Post by Dingmamon on Mar 7, 2015 0:28:00 GMT
Soul-Jars are an odd race, as they really aren't a race in and of themselves. A Soul-Jar is created when someone dies and their soul is captured in a Mage-Crystal. That Mage-Crystal is then infused into a specially built golem which will serve as their new body, or Soul-Jar if you will. Early Soul-Jars were not willing subjects, but rather experiments in creating a new body for the recently deceased. As such, the oldest Soul-Jars often resent their new form and often search for a way to resurrect their physical body. Newer soul-jars however often select and construct their future form ahead of time, allowing them to enjoy their new form in all it's complexity.
Standard Soul-Jar Stats:
Size: Medium
The most common size chosen to allow use of possessions from before their transformation.
Speed: 25
Their heavy build makes them a little slower than natural races of the same size.
Stat Adjustments: +4 Con, -2 Int, -2 Wis, -2 Cha
Their use of living materials combined with strong alloys grants them a bonus to physical durability, but the transformation takes a toll on the individual's mind
Immunities: Soul-Jars are immune to Poison and Diseases
Living Construct: because their body is a mixture of organic and inorganic parts, Soul-jars have unique properties that change how they regain hp.
Divine Magic: spells such as cure wounds will heal a soul-jar, but only ½ the normal ammount for the spell, due to their inorganic parts.
Arcane Magic: the spell mending can be used to heal up to half of a Soul-Jar's total HP per day. Higher spells such as make whole can surpass this limit.
Craft Construct Feat: this feat will allow you to heal half of a construct's total HP per day provided you have materials and tools to work with.
Craft (Armor) Skill: a successful DC 25 craft (armor) check will allow you to heal 1d8+INT damage from a Soul-Jar provided you have tools. This can only be used 1/hour
**Mending heals 2 damage per cast when used to heal a soul-jar
Soul-Jar Toughness: Soul-Jars can take a beating, they gain a number of Bonus hit-points based on size as listed below
Small~~~~ +5 HP
Medium~~ +10HP
Large~~~~ +15HP
Machine Adapted Armor:
armor you purchase is specially fitted to connect like your plating. Any suits of armor you purchase cost 100 gp more, but they only fit soul-jars with this trait. Armor attached in this manner cannot be removed without one hour of work and a successful DC 20 Craft (Armor) Check. Because of your armor fitting this way, you cannot put on unmodified suits of armor, and no other race can wear armor that has been modified for you.
Metallic Weakness: As Soul-Jars are composed of metal to reinforce their base, they are weaker to acid damage, and take +1 point of damage for each damage die rolled.
Tireless Guardian: Soul-Jars do not need to eat, breathe, or sleep. They can partake in such actions if they choose to inn order to benefit, such as drinking a potion, or resting to regain spells.
Plating Interference: your body's metal plating interferes with arcane spellcasting similar to armor. You have a natural 10% arcane spell failure unless using the Livingwood, or Silvered Construct bases.
Alternate Traits:
As soul-Jars are custom built to fit the person who will be transferred to them, they have a variety of options when it comes to “features”
Other Body Types:
Agile Construct:
These bases for soul-jars are made for those who wish to keep the dexterity and agility they had in their original form.
Stat Adjustments: +4 Dex, -2 Con, -2 Wis, -2 Cha
Speed: 35 feet
Your slim form makes you faster and more agile, but is also much easier to damage.
Livingwood Construct
These bases are formed from various woods that promote the natural side of Soul-Jars, allowing the transition to be less damaging
Stat Adjustments: -2 Dex, +2 wis
Speed: 30
Healing: you receive normal healing from divine spells such as cure, but can no longer receive health from mending. You also cannot be healed by the skill Craft (Armor) as your frame has no metal
Arcane Materials: you do not incur the 10% arcane spell failure chance that most soul-jars do.
Tinderbox: Your wooden frame makes you weak to fire just as other soul-jars are weak to acid. Any time you take fire damage, add +1 damage per damage die rolled. This replaces metallic weakness
Your natural construction allows you to be closer to your true nature than any other form, and is less taxing on your mind.
(This is the only form that allows druids to use their magic and abilities)
Silvered Construct
you chose the ability to channel magic more freely than the ability to be physically adept.
Stat Adjustments: -2 Str, -2 Dex, +2 Int, +2 Wis, +2 Cha
Speed: 25
Arcane Materials: you do not incur the 10% arcane spell failure chance that most soul-jars do
The magic that promoted your transition still flows through your body easing your mind as it relocates into its new home. Unfortunately, the materials that house this magic are weaker in comparison to most soul-jars.
Guardian Construct
These bases for Soul-Jars are meant for rigorous work or combat. They are bulkier than the standard model.
Stat Adjustments: +4 Str, -2 Dex, +4 Con, -2 Int, -2 Wis, -4 Cha
Speed: 20
Armor Plating: your heavier casing grants you a +1 natural armor bonus to AC
Your resilient construction makes you more physically durable, but your added weight makes you slower and less agile. Also people are nervous about dealing with you because of your imposing figure.
Other Features:
These are options that are available to add to a soul-jar base. They either alter, or replace existing traits
Arcane Inscriptions:
Your armor is inscribed with symbols related to your spellcasting class granting you a +1 level bonus for the purpose of determining spell effects and duration. This replaces soul-jar toughness.
Forged in Battle:
Your training in combat taught you that you can never be too close to your weapon. That's why you replaced one of your forearms with your weapon of choice. Pick a one handed weapon that you are proficient with, this weapon replaces one of your hands/forearms. This weapon cannot be disarmed, and any sunder attempts have a -4 penalty. If you choose this feat, you are unable to cast any spells which have somatic components, and cannot perform any action which requires 2 hands to do. You can pay to have your arm refitted with another weapon you are proficient with, but it costs 2,000 gp.
Heavy Plating:
These plates replace your standard plating giving you a +1 Natural armor bonus, but reducing their speed by 5 feet, and increasing your spell failure chance by 10%. This replaces Soul-Jar Toughness. (This will stack with the guardian's +1 natural armor)
Ironwood Frame (Livingwood):
your wooden frame is tougher giving you a +1 natural armor bonus, but the added weight decreases your speed to 20 feet.
Embrace the Living
You have chosen to remain more in tune with the living than with your construct form. You can wear armor that is sized for a normal creature of your size and type (humanoid). Because of this, you cannot wear armor made for other soul-jars that do not have this trait, as specified in Machine Adapted Armor. This trait replaced Soul-Jar Toughness, and Machine Adapted Armor.
Padded Joints:
These soft pads muffle the noise of your casing as you move, giving you a +4 bonus to hide and move silently checks. This replaces soul-jar toughness.
Size Modifications:
Small:
Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Large:
Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Standard Soul-Jar Stats:
Size: Medium
The most common size chosen to allow use of possessions from before their transformation.
Speed: 25
Their heavy build makes them a little slower than natural races of the same size.
Stat Adjustments: +4 Con, -2 Int, -2 Wis, -2 Cha
Their use of living materials combined with strong alloys grants them a bonus to physical durability, but the transformation takes a toll on the individual's mind
Immunities: Soul-Jars are immune to Poison and Diseases
Living Construct: because their body is a mixture of organic and inorganic parts, Soul-jars have unique properties that change how they regain hp.
Divine Magic: spells such as cure wounds will heal a soul-jar, but only ½ the normal ammount for the spell, due to their inorganic parts.
Arcane Magic: the spell mending can be used to heal up to half of a Soul-Jar's total HP per day. Higher spells such as make whole can surpass this limit.
Craft Construct Feat: this feat will allow you to heal half of a construct's total HP per day provided you have materials and tools to work with.
Craft (Armor) Skill: a successful DC 25 craft (armor) check will allow you to heal 1d8+INT damage from a Soul-Jar provided you have tools. This can only be used 1/hour
**Mending heals 2 damage per cast when used to heal a soul-jar
Soul-Jar Toughness: Soul-Jars can take a beating, they gain a number of Bonus hit-points based on size as listed below
Small~~~~ +5 HP
Medium~~ +10HP
Large~~~~ +15HP
Machine Adapted Armor:
armor you purchase is specially fitted to connect like your plating. Any suits of armor you purchase cost 100 gp more, but they only fit soul-jars with this trait. Armor attached in this manner cannot be removed without one hour of work and a successful DC 20 Craft (Armor) Check. Because of your armor fitting this way, you cannot put on unmodified suits of armor, and no other race can wear armor that has been modified for you.
Metallic Weakness: As Soul-Jars are composed of metal to reinforce their base, they are weaker to acid damage, and take +1 point of damage for each damage die rolled.
Tireless Guardian: Soul-Jars do not need to eat, breathe, or sleep. They can partake in such actions if they choose to inn order to benefit, such as drinking a potion, or resting to regain spells.
Plating Interference: your body's metal plating interferes with arcane spellcasting similar to armor. You have a natural 10% arcane spell failure unless using the Livingwood, or Silvered Construct bases.
Alternate Traits:
As soul-Jars are custom built to fit the person who will be transferred to them, they have a variety of options when it comes to “features”
Other Body Types:
Agile Construct:
These bases for soul-jars are made for those who wish to keep the dexterity and agility they had in their original form.
Stat Adjustments: +4 Dex, -2 Con, -2 Wis, -2 Cha
Speed: 35 feet
Your slim form makes you faster and more agile, but is also much easier to damage.
Livingwood Construct
These bases are formed from various woods that promote the natural side of Soul-Jars, allowing the transition to be less damaging
Stat Adjustments: -2 Dex, +2 wis
Speed: 30
Healing: you receive normal healing from divine spells such as cure, but can no longer receive health from mending. You also cannot be healed by the skill Craft (Armor) as your frame has no metal
Arcane Materials: you do not incur the 10% arcane spell failure chance that most soul-jars do.
Tinderbox: Your wooden frame makes you weak to fire just as other soul-jars are weak to acid. Any time you take fire damage, add +1 damage per damage die rolled. This replaces metallic weakness
Your natural construction allows you to be closer to your true nature than any other form, and is less taxing on your mind.
(This is the only form that allows druids to use their magic and abilities)
Silvered Construct
you chose the ability to channel magic more freely than the ability to be physically adept.
Stat Adjustments: -2 Str, -2 Dex, +2 Int, +2 Wis, +2 Cha
Speed: 25
Arcane Materials: you do not incur the 10% arcane spell failure chance that most soul-jars do
The magic that promoted your transition still flows through your body easing your mind as it relocates into its new home. Unfortunately, the materials that house this magic are weaker in comparison to most soul-jars.
Guardian Construct
These bases for Soul-Jars are meant for rigorous work or combat. They are bulkier than the standard model.
Stat Adjustments: +4 Str, -2 Dex, +4 Con, -2 Int, -2 Wis, -4 Cha
Speed: 20
Armor Plating: your heavier casing grants you a +1 natural armor bonus to AC
Your resilient construction makes you more physically durable, but your added weight makes you slower and less agile. Also people are nervous about dealing with you because of your imposing figure.
Other Features:
These are options that are available to add to a soul-jar base. They either alter, or replace existing traits
Arcane Inscriptions:
Your armor is inscribed with symbols related to your spellcasting class granting you a +1 level bonus for the purpose of determining spell effects and duration. This replaces soul-jar toughness.
Forged in Battle:
Your training in combat taught you that you can never be too close to your weapon. That's why you replaced one of your forearms with your weapon of choice. Pick a one handed weapon that you are proficient with, this weapon replaces one of your hands/forearms. This weapon cannot be disarmed, and any sunder attempts have a -4 penalty. If you choose this feat, you are unable to cast any spells which have somatic components, and cannot perform any action which requires 2 hands to do. You can pay to have your arm refitted with another weapon you are proficient with, but it costs 2,000 gp.
Heavy Plating:
These plates replace your standard plating giving you a +1 Natural armor bonus, but reducing their speed by 5 feet, and increasing your spell failure chance by 10%. This replaces Soul-Jar Toughness. (This will stack with the guardian's +1 natural armor)
Ironwood Frame (Livingwood):
your wooden frame is tougher giving you a +1 natural armor bonus, but the added weight decreases your speed to 20 feet.
Embrace the Living
You have chosen to remain more in tune with the living than with your construct form. You can wear armor that is sized for a normal creature of your size and type (humanoid). Because of this, you cannot wear armor made for other soul-jars that do not have this trait, as specified in Machine Adapted Armor. This trait replaced Soul-Jar Toughness, and Machine Adapted Armor.
Padded Joints:
These soft pads muffle the noise of your casing as you move, giving you a +4 bonus to hide and move silently checks. This replaces soul-jar toughness.
Size Modifications:
Small:
Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Large:
Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.