their own, but can be repaired through the Self-Repair trait and the use of Craft Construct. Can also be healed through spells such as Mending and Make Whole. (0 RP)
- Can only be raised or resurrected if their crystal core remains intact and it's transferred into a new construct body by someone possessing the Craft Construct feat and either the knowledge of how Gem Knights are made or a manual containing such information. If this core is destroyed, then the entity within is permenantly lost. (0 RP)
- Does not Breathe, Eat, or Sleep. (0 RP)