Island in the Mist
Living Construct Subtype (Ex): Mechanicals combine aspects of both constructs and living creatures, as detailed below.
- Has a Con score
- No low-light or darkvision
- No immunity to mind-affecting spells and abilities
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and effects that cause the sickened condition.
- Does not heal damage naturally.
- Cannot be healed with spells from the ‘Healing’ list.
- Can be healed using repair damage spells.
- Subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects and necromancy effects.
- Can be targeted by spells that affect constructs, such as repair light damage. Vulnerable to disable construct.
- Takes damage from heat metal and chill metal. Vulnerable to rusting grasp. Takes damage from a rust monster’s touch.
- Not affected by stone to flesh, stone shape.
- When reduced to 0 hit points, a Mechanical is disabled. He 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 less than 0 and greater than -10, the mechanical is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Mechanical does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Does not eat, sleep or breathe.
- Can still enjoy the effects of potions and enchanted foods.
- +4 Str, -4 Wis, -2 Cha. Strong, but incredibly naive.
- Medium size.
- Base land speed of 30 feet.
- Mechanicals gain a +2 bonus to the following skills: to Profession (mining), Profession (stonemasonry), Craft(Blacksmith)
- Body of Stone and Metal. The stone and metal that a Mechanical is made out of provide a +2 armor bonus. This is not natural armor, and does not stack with other effects that give an armor bonus (other than natural armor). The stone and metal that provide the bonus occupy the same space on the body as a suit or armor or a robe, and thus a Mechanical cannot wear armor or magic robes. Mechanicals can be enchanted, just as armor can be.
- The body of stone and metal also provides the Mechanical with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a Mechanical to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
- Light Fortification (Ex): When a critical hit or sneak attack is scored on a Mechanical, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- The mechanical has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
- Favored Class: Fighter.
- Adamantine Body (first level only)
- Improved Damage Reduction
- Improved Fortification
- Improved Natural Attack
- Mithral Body (first level only)
- Mithral Fluidity
- They first appeared about three months before the campaign begins.
- They did not arrive through the mists; they came out of the ground out on the plains to the southwest. It is thought that they have a city, and the dwarves are trying to build a road to that city through the hole out of which the Mechanicals first crawled into the area.
- They are natural diggers, minors and stonemasons. They perform these tasks without the aid of tools.
- They typically tend to travel alone; there have been few sightings of mutliple Mechanicals traveling together.
- They do not appear to need sleep.
- They are capable of thought, speech, and emotions, though they have a very hard time reading social queues, and they are not incredibly intelligent.
- They are incredibly strong, but very slow.
- In terms of appearance, they are far more varied than humans or dwarves. Some are only three feet tall and made almost entirely of stone. Some are as large as eight feet tall and a mixture of stone, metal and gemstones. (If we use NWN2, we’ll probably just use golems as the placeholders.)
- Wizards would know that they cannot be healed with magic, and they do not appear to naturally heal. Instead, they can repair themselves, or be repaired with magic or at the hands of a skilled craftsman.
- They are not "living" by most standards. They cannot be diseased or poisoned.
- There have been no sightings of Mechanicals who can cast magical spells, though there are rumors that they are capable.
Stuff that Charles has found out (Spoiler Alert!):
- They are intrigued by the concepts of eating and sleeping.
- Each one appears to be on some different quest for someone named "Minoc." (When asked who Minoc is, they usually respond with something like, "Minoc is us." Further probing tends to yield no interesting responses.
- Their travels are as varied as those of human adventurers. Some stick to the same spot, some are always on the go.
- They communicate with one another by talking. They have a language of their own that appears to rely on mechanical whirring noises and grinding noises. It appears to require use of their full bodies.
- Some have no names and refer to themselves only as numbers. Some have names that read like a parts list: "Left Eyehook Standard" and "Hammer Handle Type 43." Others have adopted human and dwarven names.
- Though they do not usually express anger or other extreme emotions, they are capable of it. (For the most part, it appears they have a completely different set of emotions from people.)
- One of them referred to Emet as "The child’s toy," and made a serious attempt to reunite you with your mother. Another asked if Emet was a nuisance. When he found out that you made him, the Mechanical asked a series of "why" questions.
- No sense of humor. They can solve logic puzzles, but riddles that rely on double-meanings and puns usually elude them. They have no written language, but can read Tradespeak (the human language)