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    Gearman

    No one knows who first came up with the

    gearmanwhere the first one came from. Rumors

    abound about ships from space carrying living metalcargo, or genies shrinking golems and granting them

    intelligence for their own amusement. Most assume,

    however, that the gearmen were merely the

    accidental production of a technically-savvy wizard

    whose experiments created the first golem with asoulthe gearman.

    Whether an alien creation or a magical accident,

    the power of gearmen cannot be denied. Whether

    warrior, rogue or mage, they naturally excel at

    whatever they do. Most gearmen are young, though

    their actual lifespan is not known (as none have died

    as of yet), and are curious about the world. Their

    natural curiosity leads them to try new things as

    often as they can, and to explore the world that they

    might take in all it has to offer. This often leads to

    gearmen becoming adventurers. However, this

    curiosity does expand to more mundane professions,

    and it is not uncommon to find gearmen working as

    merchants to better understand the concepts of

    money and bartering, or as doctors to learn about

    physiology. They are a diverse race, whose only

    universal hatred seems to be repetitiveness. Theyloathe being forced into manual labor, and see it as

    an insult, as if others are merely treating them as

    machines, when they are so much more.

    Gearman Racial Traits+2 to One Ability Score: Gearmen are usually

    built for a specific purpose, and their ability scores

    reflect that purpose.

    Medium: Gearmen are medium creatures and

    have no bonuses or penalties due to their size.

    Varying Speed: Gearmen normally have a land

    speed of 30 feet. However, gearmen crafted by

    dwarves are often built in the image of their creators,

    and instead have a movement speed of 20 feet.

    However, a dwarf-crafted gearmans speed cannotbe reduced due to armor or encumbrance.

    Sapient Construct: A gearmans type isconstruct (sapient). They are intelligent creatures

    capable of sentient thought.

    Mechanical Anatomy: Gearmen are composed

    of metal and, thus, do not recover from damage in

    the same way as creatures composed of flesh. Theydo, however, possess an anatomy composed of a

    mechanical musculature, circulatory and nervous

    systems. As such, they differ from constructs in the

    following ways:

    They retain their constitution score, unlikenormal constructs, and gain hit points based on it,

    rather than size. They also die when their hit point

    total is equal to a negative number equal to orgreater than their constitution score.

    Gearmen do not gain darkvision, unlessnoted in their purpose.

    They are no longer immune to disease, deatheffects, necromancy effects, paralysis, poison, sleep

    effects, or stunning, though they do gain a +2 bonus

    on saving throws against these effects.

    Gearmen are subject to ability damage,ability drain, fatigue, exhaustion, energy drain and

    nonlethal damage.

    They are not immune to effects that requirefortitude saves.

    They are at risk of death due to massive

    damage. Gearmen can be raised or resurrected.

    They do not eat, but they must drink waterin order to sustain their mechanical parts. They must

    also rest, as a human, recharging their power while

    they sleep.

    Gearmen heal only the hit points thatwould normally be recovered from curative spells.

    However, they can be affected by spells that repair

    objects, such as make whole. The spell mending acts

    as stabilize when cast on a gearman.

    Gearmen can be healed with the heal skill,

    but instead of a healers kit, artisans tools arerequired to negate the -2 to the check.

    Gearmen heal naturally over time, self-repairing while they rest or sleep, at the same rate as

    a human.

    Purpose: Gearmen are built with a purpose,

    generally as a warrior, a guardian, a mage, or a

    scout. They choose one of these at first level, and

    gain a bonus based on their choice.

    Warrior: A warrior gearmans forearms andhands are oversized, granting powerful naturalattacks. A warrior gearman gains 2 slam attacks.

    These attacks are treated as primary natural attacksand deal 1d6 damage.

    Guardian: A guardian gearmans metal skin isthicker and harder than that of its counterparts. It

    gains a +2 natural armor bonus to its AC.

    Mage: A mage gearman has been infused with

    magical energies, making it more effective when

    casting spells. All spells it casts gain a +1 to their

    save DCs.

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    Scout: A scout gearmans eyes have been affixedwith special lenses that allow it to see where others

    cannot. It gains darkvision 60 feet.

    Languages: Gearmen begin play speaking

    common. Gearmen with high intelligence canchoose any languages they want (except secret

    languages such as druidic).

    Special Materials

    Sometimes, gearmen are made out materialsbesides steel, whether the creator is using the

    material as a status symbol, or to give the gearman

    greater effectiveness in a specific area. Any gearman

    made out of a special material does not gain a

    purpose.

    Adamantine: An adamantine gearmans shell is

    harder than any others. It gains DR2/adamantine.Cold Iron: A cold iron gearman has been built to

    resist magic. It gains a +2 bonus on saves against

    spells or spell-like abilities.Mithral: A mithral gearmans lighter framemakes it much more maneuverable. A mithral

    gearman weighs half as much as it would, were it

    made of steel. In addition, it gains +10 feet to its

    movement speed.

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