Adventures in Sylvestia
Average Height: 5´ 0˝–6´ 7˝
Average Weight: 210–400 lb.
Ability Scores: +2 Strength, +2 Constitution
Speed: 6 squares
Languages: Common, choice of one other
Skill Bonuses: +2 Perception, +2 Repair
Construct: You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword.
Sturdy: You gain a +1 racial bonus to your fortitude save.
Facelessness: As a living construct, you have the following traits:
-You do not need to eat, drink, or breathe, but this doesn’t render you immune to any combat effect.
-You gain a +2 bonus to saving throws against ongoing damage.
-Rather than sleep, you spend 2 hours refraining from any strenuous activity. You need to spend 2 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
-The heal skill has no effect on you, though the repair skill does.
-You can use attached components and embedded components made for faceless.
Inhuman Endurance: You have the Inhuman Endurance power.
|Inhuman Endurance||Faceless Racial|
|Attacks ring against your body, but seem to have no effect upon you.|
|You gain resist 5 to all damage until the end of your next turn.|
|Level 11: Resist 10 to all damage.|
|Level 21: Resist 15 to all damage.|
Play a Faceless if you want to…Play a Faceless if you want to…
- Play a metal-shelled hero with a mysterious origin.
- Be strong, tough, and resolute in the face of danger.
- Be a member of a race that favors the barbarian, fighter, and warden classes.
A Faceless is a bulky humanoid with a skin of plates made of metal and stone. An internal network of tubes filled with fluid runs through the inside of a faceless. Each faceless has different quirks in its design, including a large variation of hands, legs and feet.
Though human like in shape — the Faceless lack the features of most humanoids, no brows or jaws or nose. Often Faceless will be decorated by themselves or others runic whorls or artful line patterns.
Faceless have an obviously artificial and sexless shape. They can’t reproduce themselves like other humanoids. However, their sense of pain seems limited to actual injury, allowing them to modify their own bodies more easily. Such physical modifications allow Faceless to be as varied in appearance as other races.
Playing a Faceless
Faceless and Components
A faceless character can have one component, attached or embedded, in each of these locations:
- 2 Rings
A component will only take up the magic item slot for a location if the component itself is a magic item. Within the parameters discussed here, what you can and can’t attach or embed is ultimately up to the DM.
A nonmagical item can be fashioned as a component for no additional cost. Modifying a magic item this way requires the enchant magic item ritual, but like resizing armor, reshaping the item has no component cost. If you use enchant magic item to resize magic armor, you can alter it to be a component as part of the same ritual—you needn’t use the ritual twice.
Attached components are fastened to your body in such a way that, as long as you’re conscious, they can only be removed if you want them to be. Such an item cannot be taken from you, and you can’t accidentally drop it. You sense if such an item is damaged. Unless otherwise specified, affixing an attached component to you takes the same amount of time as it would for another character to draw and/or ready such an object. Any item can become a component item or be found as one. Your DM decides if an item he or she places in an adventure is a component item, and you can craft these items as normal. Making an item a component item does not increase its cost or level.
Armor: Attaching the armor to your body partially mitigates the weight of the armor. Attached armor is considered to weigh only three-fourths its normal weight for determining your load.
Shield: With a heavy shield attached to you, your shield hand can hold items as if the shield were light. An attached light shield offers no additional special benefit.
Weapon: One-handed weapons and all crossbows make fine attached components. Such a component covers the weapon hand, so you have to remove the weapon before you can use that hand for another task. An attached two-handed crossbow still requires two hands to use with maximum accuracy, but the crossbow covers only one hand. However, you can shoot an attached crossbow without using an additional hand to brace the weapon. You take a –2 penalty to attack rolls when doing so. A two-handed melee weapon can be attached to both hands, but doing so restricts your movement with the weapon, making it less effective. You take a –2 penalty to attack rolls with an attached two-handed melee weapon.
Implement: As long as it remains prominently visible, a holy symbol can be attached to any spot on your body. An orb can be attached in your chest like a jewel, or attached to a hand like a weapon. A rod, staff, or wand can be attached like a weapon. You take no attack roll penalty for using an attached staff as an implement.
Light Source: You can have a slot in your body capable of holding a torch, sunrod, lantern, or other lighting device. Such an attached component provides light while leaving your hands free.
Storage: Your backpack and other storage devices—such as pouches, weapons sheaths, or a quiver—can be attached, making them easier to hang on to and harder to steal.
Tools: Little tools, such as thieves’ tools, can be attached. Retrieving an attached tool is a free action. You can attach a larger tool for use in the same way you’d attach a weapon.
Magic Items: Items for any slot can be attached. Those already detailed follow the more specific rules above. Wondrous items can be attached, especially those that fall into categories described above. Some items are specifically designed to be attached components.
Embedded components work, except as described here, like attached components. They’re inserted to your body in such a way that they’re almost a part of you. Most equipment isn’t implanted in this way, because the item in question is too big or doing so is more of a hindrance than an advantage. The major advantage of some embedded components is that they can be hard to distinguish from your body. Those embedded components that don’t need to remain visible can be hidden within your body. Perception checks to locate such items on you take a –5 penalty. Affixing or removing an embedded component requires a standard action that provokes an opportunity attack.
Weapon: A dagger, shortsword, katar, or hand crossbow can be embedded. Up to five shurikens can be embedded in place of one of these items. A retractable weapon can be embedded to take up space in one arm and hand. Such a weapon springs forth and locks into place as a minor action, and it can be retracted as a minor action. It functions normally with the Quick Draw feat.
Implement: An orb can be embedded and hidden in your chest, or like a weapon. Rods and wands can be embedded and hidden in your arm and still function, leaving your hands free for other tasks. These two implements can instead be embedded like weapons.
Storage: A storage device the size of a belt pouch or katar sheath, or something smaller, can be embedded and hidden. Embedded storage containers can only be opened by you or with your permission while you’re conscious.
Tools: Tools as large as or smaller than a dagger can be embedded and hidden. A kit of such tools counts as one item.
Magic Items: Items that are like jewelry, such as rings, amulets, and similar neck items, as well as simple circlets and comparable head items, are the most easily embedded and hidden. Most other items can be attached only. Some items are specifically designed to be embedded components.