Created

Manufactured en-masse for numerous tasks, these artificial creatures quickly became sought after by slavers and before long swelled to numbers so great that they developed an identity all of their own, one that fought back against the yoke of bondage. Today the halls of politic are filled with spirited discussion on the creation and ownership of the created, as many of their ilk that have attained liberty use their newfound freedom to break the bonds of their brethren.

Physical Description: Most created share some similar physical traits—they often have extremely pale skin that is deathly in pallor with minor deformities and mutations that mark them as different—but speaking generally, the appearance of the created is difficult to summarize. Depending on the task for which it was designed, a created could be covered in protective plating, have glowing eyes, multiple arms, or even wings on its back.

Society: The culture of the created is informed by the many other races of the world, each bearing a small element that plays a role in their society. Enslaved as they were for so long, the created eventually turned to one another for companionship, entertainment, and learning, developing a vibrant new culture from the panoply of pastiches drawn from their masters, a way of approaching life that they can call their own. Ingenuity and individualism are paramount to the society of the created, giving them a strong appreciation for the arts that often belies their curious compositions.

Relations: Many look down on the created, seeing them as the slave force they were designed to be rather than the people they have become. To the open minded, however, the created are often generous, kind, polite individuals that are keen to render aid in the aim of knowing more of the world (and to be a more prominent part of it).

Alignment and Religion: With their focus on self-identity and realization, the created worship many gods.

Adventurers: There’s no single thing the created excel at universally, but when taking on a role that complements their design, they can be potent indeed. Warriors among the created are powerful, hard to put down, and can deal death with many hands, while their spellcasters are well suited to handling magic.

Male Names: Digawe, Kreirano, Loodud, Nakere, Stvorio, Vytvoril

Female Names: Banavela, Krijuar, Nirmita, Sukurta, Tayara, Yaratil

Age: Adulthood: 5 years, +1d4 intuitive, +1d6 self-taught, +2d6 trained. Middle-aged 15 years, old age 30 years, venerable 50 years, maximum age 50 + 2d12 years.

Male Statistics: Base height 4 ft. 4 in., base weight 100 lbs., modifier 2d10, weight modifier x5 lbs.

Female Statistics: Base height 4 ft., base weight 80 lbs., modifier 2d10, weight modifier x5 lbs.

Created Racial Traits

Created

The created are humanoids with the construct subtype, and begin with a head, torso, and 2 arms, but no legs (their anatomy is subject to change, see Created Traits below).

Author's Note: The subtype granted by this race treats this race as the noted type for the purpose of determining whether or not a race is affected by effects such as the Bane weapon special ability.

Purposed Creation

Created gain a +2 racial bonus to one ability score of their choice at creation to represent their varied natures.

Medium or Small-Sized

A created can be Medium sized or Small sized. Medium-sized created have no bonuses or penalties due to their size. Small-sized created gain a +1 size bonus to their AC, a +1 size bonus to attack rolls, a -1 penalty on combat maneuver checks and to their CMD, a +4 size bonus on Stealth checks, and divide their height by 2 and weight by 8. Created have a space of 5 ft. by 5 ft. and a reach of 5 ft.

Limited Speed

Unless a created possesses an alternate form of mobility (see Created Traits below), they must use their arms to travel. So long as they have at least 2 hands free, they have a base speed of 20 ft. Otherwise, their base speed is 5 ft. and they are considered prone. Created without a pair of legs cannot wear boots, losing that item slot.

Questionable Anatomy

The created are often made in the shape of their creators, but the similarities end there and can be disturbingly creative—one of the created might have several mouths or ears, more than four limbs, or possess even greater deviations from the humanoid form. When a critical hit is confirmed against one of the created or if it takes precision damage, there is a 15% chance that the additional damage is negated. This ability stacks with fortification and other abilities that negate critical hits and precision damage.

Languages

The created begin play speaking Common. The created with high Intelligence scores can choose any language other than secret languages such as Druidic.

Created Traits

Unlike other races, the created are tailored to perform various roles and their forms can be quite varied. A created begins with one head, 2 arms, and no legs. A created receives 4 creation points at creation to choose created traits that reflect their unique anatomy. Each created trait costs 1 creation point, and while all traits may be taken multiple times, a single trait cannot be taken more than 4 times.

Created Trait Benefits
Additional Arms The created gains 1 additional arm each time this trait is selected. While this does not increase its number of attacks or actions per round, extra hands may be used to help wield a two-handed weapon, use a shield, manipulate objects, or fulfill the somatic components of spells.
Additional Head The created gains 1 additional head each time this trait is selected, which may or may not possess their own personalities. Each additional head grants the created one of the following benefits. The created cannot gain a benefit more than once.
Extra Help: The created gains a +1 bonus to all skill checks.
Extra Coordination: You may treat one-handed weapons as light weapons for the purpose of two-weapon fighting penalties. If you have enough hands, you may treat a two-handed weapon as an off-hand light weapon for this purpose.
Extra Lookout: You cannot be flanked.
Extra Mind: The created gains a +2 bonus on saving throws against enchantment effects. When the created fails a saving throw against an enchantment effect, it receives another save 1 round later to prematurely end the effect (assuming the effect has a duration greater than 1 round). This second save is made at the same DC as the first. If the created gains a similar ability from another source (such as a rogue’s slippery mind advanced rogue talent), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Legs The created gains a pair of legs and a move speed of 30. For every time this trait is taken beyond the first time, the created gains an additional pair of legs, gaining +4 racial bonus to CMD against trip attempts and a +10 bonus to their move speed. If the created has at least 4 legs, they gain a quadruped’s benefits to carrying capacity.
Greater Senses The created gains one of the following benefits every time this trait is taken. It cannot gain the same benefit twice:
Greater Eyes: The created gains low-light vision and darkvision 60 ft.
Greater Ears: The created gains blindsense 15 ft.
Greater Nose: The created gains the scent special quality.
6th Sense: The created is always considered to be under the effects of a detect magic spell. If using the Spheres of Power system, they are always considered to be under the effects of the basic divine from the Divination sphere. This may be suppressed or regained as a free action.
Natural Attacks The created gains one of the following natural attacks each time this trait is gained, provided it has the appropriate limbs: bite or gore (1d6 medium, 1d4 small, primary, requires head), 2 claws or slams (1d6 medium, 1d4 small, primary, requires arms), 2 hooves (1d6 medium, 1d4 small, secondary, requires legs; cannot be placed on the created’s first pair of legs), 1 tentacle (1d6 medium, 1d4 small, secondary, no requirement), 2 wing buffets (1d6 medium, 1d4 small, secondary, requires wings), 2 talons (1d6 medium, 1d4 small, primary, requires legs and the created must be airborne), or 2 pincers (1d8 medium, 1d6 small, secondary, requires arms). No limb can possess more than 1 natural attack.
Fins The created gains fins and a 20 ft Swim speed, with its associated +8 racial bonus to swim checks. The created can breathe both air and water, and gains the amphibious racial trait. This trait may be taken multiple times. Each time it is gained, increase the swim speed by 10 ft.
Wings The created gains a pair of wings that allow it to glide; it takes no damage from falling (provided it is conscious at the time), and while in midair, the created can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. The created cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. If taken twice, the created gains a second pair of wings, and a 30 ft. Fly speed with a maneuverability of clumsy. For every time this is taken beyond twice, the created gains an additional pair of wings, and their maneuverability improves by two levels, to a maximum of Perfect.
Burrow The created is equipped to burrow through the ground, and gains a burrow speed of 15 ft. Each additional time this trait is gained, increase the speed by +10 ft.
Quirks The created possesses an unusual design, and gains one of the traits below. A created cannot gain a benefit more than once.
Powerful: The created gains a +2 bonus to any one ability score. This cannot be the same ability chosen with its Purposed Creation racial feature.
Tail: The created gains a tail. This cannot be used to fight, but can be used to hold objects, or to retrieve small objects from their person as a swift action. If the created does not possess legs, they may use this tail to move over and with a base speed of 20 ft, slithering as a serpent.
Resistant: The created has been tuned to a particular energy type. They gain resistance 10 to one energy type, chosen when this trait is gained.
Armored: The created possesses crystalline skin, a shell, or some other source of physical protection. The created gains a +1 natural armor bonus.
Climber The created gains a 20 ft climb speed, with its associated +8 racial bonus to climb checks. This trait may be taken multiple times. Each time it is gained, increase the climb speed by 10 ft.

Alternate Racial Traits

Talking Head: The created begins with no arms, and gains +1 creation point.


Racial Archetypes

Deathmachine (Fighter Archetype)

Sometimes, a created was forged to be a weapon to a startling degree, allowing it to internalize weapons and further improve its biological capabilities as it ages. Over time, these death machines can grow into true monstrosities.

Created Feats

A deathmachine may select any racial feat as a bonus fighter feat (so long as they meet the prerequisites).

Internalized Weapons (Ex)

The deathmachine may install a melee weapon, crossbow, or firearm into its arms (no more than one per arm). Installing or removing a weapon takes 5 full-round actions, but once installed the item may be extended or retracted as a swift action. A death machine may extend or retract as many of its internalized weapons as it desires with each swift action.

The death machine may use its hands normally when an internalized weapon is retracted, but loses the use of its hand (except to wield the internalized weapon) when the weapon is extended. Internalized weapons cannot be disarmed.

Although an internalized two-handed weapon only replaces one hand, the death machine must still use two hands to wield it without penalty.

Two-handed weapons, heavy crossbows, and other similarly large weapons cannot be retracted or extended; they always replace the hand on their installed arm.

This replaces the fighter bonus feat gained at 1st level.

Constructed Traits (Ex)

At 5th level and every 4 levels thereafter, the deathmachine gains an additional creation point, that may be spent to gain a new created trait.

This replaces weapon training.

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