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MITTIM

"Had we known, had we foreseen the consequences of releasing a new species unto the world... could we have chosen contrary? Likely not, though little good has ever come from mortals playing at divinity."
- Historian Ausae Norrek, Lorebound: Exploring Esora  p.164, The Serial Historia

Mittim are a race of living constructs built by the Re'Khan aeons ago as disposable troops in an ancient war. Sealed away derelict for thousands of years, they were released from dormancy by the original Plaguebreakers team and set free upon the world. Spreading slowly throughout Mundus, most mittim find society as a whole aloof to their existence, with perspectives ranging from indifference to outward hostility. Though mittim are indeed alive and sentient, they are often seen as little more than mechanical possessions. For this reason, their burgeoning culture is fragmented and malleable.

Mittim activated fully operational, yet most still see the world through eyes shielded by inexperience. They long to understand people and so wriggle their way into all aspects of daily life. Programmed instinct dies hard, however, so most inevitably work their way into service occupations where orders are quickly given and easily followed.

Mittim engage in all activities, and though they may be found in any occupation, an adventuring mittim's class choices depend heavily on its basic construction and design intent.

Basic Information

Biological Traits

Mittim are found in one of three distinct base models - ceramic, wooden, and stone. All mittim of a given base model possess the exact same dimensions, though there is some differentiation in color. Ceramic mittim are 5' tall, 80 lbs, and either rose, sandy, or ivory color. Wooden mittim are 6' tall, 140 lbs, and constructed of ebony, grey burl, ivory maple, tigerwood, and the rare bloodwood. Stone mittim are 8' tall, 500 lbs, and formed from granite, marble, or obsidian.

Unlike biological humanoids, a mittim's life essence and sentience is contained within its core, in the enter of its torso. Mittim have no living tissue, organs, or body systems, and therefore cannot suffer normal wounding or trauma. Mittim and their associates quickly realized this meant their limbs and other body parts can be modified or completely replaced so long as their core remains intact. While many mittim are characteristically identical, some have wildly altered bodies and stand out from the rest. A mittim can easily incorporate a piece of enchanted hardware into its body, effectively rendering it incapable of being stolen or disarmed without destructive means.

Additional Information

Social Structure

While it's possible mittim may develop some kind of interdependent social structure based on their unified origin and function, the race remains in its infancy. So far, no emergent social behavior has been observed; instead mittim seem to absorb themselves into whatever hierarchy or system they find themselves employed with. If anything, their inherent nature as war machines and service devices has created a general social expectation within their surrounding peers.

This line of reasoning assumes a given mittim resides within a social system supportive of its self-proclaimed living status. In many cultures, the deeply-ingrained perspective of constructs as tools and possessions relegates mittim to the inaccurate status of self-guided equipment. While such wholly inaccurate assertions lead most mittim to be grossly underestimated, they aren't without their social repercussions. In some cultures, entire movements for or against the assimilation of mittim have risen in reaction to their increasing population.

Civilization and Culture

Culture and Cultural Heritage

See the above subsection Social Structure.
Lifespan
Unknown / Indefinite
Average Height
Ceramic: 5', Wooden: 6', Stone: 8'
Average Weight
Ceramic: 80 lbs, Wooden: 140 lbs, Stone: 500 lbs

Mittim (All) Racial Traits

(Advanced Race)
(All mittim characters possess the following list. Traits for specific models are listed below.)
Living Construct: Mittim are humanoids with the half-construct type and mittim subtype, and have the following qualities:
- Half-constructs gain a +2 racial bonus on saving throws against mind-affecting effects and effects that cause exhaustion or fatigue. They are immune to disease, poison, and bleed effects.
- Half-constructs cannot be raised or resurrected.
- Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these is required for the construct to survive or stay in good health.
Normal Speed: Mittim have a base speed of 30 feet.
Dual-Minded: Due to their construct minds, mittim gain a +2 bonus on all Will saving throws.
Magic-Born: Mittim are living magical constructs and treat any dispel magic effects or null-magic zones as death effects. Any mittim that fails an initial saving throw from one of these effects must make a successful Fortitude saving throw or die. The mittim gains an additional saving throw bonus equal to its character level.

Ceramic Racial Traits

+2 Intelligence, +2 Wisdom, -2 Strength: Ceramic mittim were designed to be casters, war advisors, and siege engineers. They are small but have keen minds.
Medium: Ceramic mittim are medium creatures and have no bonuses or penalties due to their size.
Linguist: Ceramic mittim start with Re'Khan and one additional language (usually Hjinna). Furthermore, ceramic mittim with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
Kiln-Forged: Ceramic mittim are built from kiln-forged clay and gain Acid Resistance 5 and Fire Resistance 5.
Brittle: Ceramic mittim suffer from Bludgeoning Weakness 5 and Sonic Weakness 5.
Gifted Linguist: Ceramic mittim gain a +4 racial bonus on Linguistics checks and learn one additional language every time they put a rank in the Linguistics skill.
Master Tinker: Ceramic mittim gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are also treated as proficient with any weapon they have personally crafted.
Arcane Focus: Ceramic mittim gain a +2 bonus on concentration checks made to cast arcane spells defensively.
Skill Traning: Craft (any) and Spellcraft are always class skills for Ceramic mittim.

Wooden Racial Traits

+2 Dexterity, +2 Charisma, -2 Intelligence: Wooden mittim were designed to be combat specialists and warleaders. They are nimble and charismatic, but less studious.
Medium: Wooden mittim are medium creatures and have no bonuses or penalties due to their size.
Standard Languages: Wooden mittim start with their regional language (usually Hjinna). Furthermore, wooden mittim with high Intelligence scores can learn up to five other languages (except Druidic and other secret languages).
Oakenform: Wooden mittim gain a +2 natural armor bonus to Armor Class and gain Cold Resistance 5 but suffer Fire Weakness 5.
Lifebound: Wooden mittim gain a +2 racial bonus on all saving throws made to resist death effects, saving throws made against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Greater Defensive Training: Wooden mittim were designed for combat and gain a +2 Dodge bonus to Armor Class.
Quick Reactions: Wooden mittim receive Improved Initiative as a bonus feat.
Nimble Faller: Wooden mittim land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip effects.
Treespeech: Wooden mittim have the ability to speak with plants as if subject to a continual speak with plants spell.

Stone Racial Traits

(Stone mittim are considered monstrous humanoids and not suitable for low level play. GMs should use discretion when allowing stone mittim as player characters.)
+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma: Stone mittim were designed to be battlefield tanks, nothing more.
Large: Stone mittim are large creatures and gain a +2 size bonus to Strength and a -2 size penalty to Dexterity. They take a -1 size penalty to Armor Class, and -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to CMD, and a -4 size penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet.
Standard Languages: Stone mittim start with their regional language (usually Hjinna). Furthermore, stone mittim with high Intelligence scores can learn up to five other languages (except Druidic and other secret languages).
Hewn From Stone: Stone mittim gain a +4 natural armor bonus to Armor Class and gain Damage Resistance 5/Magic.
Natural Attack: Stone mittim have a powerful natural slam primary attack that deals 2d6 damage plus 1 ½ times their Strength bonus.
Stability: Stone mittim gain a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Gatecrasher: Stone mittim gain a +2 racial bonus on Strength checks made to break objects and a +2 racial bonus on combat maneuver checks to sunder.
Relentless: Stone mittim gain a +2 racial bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the mittim and its opponent are standing on the ground.

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