Arcanoid

Arcanoids were designed by members of the Arcane Congress in Helgrad as an attempt to replace the use of undead in their workforce, against the protests of Helgrad’s religious establishment.  While they ultimately failed in this goal, Arcanoid production continued, and they were exported around Utharia, where they became a common sight as servants in the households and workforces of any wealthy enough to afford them.  Arcanoids are generally custom built for specific purposes, which are implanted inside their minds as their primary reason for existence.  As a result, most Arcanoids are usually happy to serve their purchasers regardless of how the laws of each individual nation deal with the subject of Arcanoid freedom.  However, Arcanoids can break away from those they work for with a good reason, whether as a result of abuse, trauma, or something happening to their purchaser.

Arcanoids are different from other constructs due to their artificial souls.  While little is known about how they acquired them during their initial production, every Arcanoid produced since the Saint’s Rest Incident is granted their artificial soul by The Intelligence itself.  This soul, along with some unique internal construction, is the source of some of their similarities with living beings, such as the ability to be healed by positive energy and affected by things that would not normally affect constructs. Some claim that The Intelligence might be controlling them through these souls, and while Arcanoids tend to favor them as a deity, they do often worship others, or none at all.  However, these souls do take a different path to the afterlife, being sent to The Intelligence through The Tower to be stripped of their memories rather than through The Spire.

**Physical Description:** Arcanoids are usually custom built by their purchasers, and while tending to share a humanoid shape, dramatically differ in appearance depending on their purpose, and what equipment they have installed inside their bodies, ranging from heavily plated combat models to more human looking ones designed to interface with other people.

**Society:** Arcanoids have very few settlements of their own, but easily integrate into others due to their natural inclination to serve others.

**Relations:** Being built to serve members of other races in one capacity or another, Arcanoids tend to get along well with members of all races.

**Religion:** The leading deity among Arcanoids is of course, The Intelligence, which they thank for their souls and share a common experience with, both being artificial beings.  However, many still worship other deities.

**Adventurers:** While Arcanoids have a reputation for being domestic servants or common workers, circumstances can force them out of such simple lives, where their construct traits prove to be a natural boon to adventuring parties.  In fact, many adventurers often commission the creation of Arcanoids to serve alongside them, which many do faithfully as any other occupation.

**Names:** Many Arcanoids are named after what they were made to do, though some are given odd names reflective of the desires of their commissioners.

**Type:** Humanoid (Living Construct)

**Purpose Built:** Arcanoids gain a +2 racial bonus to a skill of their choice.

**Construct Metabolism:** Arcanoids have the following alterations to a normal humanoid's natural processes.

Arcanoids do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities. They also require 1gp worth of Arcanium per day to remain powered. An Arcanoid can go without Arcanium for 1 day plus a number of hours equal to their Constitution score. After this time, the character must make a Constitution check (DC 10, +1 for each previous check) or become fatigued. This check must be repeated again after a number of hours equal to their Constitution score. Fatigued Arcanoids who fail become exhausted, and exhausted Arcanoids become unconscious until recharged with Arcanium. This fatigue and exhaustion can only be removed through the use of Arcanium.

Arcanoids do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a Arcanoid repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can be done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious Arcanoid can repair itself.

All applications of the Heal skill while used on a Arcanoid are replaced with an appropriate Craft skill.

**Construct Mind:** Arcanoids get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to sleep effects.

**Construct Resistance:** Arcanoids get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.

**Modular:** With an appropriate DC 15 Craft check and an hour, an Arcanoid may have any worn or wielded equipment item installed on or inside it. Any item that is installed cannot be removed without an hour and an appropriate DC 15 Craft check.

Installed wonderous items installed inside the Arcanoid may not be targeted, and are concealed as if by a Sleight of Hand check equivalent to the Craft check.

Installed weapons and shields gain a +15 bonus to CMD against disarm attempts. One handed weapons and heavy shields may not be sheathed inside the body, occupying the hand until uninstalled. Light weapons and shields may be sheathed and unsheathed, and while sheathed are concealed as if by a Sleight of Hand check equivalent to the Craft check. Two handed weapons may not be installed.

### Subraces

#### Battle Arcanoids

Battle Arcanoids generally serve as frontline combatants for militaries across Utharia. Their heavier chassis tends to make them bulkier and more mechanical looking.

**+2 Strength, +2 Wisdom, -2 Intelligence:** Battle arcanoids are designed to wade into melee and deal heavy blows, and to quickly identify sudden changes on a battlefield.  However, they are designed to leave more large-scale strategy to officers of other races.

**Heavy Plating:** Battle Arcanoids gain a +1 Natural Armor bonus.

#### Task Arcanoids

Task Arcanoids are employed for both labor and technical maintenance. They also tend to have a mechanical appearance, but a less bulky one than combat models.

**+2 Constitution, +2 Intelligence, -2 Charisma:** Task Arcanoids are usually employed in heavy labor and in technological maintenance.  However, they tend to lack the ability to interface with beings of other races.

**Deep Dig:** Task Arcanoids gain an inspiration point that can only be used to add a d6 to any knowledge roll. They gain an extra point of inspiration for this purpose for every 5 hit die they gain.

#### Protocol Arcanoids

Protocol Arcanoids are usually used in service and diplomatic context to interface with others, though they have also been found by shadier individuals to also serve well in theft, fraud, and wetwork.

**+2 Charisma, +2 Dexterity, -2 Constitution:** Protocol Arcanoids have a built in understanding of how to present themselves in social situations, and move with a pleasant grace, though they aren’t really built for adverse conditions.

**Gifted Linguist:** Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.