Surgere

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==Surgere Racial Traits==
*Ability Score Racial Traits: Surgere are fast learners and extremely durable, but were created with little sense of personal identity. They receive +2 Con, +2 Int, and -2 Cha.
*Size: Surgere are Medium creatures.
*Type: Surgere are humanoids with the Awoken subtype. They do not need to breathe, sleep, eat, or drink but must still rest to regain spells. Although their body is magical and not traditionally organic, they are still susceptible to poisons and diseases as any disruption to the careful balance of magic that keeps them alive can affect their health. Surgere are resistant to those forces however and receive a +4 racial bonus on saving throws against disease, mind-affecting effects and poison.
*Base Speed: Surgere have a base speed of 30 feet.
* Languages: Surgere begin play speaking whatever language was used to order their construction, and do not gain any bonus languages from possessing a high Intelligence score (although can learn more languages through normal means).
*Light Fortification: Whenever a sneak attack or critical hit is scored against a Surgere, there is a 25% chance that the extra damage is negated and damage is rolled normally.
*Tireless: Surgere are immune to the fatigued and exhausted conditions, and receive Endurance as a bonus feat.
*Plating: Surgere naturally have built in metal plates that protect their body and can come in many forms but usually just range from light to medium metal plates. Surgere select one of below plating options to begin the game with. Plating may be enhanced as magic armor, though the Surgere must be present at all times during the process. Removing the plating from a Surgere's body is a delicate and arduous process that can be very dangerous to the Surgere (if they are still alive during the process). The process of removing the existing plating and replacing it can only be done by someone who has both the Craft Construct and Craft Magic Arms and Armor feats. The Surgere cannot move his body at all during this process except his limbs and head. If the Surgere is performing this act on itself, the time it takes is doubled.
**Light Plating: Thin, flexible, metal plates that cover large sections of the Surgere but leave joints vulnerable in order to allow for more mobility. To change to this plating from another option costs 85gp worth of materials and takes 42 hours total.
***Light Armor; +3 Armor Bonus; Max Dex +6; Arcane Spell Failure 10%; Armor Check Penalty -0; Speed 30 ft./20 ft.
**Medium Plating: A fair amount bulkier than the light plating option, Surgere with medium plating boast more protection but at the cost of some speed. To change to this plating from another option costs 225gp worth of materials and takes 62 hours total.
***Medium Armor; +6 Armor Bonus; Max Dex +4; Arcane Spell Failure 20%; Armor Check Penalty -3; Speed 20 ft./15 ft.
*Natural Weapons: Surgere have a slam attack that deals 1d4 points of damage.
*Artificial Metabolism: Surgere regain only half the normal hit points from magical healing (including from items like potions and wands), unless they affect constructs (such as the make whole spell) or originate from the Surgere itself. The Surgere still gains full benefit from fast healing.
*Composite Body: Surgere bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a Surgere.
*Superior Darkvision: Surgere can see perfectly in the dark up to 60 feet.
*Age: The Surgere do not actually age and are birthed with the mental ability of an adult. So little is known about them that it's all just conjecture but some theorize that if physically maintained, Surgere are practically immortal. Others believe that the magic fueling their bodies does have a lifespan.
===Surgere Alternate Racial Traits===
*Integrated Weapon: One of the Surgere's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. The Integrated Weapon cannot be a double weapon. This racial trait replaces Natural Weapons.
*Jaws of Death: The Surgere has a bite attack that deals 1d6 damage and has a critical threat range of 20/x3. This racial trait replaces Light Fortification and Natural Weapons.
*Trained Fist: The Surgere gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat or gains it from another source, he gains the Greater Unarmed Strike feat instead. This racial trait replaces Natural Weapons.
*Advanced Construction: Some Surgere were built with the intention of performing a special task and to better accomplish it, they were built with a special material. In addition to Light and Medium Plating, Surgere with this racial trait can pick from the following special materials. These special materials are so integral to the Surgere's construction that they cannot change their plating later. They can still have their plating removed entirely if they wish to though. This racial trait replaces Light Fortification, alters Plating, and reduces the Surgere's racial bonus on saving throws against disease, mind-affecting effects and poison by 2 because of the extra delicate balance their bodies need to support these traits.
**Adamantine Plating: The best protection available, these large metal plates cover almost every inch of the Surgere at the cost of nearly all mobility.
***Heavy Armor; +7 Armor Bonus; Max Dex +1; Arcane Spell Failure 30%; Armor Check Penalty -4; Speed 20 ft./15 ft.; Natural and unarmed attacks count as adamantine for overcoming damage reduction.
**Cold Iron Plating: Special, magically enhanced metal plating that makes arcane spell casting a little easier to perform.
*** Light Armor; +2 Armor Bonus; Max Dex +5; Arcane Spell Failure 0%; Armor Check Penalty -0; Speed 30 ft./20 ft.; Natural and unarmed attacks count as cold iron for overcoming damage reduction.
**Mithral Plating: Lightweight silvery plating that doesn't have to sacrifice speed for defense.
***Light Armor: +4 Armor Bonus; Max Dex +5; Arcane Spell Failure 15%; Armor Check Penalty -0; Speed 30 ft./20 ft.; Natural and unarmed attacks count as silver for overcoming damage reduction.
*Armorless: Some Surgere were built with the intention of performing intricate tasks off the battlefield and as such were built without the normal plating of others in their race. Surgere with this racial trait are made primarily of Darkwood. In addition, they gain a +2 racial bonus on one Craft skill or Profession skill and a +2 racial bonus on Spellcraft or Use Magic Device. Surgere with this trait cannot wear other armor (note: Robes use the Body Slot, not the Armor Slot) but can still enhance their body as if it was armor. The "armor" counts as light armor with an AC bonus of +0, a weight of 0, an arcane spell failure of 0%, and an armor check penalty of -0 for the purpose of enhancement requirements, if they call for such a thing, and the Surgere must be present the entire time during the enchantment process. This racial trait replaces Plating and Light Fortification.
===Surgere Racial Feats===
*Metal Alloy Plating
*Returning Weapon
===Surgere Favored Class Bonuses===
*Alchemist: Add +1/2 to bomb damage.
*Artificer: [tbd]
*Barbarian: Add +1/2 to damage against Constructs and objects.
*Fighter: Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.
*Gunslinger: The gunslinger gains +1/3 points of grit.
*Magus: Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.
*Monk: Add +¼ point to the monk‘s ki pool.
*Paladin: The paladin gains +1/4 DR/adamantine.
*Tactician: Add +1/4 to the tactician's strategy daily uses.