gearman ogl
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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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