Metalborn (4e Race)
From D&D Wiki
When the world was young and all was still in making, Moradin forged that which was to be flawless in his mountain hold, the precursors to the dwarves, the flawless mechanisms of his might.
|Average Height: 6'3" - 7'5"|
|Average Weight: 275 - 350 lb.|
|Ability Scores: +2 Strength, +2 Constitution|
|Speed: 6 squares|
|Languages: Common, Dwarven|
|Skill Bonuses: +2 Endurance, +2 History|
|Living Construct: You do not eat, drink, breathe or sleep. You never make endurance checks to resist the effect of starvation, thirst or suffocation.|
|Mechanism: You gain one bonus metalborn feat at 1st level.|
|Armor Lockup||Metalborn Racial Power|
|Your metal carapace absorbs an incoming blow.|
|Trigger: You are hit by an attack.|
|Effect: You gain resistance to all damage equal to 5 plus half your level. You are also slowed. The effects last until the end of your next turn.|
|Skinswap||Metalborn Racial Power|
|Your Knowledge of your construction allows you to meld armor to your frame as if its your skin.|
|Trigger: Whenever you gain armor|
|Effect: You may choose to connect armor to your frame and remove the movement penalty from your armor.|
Play a Metalborn if you want...
- to be ancient, adaptable, and one of a kind.
- to play an ancient being with vast knowledge of ancient arts.
- to be able to play the barbarian, fighter, and warden classes.
Many metalborn were stripped of useful components before they were cast aside, so many metalborn who were just recently reanimated share a skeletal, almost undead appearance. However, their knowledge of their construction has not been denied them, and those with the materials have reapplied at least one of their original mechanisms to better conduct their purpose. From metalborn to metalborn, skin tone and eye color are the same: swirling steel with designs sometimes carved into their plates. However, some metalborn have discovered the way to replace their plating, so as to look different and for other, more practical, reasons. Metalborns had lived thousands of years, but usually their personality changes every few hundred years and become an all new person.
Playing a Metalborn
At the beginning of time, as the war between the primordials and the newborn gods raged on, many of the gods began to ponder the possibility of life forging for the purpose of war. Moradin, in his mountain holds, forged a mighty army of unforgiving automatons to fight against the primordials and their allies. When these steel soldiers were no longer needed, however, they were cast aside, left to wander mortal realms for the rest of their unnatural lives. These were the first metalborn, built for war, and left to wander a world which was not just black and white. Having lived their entire previous lives in a state of constant war, metalborn are geared toward that destiny. Their ability to wage war is considerable, whether at the forefront of battle or in a stretegics role further back. But the main characteristic that defines them stems from their abandonment at the hands of their god, Moradin. If any other implement could speak, it might have the same desire that now drives most metalborn to the edges of the world and the realms surrounding it: the desire to be useful.
Metalborn Characteristics: Many metalborn are quiet, only speaking when absolutely necessary to coordinate tactics or negotiate for basic action to be taken. This silence extends to every aspect of their personage, but it is not without emotion. Their silence is mournful, almost like that of a disobedient dog at its masters feet, as though they blame themselves for some reason for their creators disfavor, never seeing that it might just be the fickle whims of the gods that cast them aside.
Names: Steelskull, Bladebones, Gearglade, Splinterbolt, Firebrass, Joltshear, Glasswall, Phazerend.
Three sample <!-your race-> adventurers are described below.
|Bladeshock Mechanism||Two small blades of a custom shape fly through the air from your chest, spinning through the air and implanting themselves deep in your foes.|
|Onyxeye Mechanim||Your eyes burst into a dull lavender light, and suddenly darkness is a foreign concept to you|
|Pneumatic Mechanism||With a sudden enormous leap and an artful arial dodge, you land on another side of the enemy, freeing up space for your allies.|
|Springbok Mechanism||Seeing a foe pass just out of reach, you prime the springs that are attached to your arms.|
|Wheeler Mechanism||Wheels and rubber pads attached to your feet make your strides longer and the strides that you do take count for more.|