Xerge

**Xerge** **(30 RP)**

Note: Xerge are a race that is a hive mind of building blocks that link together to form larger constructs. It is recommended that they take levels in the Technoshaper Racial prestige class, or in the Mech Pilot summoner archetype.

**Type (20 RP):** Construct

**Ability Scores (2 RP):** +2 Str, +2 Wis

**Size (0 RP):** Small, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks

**Speed (0 RP):** 30 ft. base speed

**Languages (0 RP):** Xerge begin play speaking Common and . Xerge with high int may select

**Sentient Construct Traits (-5 RP):** Unlike most constructs, Xerge can be affected normally by mind-affecting effects

* Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
* Constructs have the low-light vision racial trait.
* Constructs have the darkvision 60 feet racial trait
* Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as *make whole.* A construct with the fast healing special quality still benefits from that quality.
* Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
* Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
* Constructs cannot be raised or resurrected.
* Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table.
* Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

**Greater Swarming (3 RP)**: Up to four Xerge can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Xerge gain an additional +1 flanking bonus per Xerge sharing their space attacking the same foe after the second.

**Hive Mind (4 RP)**: Xerge gain a +2 bonus on all Will saving throws. Additionally, once per day, a Xerge that is using its Greater Swarming feature may gain a bonus to any d20 roll equal to 3+ its level.

**Flight (10 RP)**: Xerge generate a powerful electromagnetic field that allows them to fly. They gain a fly speed of 60 feet with good maneuverability.

**Electrical Discharge (6 RP):** Xerge can discharge electrical energy in a 20 ft line three times per day. This deals 1d6 electric damage to all creatures that fail a reflex save. The DC is 10+1/2 level.

**Mechamorph Physiology (0 RP):** Xerge count as Galvanic Mechamorphs for the purposes of qualifying for the Technoshaper racial class.

**Swarm-Dependant (-10 RP):** When not using their Greater Swarming trait to share a space with at least 1 other Xerge, Xerge gain the following drawbacks:

* **No hands (-4 RP)** Members of this race have no hands and thus cannot maneuver small objects well. They are considered to not be proficient with any weapon other than natural attacks and unarmed strikes, and may not be able to use some weapons at all. In addition, they cannot cast spells with somatic components and they have a -4 penalty on Disable Device checks and any checks that require fine motor skills. Finally, they cannot equip hand slot magic items (but may still equip slightly modified rings).
* **Legless (-4 RP)** If members of this race possess no other form of movement, they can only move 5 ft as full round action. Members of this race cannot wear foot or leg slot magic items.
* Their fly speed is reduced by 30 feet (clumsy maneuverability).
* They may only use their electrical discharge 1/day (meaning if they have already used it previously while in a swarm and are not in a swarm now, they lose the ability to do so again that day unless they rejoin a swarm).

### Half-Breed Rules:

Xerge are fully synthetic beings and cannot be half-breeds.