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Core Race · House Rules

MageCrafted (“The Awakened Servants”)

Basic first import from the rulebook — text and tables are in place; formatting is still being refined and design/RP notes may still be visible. Corrections welcome.

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:

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

Offensive Modules

Utility Modules

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.

Variants

Refined Magecrafted

The Gilded Servants — an advanced, artisan-built variant.