Synthetic

advantages
Construct Traits

Immune to disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. As long as a Synthetic does not have both Negative Material and Undead Subtype they also are resistant vs. Death-based, and Negative effects, and/or spells and/or abilities.

Darkvision

Can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light

Hard Coating

+1 natural armor bonus.

Integrated Weaponry

One set of Integrated weapons. These deal 1d6 points of damage

Enhanced Durability

At the start of each of your turns, you regain a number of hit points equal to your heritage subtype level, as long as you have at least 1 hit point. As long as you have at least 1 hit point.

Integrated Construction

In addition to other feats, you gain feats appropriate to being constructed by being Integrated, such as being granted Integrated Weapon systems as per requirements by rules of relevant emulated edition.

Metamorphosis

You may gain a random, DM approved effect based on your synthetic subtype.

Resilience

Works as per Unearthly Calm

Languages

Provided being humanoid and provided rules of edition being emulated permits it, they use Language Proficiency rules consistent with that emulated edition. If being a constructed, nonlife form the user and/or DM may select a Language known at time of their respective creation from a pool of options permitted by current setting, as chosen from amongst all sentient or non-sentient races known within the present setting or campaign per discretion amongst user/DM per mutual agreement.

Enhanced Construction

provided having this racial trait, you may be repaired provided an appropriate Repair Specialist can be accessed whose proficiencies in repairing machines allow them to do their work on being of Synthetic subtype. Repair specialists may not be of all types and are subject to mutual agreement at time of either user and/or DM agreement within a specific campaign where relevant and/or applicable.

Either partially or completely artificial, synthetic creatures are created through the use of technology aor magic.

Evolution

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Subtypes: Sources

Electric

requires battery/power source

Features Description
primary
secondary
tertiary

Clockwork

requires windup/mechanical stored energy generation recapture (through walking?)

Features Description
primary
secondary
tertiary

Steam/engine

requires fuel source

Features Description
primary
secondary
tertiary

Magic

requires magical source

Features Description
primary
secondary
tertiary