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Mechanoid: History Physical Qualities

The document provides background on mechanoids, artificial humanoid creatures created centuries ago by spellcrafters in the empire of Nerath to serve as soldiers. Mechanoids have metal and stone skin with woody muscle fibers and require liquid intake. They have limited skills but higher hit points and armor class than humans. Some mechanoids still exist after the fall of Nerath, serving noble families or as mercenaries.

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0% found this document useful (0 votes)
79 views2 pages

Mechanoid: History Physical Qualities

The document provides background on mechanoids, artificial humanoid creatures created centuries ago by spellcrafters in the empire of Nerath to serve as soldiers. Mechanoids have metal and stone skin with woody muscle fibers and require liquid intake. They have limited skills but higher hit points and armor class than humans. Some mechanoids still exist after the fall of Nerath, serving noble families or as mercenaries.

Uploaded by

metroknight
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Mechanoid

History Physical Qualities:

More than three centuries ago, Emperor Eothyr III A mechanoid is a bulky humanoid with a skin of
opened imperial coffers to the Society of Imperial plates made of metal and stone, supported by a
Spellcrafters, an organization of learned arcanists skeleton of similar material and a musculature of
honored by, but independent of, the emperor. He leathery, woody fiber bundles. Most mechanoids
set their goal as an adaptive artificial being—one are average in size comparable to a human as this
that didn’t imprison another creature, such as an allows them to wear pre-existing armor without to
immortal spirit or elemental being, as the spark much adjustments but they weigh twice as much
for sentience. This new being had to be as the average human due to their construction.
autonomously capable of its tasks and able to
learn. While they do not require food as a normal being,
they do require liquid such as water, wine, or oil
Rumblings of unrest among savages within the for their meals since mechanoids have an internal
empire led Elidyr, last emperor of Nerath, to turn network of tubes filled with bloodlike fluid that
the work in the direction of war. He wanted a nourishes and lubricates their systems.
soldier, not just a utopian construct. Soon after,
the Society of Imperial Spellcrafters completed Powerful arms end in three-fingered, thumbed
the first creation forge, along with the rituals that hands, while their feet each have two broad toes.
led to the birth of the first mechanoid. Elidyr’s
preparations for war turned out to be precognitive. Each mechanoid has a unique rune on its
Nerath soon found itself in a massive campaign forehead, much like humans have distinctive
against savage humanoids and demons. Never fingerprints. This rune is known as a “ghulra,” a
numerous, mechanoids still played a significant word that means “truth” in Primordial.
role in the hostilities.

Even though Nerath is no more, the mechanoids


endured, though most of their older generations
died in last battles of the empire. Some
mechanoids joined the military forces, while the
society enforces a tour period, after which these
mechanoids are supposed to earn their freedom.
Rumors of surviving creation forges, being run
for good or ill, surface regularly, even outside the
boundaries of fallen Nerath.

In the Nentir Vale, a few of them belong to the


noble families of Harkenwold and Hammerfast,
or work as mercenaries. More rarely, some may
still lay dormant across the countryside, relics of
the last war of the empire of Nerath.
Mechanoid
Limitations:
All Mechanoids are immune to most gas attacks
Mechanoids tend to become clerics, fighters or and poisons (unless it is made specifically for
magic-users types but not thieves due to their killing plants).
limited dexterity in their hands and feet.
All Mechanoids can not drown in the traditional
They are required to have a minimum Intelligence sense but they can take drowning damage due to
of 9. Due to their unusual appearance, they may their wood components becoming waterlogged.
not have a Charisma higher than 16. All reactions
rolls have a -1 penalty. They suffer a -10% Saving Throws:
penalty to dexterity based thief skills.
Mechanoids have +2 vs. Death Ray
Mechanoids do not heal naturally. They gain only
half the hit points (round up) from healing potions
crafted for the other races. This restriction does
not apply to healing spells, potions crafted
specifically for plants and trees, or the
spellcrafter’s repair spell.

If they are hit with a fire based attack, they must


save versus Dragon Breath or catch on fire. This
inflicts an additional 1d4 of damage each
subsequent round until extinguished. It takes a
full round of action to extinguish the fire.

If a mechanoid wishes to alter their body (within


reason) they must find a skilled spellcrafter
(minimum level 10) who will do the work.

Mechanoids can not swim due to lack of


buoyancy.

Special Abilities:

All Mechanoids have a base AC of 13 due to the


nature of their construction.

All Mechanoids roll hit dice one size larger than


normal. For example, a mechanoid magic-user
will roll a d6 rather than a d4 for hit points.

In a forest, they can blend in with the trees if not


wearing any armor. As long as they remain still,
there is only a 10% chance that they will be
detected.

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