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Like other living constructs, Masterforges are uncharismatic, unaware how to live with humaoids. The few Masterforges who have developped personalities are usually annoying, constantly repeating formulas or facts that they either learned or were programmed with. They are far wiser than other living constructs and enjoy learning from humanoid cultures. They often respond to danger in a very "robotic" way, quick to think and slow to act.
 Physical Description
Masterforges are as hardy if not more than other constructs but their clock work frame limits their movement. They appear like most warforges except inside their thick armor they are filled with gears. Their outer armor is made from mithral, steel, wood, and even layers of stone; their inards are composed of thousands of complex gear formations. There are several small "organs" hidden in the gears, these are often power-cells that provide the Masterforge's sentience. They varry in size and shape, but are roughly five feet tall and a bulky human physique.
As much as the Masterforges enjoy learning from other races, they are usually found annoying by those who encounter them. Dwarves find them snobbish, elves find them boring, and gnomes beleive them to be a gullible race to be fooled. They are generally liked by other living constructs who see them as their pretecessors and a useful character in an adventuring party.
Masterforges can be of any alignment. Some were programmed to be one particular side of the spectrum. But others develop to have their own beleifs, many scholars think of these Masterforges as unruly and usually either flawed or damaged.
Masterforges are often found anywhere. Masterforges travel through odd places to extend their knowledge. It is said that if a Masterforged could go anywhere, they would everywhere, if they could survive everywhere, that is.
Masterforges often do not follow a deity. Those who do follow deities of magic.
Masterforges speak common but often learn a large variety of languages.
Masterforges are given names when they are forged, these are usually combinations of letters and/or numbers. Some broken Masteforges, the robotic equivelant to an insane human,rename themselves.
 Racial Traits
- +4 Con, +4 Int, -2 Dex, -2 Cha: Masterforges are hardy and intelligent but as constructs do not understand humanoid cultures, though they do remembering facts about them, nor are dextrous because of their limiting clock-work frame.
- Constructs (living constructs): Masterforges have all the abilities and immunities that other living constructs share.
- Masterforges are medium-sized.: As medium creatures, Masterforges do not gains any benifits nor are penalized for their size.
- Masterforges base land speed is 30 feet.
- Expanded Knowledge: At the beginning of character creation, the Masterforge gains an additional 8 skill points to spend only on knowledge skill as if Kowledge was a class skill, even if it is not. Every additional level, the Masterforge gains an additional 2 skill points with the same limitations for spending them. The same rule applies for how many ranks one can have in a skill.
- Greater Composite Plating: A masterforge has a thick armor built onto them. They are proficient with their plating. The plating provides a +6 bonus to armor class. A masterforge can not wear other armor or magical robes. Though docents maybe installed to apply magical affects.
- Automatic Languages: Common. Bonus Languages: Any.
- Favored Class: Wizard.
- Level Adjustment: +2
 Vital Statistics
|Middle Age1||Old2||Venerable3||Maximum Age|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||' "||+||lb.||× () lb.|
|Female||' "||+||lb.||× () lb.|