Core Race · House Rules
MageCrafted (“The Awakened Servants”)
Race Point Total: 20 RP (12 Base + 8 Customization) | Power Level: Advanced
History
MageCrafted were designed as tools. Assembled from combinations of wood, stone, metal, and crystal, they were set to work as bodyguards, lab assistants, and heavy laborers for the magical elite — given just enough direction to follow instructions and no more. Whether through prolonged exposure to wild magic, the final wish of a dying master, or something that defies easy explanation entirely, a small number of these constructs cross a threshold their creators never anticipated. They develop souls.
When a MageCrafted awakens, the years of servitude have been stripped away entirely. They remember nothing of the orders they followed or the masters they served. What remains is a hunger to determine who they are on their own terms — a compulsion so fundamental it seems written into the very core that replaced their original instruction set.
Physical Description
A MageCrafted’s appearance is entirely a product of its original purpose, referred to among their kind as their Model. A Valet built for a wealthy household tends toward a light, graceful frame — slender brass fittings over polished hardwood panels. A Guard constructed for a warlord’s fortress is something else entirely: dense iron plating over rough-cut stone, built for intimidation as much as durability. No two MageCrafted look alike, and most carry visible signs of the craft traditions of whoever built them. They require no sleep, food, or air to function, but they must periodically consume small quantities of magical reagents or diluted potions to maintain the arcane process animating their core.
Race Point Breakdown
Racial Traits — Base Chassis
Ability Scores (Flexible): +2 to any one ability score, chosen at character creation.
Design Note: MageCrafted are built for specific purposes. The flexible bonus reflects the variety of roles they were originally constructed to fill.
Type: Construct (Living Machine)
MageCrafted are Constructs, but they differ from standard constructs in two critical respects captured by the Living Machine modifier. First, they retain a Constitution score — their awakened soul sustains processes that mindless constructs do not possess. Second, they can be returned to life through resurrection magic, provided the body is not destroyed beyond recovery.
The full Construct immunity suite applies. MageCrafted are immune to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, nausea, fatigue, exhaustion, and energy drain. +4 ver mind-affecting effects spell. Darkvision 60 ft. and Low-Light Vision are bundled in this type.
Repair Dependency (Ex)
Positive energy — the force behind most conventional healing magic — interacts poorly with a MageCrafted’s arcane core, restoring only 50% of the normal amount. A MageCrafted is not without repair options, however:
- Repair Spells: The Repair spell line (Repair Light Damage, Repair Moderate Damage, and their variants) functions at full effectiveness on a MageCrafted.
- Make Whole: When cast as a construct repair, this spell heals the MageCrafted normally.
- Craft (construct): A character who succeeds on a Craft (construct) check can restore hit points equal to the MageCrafted’s level plus its Intelligence modifier over an 8-hour maintenance session.
Balance Note: The combination of Cannot Heal Naturally (bundled in Construct type) and Repair Dependency is intentional design. The base chassis is deliberately demanding. The Rapid Repair racial feat (see Racial Feats, below) removes both restrictions at the cost of a feat slot and is the designed relief valve for players who find the base limitations too restrictive.
Size: Medium.
Speed: 30 ft.
Senses: Darkvision 60 ft. and Low-Light Vision (bundled in Construct type).
Body Modification Modules
At character creation a MageCrafted selects modules totaling exactly 8 points, representing the design priorities of its original purpose. These selections are permanent and cannot be changed later except through the Module Override racial feat.
System Note: The 8 module points represent 8 of the race’s 20 RP, allocated as a flexible player-choice pool. Each module’s point cost equals its RP value. The entire pool must be spent; points cannot be held in reserve.
Defensive Modules
- Light Fortification (4 pts pts): Vital areas are shielded. There is a 25% chance that any critical hit or sneak attack is negated and treated as a normal hit instead.
- Adamantine Plating (4 pts pts): The chassis is reinforced with rare skymetal. You gain DR 2/adamantine and a +8 armor bonus to AC (counts as heavy armor). Your base speed is reduced to 20 ft.
- Elemental Shielding (2 pts pts): You gain Energy Resistance 5 against one energy type of your choice: Acid, Cold, Electricity, or Fire. This module may be selected multiple times, each time applying to a different energy type.
- Mithral Frame (2 pts pts): You are built for speed. Your Strength score is treated as 2 higher for carrying capacity, and your base speed increases to 40 ft. If combined with Adamantine Plating, the Plating’s speed reduction is decreased by 10 ft. instead.
- Mithral Plating (2 pts pts): The chassis is reinforced with mithral sheeting, granting a +4 armor bonus to AC (counts as medium armor).
- Runed Chassis (2 pts pts): Protective runes are etched into the frame. You gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Offensive Modules
- Multi-Limbed Chassis (4 pts pts): You possess an additional pair of fully functional arms. You qualify for the Multiweapon Fighting feat tree. Without the appropriate feats, standard multi-weapon attack penalties still apply.
- Heavy Slam (2 pts pts): You possess a natural slam attack dealing 1d6 bludgeoning damage.
- Integrated Weaponry (2 pts pts): A single light or one-handed weapon is embedded in your forearm. It can be extended or retracted as a swift action and cannot be disarmed. The weapon must be purchased separately at normal cost.
- Overclock (3 pts pts): Once per day as a swift action, you can push your internal systems beyond safe tolerances. You gain the benefits of haste for 3 rounds. You are staggered for 1 round when the effect ends.
Utility Modules
- Integrated Tool (2 pts pts): One arm terminates in a purpose-built tool (Thieves’ Tools, Healer’s Kit, Smith’s Hammer, or similar, subject to GM approval). It cannot be disarmed and grants a +2 circumstance bonus on skill checks made with that tool.
- Arcane Capacitor (1 pt pts): An internal magical reservoir allows spellcasters to fuel your repairs. A spellcaster may touch you and expend a spell slot to restore 1d6 hit points per spell level expended.
- Sensor Upgrade (1 pt pts): Advanced optical components extend your Darkvision range to 120 ft.
- Hidden Compartment (1 pt pts): A concealed hollow in your chassis can hold up to 2 cubic feet of material (roughly the size of a human head). Locating this compartment requires a DC 25 Perception check.
- Stability (1 pt pts): A low center of gravity and reinforced stance grant a +4 racial bonus to CMD against Bull Rush and Trip attempts while you are standing on the ground.
Languages
Automatic Languages: Common, plus one language of the player’s choice representing the craft tradition of the MageCrafted’s original builder. Suggested options include Dwarven, Gnomish, Elvish, Draconic, or any other language appropriate to the crafter’s background as established in the character’s backstory.
Bonus Languages: Any (determined by Intelligence).
Design Note: The crafter’s language is a player choice that anchors the character’s backstory. A MageCrafted built by a Dwarven artificer would naturally speak Dwarven; one assembled in a Gnomish tinkering collective would speak Gnomish. Players are encouraged to use this choice to help write their origin.
Racial Feats
Rapid Repair (Racial)
Prerequisite: MageCrafted.
Benefit: You heal naturally at a rate of 1 hit point per hour. Additionally, you can receive full healing from positive energy effects (cure spells, channeled positive energy, and similar), removing the Repair Dependency limitation entirely.
Module Override (Racial)
Prerequisite: MageCrafted, character level 5th.
Benefit: You can reconfigure your internal magical matrix. With 24 hours of work and 1,000 gp of materials, you may replace one currently installed module with any other module of equal or lower point cost.
Favored Class Options
The following options are available to all MageCrafted characters who select the listed class as their Favored Class. Unless otherwise noted, the bonus applies each time the favored class reward is selected.