(adapted from the Ebberon Campaign Setting and The Book of Iron Might)
- Living Construct (Ex): Ironborn are living constructs with some of the advantages and disadvantages of both living creatures and constructs. A living construct is a subtype of construct, given sentience and free will through powerful and complex creation enhancements. A living construct is a sentient, artificially constructed creature that combines aspects of both constructs and living beings.
- A living construct has the type “Construct (Living)”, and is not subject to spells or effects that only target humanoids, monstrous humanoids or other creature types.
- As a created life form, a living construct has a Constitution score.
- A living construct is affected by spells that target constructs as well as spells that target living creatures. Because of this, damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, and a living construct is vulnerable to disable construct and harm. However, spells from the healing subschool provide only half effect for a living construct.
- A living construct is not immune to mind-affecting effects.
- A living construct is immune to poison, sleep effects, paralysis, nausea, and energy drain.
- A living construct is not immune to death effects or necromancy effects, except those mentioned here.
- A living construct responds slightly differently to reaching zero or negative hit points than other living creatures do. When it reaches hit point total ranging from zero to a negative total equal to its Constitution modifier, a living construct is disabled, just like a living creature. It can only take a single move action or standard action each round, but strenuous activity does not risk further injury. When his hit points are between a negative total equal to its Constitution modifier and a negative total equal to its Constitutions score, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt, exactly like a living creature that is stable.
- A living construct cannot heal damage naturally. It must be healed or repaired.
- A living construct is subject to critical hits.
- A living construct does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
- A living construct is immune to the effects of fatigue and exhaustion.
- A living construct can be raised or resurrected.
- A living construct cannot benefit from the rage ability, whether such ability is gained as a class ability (such as the ability of the barbarian class) or as the result of a spell or magic item. As a created life form, a living construct simply does not have the necessary metabolic elements to rage.
- A living construct is vulnerable to antimagic zones, dead magic zones, and areas where magic is suppressed, just like a normal construct.
- A living construct suffers none of the drawbacks and gains none of the benefits of aging. They never die of natural causes and are immune to any attacks or effects that age a character.
- Ability Scores: An ironborn may take a +2 racial bonus to any ability score other than Strength in return for a -2 penalty to any other ability score. Or, an ironborn may take a +2 bonus to Strength in return for a -2 penalty to any two other ability scores. Ironborn are custom-built and created with the attributes best suited to their intended purpose.
- Size: A standard ironborn is Medium size. However, as living constructs, they can be built in other sizes. Some ironborn are Small, and a very small fraction are built as Large creatures.
- Small ironborn gain a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus on Hide checks, but use smaller weapons, and their lifting and carrying limits are three-quarters of those of a Medium character. A Small ironborn takes a -2 penalty to Strength in addition to the usual ironborn racial ability score adjustments, or it can drop the penalty to Strength in exchange for not gaining the secondary benefit of any ironborn feats that have a primary and secondary benefit unless they take the feat twice.
- Large ironborn gain a natural reach of 10 feet, can use larger weapons, and their lifting and carrying limits are twice those of a Medium creature, but take a -4 penalty on Hide checks and a -1 size penalty on attack rolls and Armor Class. A Large ironborn takes a -2 penalty to Dexterity in addition to the usual ironborn racial ability score adjustments due to their ponderous bulk. If they take an ironborn feat that has a primary and secondary benefit, they do not gain the secondary benefit unless they take the feat twice.
- Movement: Medium and Large ironborn have a base speed of 30 feet. Small ironborn have a base speed of 20 feet.
- Feats: Ironborn characters may (but are not required to) select feats from the list of ironborn feats.
- Composite Plating (Ex): The composite plating used to build the ironborn provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the armor/robe body location, and thus, an ironborn cannot wear armor or magical robes. Ironborn plating can be enchanted just like armor can be, though they must be present for the entire time it takes to enchant them. Composite plating also provides an ironborn with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows you to ignore the arcane spell failure chance for light armor lets you ignore this penalty as well.
- Light Fortification (Ex): When a critical hit or sneak attack is scored on an ironborn there is a 25% chance that it is negated, and damage is instead rolled normally.
- Rust Vulnerability: An ironborn suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given, the ironborn makes a save using the DC and save type indicated for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half damage on a successful save.
- Natural Attack (Ex): A Medium ironborn has a slam attack that deals 1d4 plus Strength bonus points of bludgeoning damage. A Large ironborn's slam attack deals 1d6 plus Strength bonus points of bludgeoning damage, while a Small ironborn's slam attack deals 1d3 plus Strength bonus points of bludgeoning damage. This is a natural weapon.
- Unblooded (Ex): As living constructs ironborn have no lineage, and thus cannot have a Heritage Bloodline.
- Automatic Languages: Enslaic and either Rhadynnic, Sorglish, or Zwersprache.
- Favored Class: Monk. An ironborn monk's composite plating does not interfere with its class abilities. Any effect that increases the weight of the composite plating, such as the Admantine Body feat, does interfere with an ironborn monk's class abilities.
- Favored Class: Warrior.
- Exclusive Class: Commander (from Path of the Sword).
Home Player Character Races
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