Wyrwood

For more information on all races, see: Races

This relatively young race was created by a cabal of wizards who needed nimble and skilled construct servants to do their dirty work. This cabal was interested in creating magical machines, so they built their tools to be agile, and clever. Over time, the cabal pushed the limits too far and created minions with free will, and these first wyrwoods began to question why they were involved in their masters’ petty intrigues. When the wizards forced the wyrwoods to fight each other as proxies for the wizards themselves, the constructs instead killed their creators and stole the notes on how to create more of their kind, allowing them to perpetuate their race.

Basic Information

Anatomy

Wyrwoods are agile, wooden constructs powered by an ioun stone heart. More often than not, they are constructed to resemble living suits of armor. Some wyrwoods are built from rare materials like rubble or divine relics, and in recent years many wyrwoods have integrated organic components into themselves, making some closer to organic creatures than to constructs.

Additional Information

Social Structure

Wyrwoods are secretive and somewhat xenophobic, and can seem cold and calculating to others—a trait that could earn respect or enmity, depending on the audience. Purely rational and unemotional, wyrwoods see the survival of their race as their primary goal. Even the rare wyrwood who understands the point of empathy and altruism sees such concepts as mere tools to help ensure its own survival or that of its people. All wyrwoods know how to create more of their kind, and they keep the details of their construction process secret from other creatures to make sure their race is never again enslaved.

Alternate Racial Traits

Replaces Darkvision

Repair Magic

Some wyrwoods have developed magic to keep them more self-sufficient. They can use Make Whole as a spell-like ability once per day. This racial trait replaces Darkvision.

Replaces Darkvision, Low-Light Vision

Experimental Body

Some wyrwoods have been built from rare materials in an effort to imbue them with special properties. Choose one of the following abilities. This replaces Darkvision and Low-Light Vision.

Blessed: These wyrwoods contain divine relics. Wyrwoods with this trait can use Divine Favor once per day as a spell-like ability with a caster level equal to their Hit Dice.
Enchanted: Crafted from the remnants of broken staves, wands and other items, these wyrwoods have a natural attunement to the arcane. Wyrwoods with this trait treat their Intelligence score as 2 higher for the purpose of determining bonus spells or extracts per day.
Fey-Touched: These wyrwoods have components that create a powerful link to Faerûn. Wyrwoods with this trait can use Charm Animal once per day as a spell-like ability with a caster level equal to their Hit Dice.
Scorched: These wyrwoods are built from the ruins of cities and structures destroyed by conflict. Once per day, after a successful melee attack against an enemy, wyrwoods with this trait can deal an additional number of points of damage equal to their Wisdom modifier as a free action.

Replaces Construct

Living Machine

Through generations of refining the techniques of creation, many young wyrwoods have become closer to organic beings than constructs. These wyrwoods are constructs with the living machine subtype. They gain a Constitution score and can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Wyrwoods with this trait require sleep, but they do not need to breathe or eat. They are not destroyed when reduced to 0 hit points, instead becoming unconscious and stable. They are destroyed when reduced to a negative number of hit points equal to their Constitution score. They can be raised or resurrected when destroyed. This alters the wyrwood’s creature type.

Replaces Medium, Slow Speed

Leaf on the Wind

Some wyrwood creators have decreased the size of their progeny over time to make them more compact and nimble opponents. Such wyrwoods are Small-sized creatures and gain 10 bonus hit points when created. Their base speed is increased to 30 feet. This trait alters Medium and Slow Speed.

Replaces Immunity to Mind-Affecting Effects

Emotional

Through a mistake of the creation process or an intentional design choice, a wyrwood with this alternate racial trait possesses emotions. A wyrwood that desires to make use of or benefit from a class feature that provides morale bonuses (such as the barbarian’s rage ability or the wilder’s euphoric surge ability) requires this alternate racial trait. This trait replaces the immunity to mind-affecting effects normally granted by being a construct.

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, wyrwoods have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all wyrwoods who have the listed favored class.

Alchemist: Reduce the mental ability score penalty of the alchemist’s mutagens by 1/5 (minimum 0).
Arcanist: Add 1/4 to the arcanist’s level for the spell resistance exploit.
Cleric: Add 1/4 to the cleric’s caster level when casting spells or using abilities from the Law domain or one of its subdomains, or when casting spells with the lawful descriptor.
Magus: Add 2 rounds to the duration of the magus’ arcane pool enhancements.
Oracle: Add one spell known from the wizard’s evocation school spell list. This spell must be at least 1 level below the highest-level spell the oracle can cast. That spell is treated as 1 level higher unless it is also on the oracle spell list.
Paladin: The paladin gains 1/4 of a bonus spell per day of the highest-level spell that the paladin can cast.
Psychic: The psychic gains 1/6 of a phrenic amplification.
Rogue: The rogue gains 1/6 of a rogue talent.
Slayer: The slayer gains 1/6 of a slayer talent.
Wizard: The wizard gains 1/6 of a bonus item creation, metamagic, or spell mastery feat.

Racial Traits

+2 Dexterity, +2 Intelligence, –2 Charisma
Wyrwoods are quick and calculating, but struggle to comprehend emotions. As constructs, wyrwoods do not have a Constitution score (any DCs or other statistics that rely on a Constitution score treat a wyrwood as having a score of 10).

Construct
Wyrwoods have the construct type. Constructs are immune to bleed, death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage, as they are immediately destroyed when reduced to 0 hit points or less, and cannot be raised or resurrected. Constructs cannot heal damage on their own, but often can be repaired via exposure to a certain kind of effect (such as the Make Whole spell), or through the use of the Craft Construct feat. Constructs do not eat, breathe, or sleep. Constructs receive bonus hit points based upon their size, per the following:
  • Fine - None
  • Diminutive - None
  • Tiny - None
  • Small - 10
  • Medium - 20
  • Large - 30
  • Huge - 40
  • Gargantuan - 60
  • Colossal - 80
Medium
Wyrwoods are Medium creatures and have no bonuses of penalties due to their size.

Senses
Wyrwoods get low-light vision and darkvision with a range of 60 feet.

Slow Speed
Wyrwoods have a base speed of 20 feet.

Languages
Wyrwoods speak Common. A wyrwood with a high Intelligence score can choose from the following: Draconic, Dwarven, Elven, Gnomish, Goblin, and Orcish.

Average Lifespan
Immortal

Average Height
5 ft. 0 in. – 6 ft. 6 in.

Average Weight
110 – 140 lbs.

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