Shindroid

Shindroids appear to be almost hume, but these artificial wonders are of a completely foreign and utterly alien nature. Shindroids are created, not born, and come into the world fully mature. The strange, alien forges in which new shindroids are created are hidden in Shinra facilities, and most have little to no memories of their “birth” places. Strange circuitry-like markings that look like faintly glowing tattoos, a faint metallic sheen to the eyes, and watery, almost translucent red blood are all ways to tell a shindroid from a hume–providing its awkward mannerisms haven’t revealed the truth already.

Some shindroids are built to serve their masters, while others are sold to interested buyers looking for loyal servants. As utilities, their usefulness is boundless, and most shindroids are content to perform their assigned duties without question. Shindroids make able security guards, couriers, gardeners, shuttle pilots, expendable soldiers, and even nannies.

Much to the chagrin of their creators, some shindroids are not content to serve. Perhaps due to some flaw in their construction, they choose to pursue a different path and strive to gain experiences that will lend meaning to their existence. Although Shinra have an interest in capturing and demolishing free-willed shindroids, most societies in general have greater concerns to worry about. Consequently, many freethinking shindroids are given a chance to chase their dreams if one assumes they even have them.

## **Standard Racial Traits**

* **Ability Score Racial Traits:** Shindroids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, shindroids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
* **Size:** Shindroids are Medium creatures and have no bonuses or penalties due to their size.
* **Type:** *Constructed (Ex):* For the purposes of effects targeting creatures by type, shindroids count as both humanoids and constructs. Shindroids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects; are not subject to fatigue or exhaustion; and are immune to disease and sleep effects. Shindroids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
* **Base Speed:** Shindroids have a base speed of 30 feet.
* **Languages:** Shindroids begin play speaking Common. Shindroids with high Intelligence can choose any languages they want. See the Linguistics skill page for more information about these languages.

### Defense Racial Traits

* **Composite Plating:** Shindroids have a +1 natural armor bonus.

### Feat and Skill Racial Traits

* **Part Robot:** Shindroids receive the Cybertech Savant feat at 1st level.
* **Perceptive:** Shindroids gain a +2 racial bonus on Perception checks.

### Offense Racial Traits

* **Natural Weapons:** Shindroids have a slam attack that deals 1d4 points of damage.

### Senses Racial Traits

* **Exceptional Senses:** Shindroids have darkvision to a range of 60 feet and low-light vision.

### Other Racial Traits

* **Immortal**: As artificial creatures, shindroids suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.
* **Self-Sustained:** Shindroids do not eat, drink or breathe. Therefore, they are immune to the effects of starvation, suffocation and thirst. On the other hand, shindroid have no sense of smell or taste, and they cannot benefit from the effects of consumable spells or magic items. A shindroid can still use oils and potions as long as they don’t heal hit points, unless they have the Living Construct feat (see below).
* **Undying:** A shindroid responds slightly differently from other living creatures when reduced to 0 hit points. A shindroid with 0 hit points is disabled, just like any living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. However, when his hit point total is –1 or lower, a shindroid is inert (instead of dying). He is unconscious and helpless, and he cannot perform any actions. However, an inert shindroid does not lose additional hit points (unless more damage is dealt to him). A shindroid, whose negative hit point total drops to or below its Constitution score, dies like any living creature.

### Weakness Racial Traits

* **Emotionless:** Shindroids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
* **High Maintenance:** Shindroids healed by healing spells and effects works at 50% efficiency except spells and effects that grant fast healing. They, however, do not benefit from the Heal skill. But, shindroids can be repaired by the Repair skill.
* **Magic Ineptitude:** Shindroids are inept with magic. They are unable to obtain MP nor can they use spell-trigger items, spell-completion items, command word activated item, or use activated items. Shindroids can use alchemical items and may activate and deactivate their magic weapons and armor without issue as well as gain bonuses from static magical wondrous items and rings like belts of giant strength.
* **Rejuvenation Cycle:** A shindroid runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the shindroid is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself.

## **Alternate Racial Traits**

The following racial traits replace existing shindroid racial traits. Consult your GM before selecting any of these new options.

### Replaces Composite Plating, Emotionless, Part Robot

* **Body Double:** Rather than combat, the shindroid was created to resemble a specific creature of the same size category. The shindroid does not take a racial penalty to Charisma and it gains a +10 racial bonus on Disguise checks made to impersonate that creature. Some shindroid of this type are capable of sleeping, though they do not require it. This racial trait replaces part robot, emotionless, and composite plating.Replaces Composite Plating, Emotionless, and Part Robot.

### Replaces Composite Plating, Part Robot, Magic Ineptitude

* **Magitek Unit:** A shindroid obtains an essence of magitek technology, allowing it to be able to obtain MP and activate magical items. This racial trait replaces composite plating, part robot, and magic ineptitude.

### Replaces Composite Plating, Part Robot, Perceptive

* **Force Field:** A force field sheathes a shindroid in a thin layer of shimmering energy that grants a number of bonus hit points equal to 5 x the character level of the shindroid. All damage dealt to a shindroid with an active force field is reduced from these hit points first. These temporary hit points are not affected by damage reduction and elemental resistance. As long as the force field is active, the shindroid is immune to critical hits but not to precision damage. A force field has fast healing equal to half the shindroid’s character level (minimum 1), but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours. This racial trait replaces part robot, perceptive and composite plating.

### Modifies Constructed, Replaces Emotionless

* **Anomaly**: Sometimes, a particularly volatile soul can overwhelm the technology of a shindroid body, making the resulting individual subject to emotions, and greatly so. Anomalous shindroids suffer a –2 racial penalty on saving throws against all mind-affecting effects, emotion effects, and fear effects but can gain the benefits of morale bonuses and suffer no penalty on Sense Motive checks. Additionally, Bluff and Sense Motive are always class skills for them. This racial trait modifies constructed and replaces emotionless.

### Replaces Composite Plating, Emotionless

* **Integrated Weaponry:** A shindroid with this racial trait has a 1-handed firearm built into its arm, and treats such weapon as a natural attack and not a manufactured weapons attack. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the shindroid’s body once the shindroid is destroyed. A shindroid is always proficient with its integrated weapons, but must already have the weapon (either through purchasing or crafting it) in order to integrate it. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat. A shindroid’s core can process scrap metal into new ammunition, effectively giving the shindroid infinite ammo, but they must still follow the normal reloading rules. This racial trait replaces composite plating and natural weapons.

### Replaces Composite Plating, Part Robot

* **Endure Elements:** Some shindroids have well-insulated interiors. A shindroid with this racial trait is permanently affected as if by an *Endure Elements* spell that cannot be dispelled. This racial trait replaces composite plating and part robot.

### Replaces Composite Plating

* **Ironspy**: Shindroid bodies built for stealth and infiltration employ camouflage circuitry. Shindroids with this trait reduce the penalty for using Stealth while moving at full speed by 5 and reduce the Stealth check penalty for sniping by 10. This racial trait replaces composite plating.

### Replaces Emotionless

* **Factual**: While most shindroids have difficulty processing emotions, others instead have an inability to imagine things outside of physical and factual reality, making it difficult for them to deceive others. Such shindroids suffer a –4 penalty on Bluff checks. This racial trait replaces emotionless.

### Replaces Immortal

* **Race Simulation:** For some shindroids, the blood of a particular race flows through their body, emulating that race to better infiltrate or blend in easier. Shindroids with this racial trait chooses another humanoid race. They count as both shindroid and that race for any effects related to race. For example, if a shindroid chooses dwarf, he is considered both a shindroid and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on. In addition, shindroids with this racial trait age as that chosen race, gaining the benefits and penalties of aging. Shindroids with this racial trait assumes the size of the intended race if smaller than medium. This racial trait replaces immortal.

### Replaces Movement Speed

* **Heavy Platform:** Some shindroids were constructed to operate heavy machinery and transport heavy loads, being designed with an extra robust “skeleton” analogue. This increases the weight of the Shindroid by +50 lbs and reduces their base speed by -10 ft (from 30 to 20), but in return their speed is never modified by armor or encumbrance. This racial trait replaces the shindroid’s movement speed.

### Replaces Perceptive

* **Repair Droid:** Some shindroids are more incline with repairing themselves. A shindroid with this racial trait gains a +2 to Repair and is considered a class skill for them. This racial trait replaces perceptive.
* **Technologically-Knowledgeable:** Some shindroids are more knowledgeable about technology. A shindroid with this racial trait gains a +2 to Knowledge (Technology) and is considered a class skill for them. This racial trait replaces perceptive.

### Replaces Self-Sustained

* **Infiltration Unit:** A shindroid with this racial trait has to eat and drink like normal humanoids. They are also able to benefit from potions and oils. This racial trait replaces self-sustained.

### Variant Shindroid Heritages

Although many shindroids follow the general model of the standard shindroid, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. Here are 3 different potential heritages for shindroid PCs. If you choose to use a specific bloodline instead of the general rules for creating a shindroid, you should work with your GM to ensure that your character’s appearance reflects that bloodline.

* **Alternate Skill Penalty:** While most shindroids receive a –4 penalty on Sense Motive checks, those of the variant heritages listed below receive a penalty to a different skill. These variant shindroid heritage abilities replace emotionless (but count as it for the purposes of other alternate racial heritages) and the Shindroid's ability score modifiers.

## Table: Variant Shindroid Heritages

 Allagan Automata
 Machine Lifeform

## **Racial Feats**

The following feats are available to a shindroid character who meets the prerequisites.

* **Adamantine Body**
	+ **Prerequisite(s):** Shindroid, Composite Plating racial trait.
	+ This plating is counted as heavy armor, requiring heavy armor proficiency to avoid related penalties and reducing movement speed accordingly (30ft becomes 20ft). It grants a +8 armor bonus to Armor Class and a damage reduction bonus of 2/adamantine. The character also incurs a 35% chance for spell failure, a -5 armor check penalty, and a +1 maximum dexterity bonus. Plating is considered weightless for determining the shindroid’s encumbrance. Plating may be enchanted as magic armor, though the shindroid must be present at all times during the process. The plating requires the use of the Masterwork Transformation spell to become masterwork. This also replaces the composite plating racial trait.
	+ **Special:** You may only select this feat at 1st level.
* **Construct Lock**
	+ *Your knowledge of construct nature allows you to deal extra damage to or even immobilize such foes.*
	+ **Prerequisite(s):** Base attack bonus +2, shindroid.
	+ You gain a +2 bonus on damage rolls against creatures with the construct type. If you roll a critical threat against a construct, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the construct must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Int modifier) or be rendered immobile and helpless for 1 round (as if it had been paralyzed).
* **Empathy**
	+ *You have learned to experience emotion.*
	+ **Prerequisite(s):** Cha 13, shindroid, emotionless racial trait.
	+ You lose the emotionless special quality. You can gain morale bonuses, and can be affected by emotion-based effects and fear effects. You lack the +4 racial bonus on saving throws against mind-affecting effects.
* **Jaws of Death**
	+ *Gnashing teeth and a powerful set of jaws allow you to bite foes.*
	+ **Prerequisite(s):** Shindroid.
	+ You have a bite attack that deals 1d6 points of damage. Your bite is treated as a secondary natural weapon (-5 penalty on your attack roll and you apply only 1/2 your Strength bonus on damage rolls).
* **Living Construct**
	+ *Your construction used living tissue and you gain the benefit of being able to be healed by healing spells and effects.*
	+ **Prerequisite(s):** Shindroid.
	+ You can be healed by healing spells and effects at full effectiveness. In addition, you can be affected by the Heal skill now.
	+ **Normal:** Shindroids healed by any healing spells and effects works at 50% efficiency.
* **Mithral Body**
	+ **Prerequisite(s):** Shindroid, composite plating racial trait.
	+ This plating is counted as a light armor, requiring light armor proficiency to avoid related penalties and granting a +5 armor bonus to Armor Class. It also incurs a 15% spell failure, a -1 armor check penalty, and has a +5 maximum dexterity bonus. Plating is considered weightless for determining the shindroid’s encumbrance. Plating may be enchanted as magic armor, though the shindroid must be present at all times during the process. The plating requires the use of the Masterwork Transformation spell to become masterwork. This also replaces the composite plating racial trait.
	+ **Special:** You may only select this feat at 1st level.
* Mithral Fluidity
	+ *Your movements are smoother and more fluid than those of other shindroids.*
	+ **Prerequisite(s):** Mithral Body, shindroid.
	+ The maximum Dexterity bonus a shindroid with the Mithral Body feat can apply to Armor Class is increased by 1. In addition, the armor check penalties are reduced by 1.
	+ **Special:** This feat can be taken multiple times. However, armor check penalties cannot be reduced to less than +0.
* **Second Slam**
	+ **Prerequisite(s):** Base attack bonus +6, shindroid.
	+ You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a -5 penalty, and deals your normal slam attack damage.
* **Shocking Fist**
	+ *Your slam attack can deal a shock.*
	+ **Prerequisite(s):** Base attack bonus +3, shindroid.
	+ As a free action, you can channel some of your life force into a slam attack. You must declare that you are using this feat before you make your attack roll. When you use this feat, you deal damage to yourself (any amount equal to or less than your base attack bonus). If the attack hits, you deal 1d4 points of lightning damage to the target per point of damage you dealt to yourself. For example, if you dealt 3 points of damage to yourself, a successful attack would deal an extra 3d4 points of lightning damage. If the attack misses, the attempt is wasted (but you still take the damage you dealt to yourself). You can attempt a shocking fist attack any number of times per day, but only once per round.
* **Yuke Heritage**
	+ *Your heritage is actually evolved from a Yuke, a formless soul inhabiting a suit of armor.*
	+ **Prerequisites:** Shindroid, Magitek Unit and Anomaly alternate racial traits.
	+ You are actually a Yuke, a formless soul inhabiting a suit of armor, rather than a mechanical being. You gain the Yuke subtype and, takes no penalty on mind-affecting effects, emotion effects, or fear effects. You may choose to lose your +2 bonus to Intelligence and gain a +2 bonus to Wisdom. In addition, you gain 1 additional MP and, if you have no levels in a casting class, you gain a caster level of 1.
	+ **Special:** This feat can only be taken at 1st level.

## **Racial Archetypes**

The following racial archetypes are available to shindroids:

* Juggernaut (Knight; Shindroid)
* Ravager (Ninja; Shindroid)
* Warmech (Engineer; Shindroid)

## **Favored Class Options**

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

* **Chemist:** Add +1/2 to bomb damage.
* **Engineer:** Add +1/4 to the number of Repair daily uses.
* **Fighter:** Add +1 to the fighter’s CMD when resisting a bull rush or dirty trick.
* **Gunner:** Add +1/4 point to the gunner’s grit points.
* **Knight:** Add +1/6 to gain a new knight talent.
* **Medic:** The medic gains +1/6 of a new combat medic technique.
* **Ninja:** Add +1/4 point to the ninja’s ki pool.