EverQuest: Second Darkness
Clockworks are robotic creations tinkered by the Gnomes. For centuries they have been used as general laborers, employed in mining camps and private property throughout the world.
Recently the Gnome King Ak’Anon, growing weary of what he perceives as a coming threat, ordered a battalion of warforged soldiers to defend him and his city. These guards began to fill the chambers of the great city, and many of them grew sentient enough to head out into the world on their own. The proliferation of clockwork creation also caused many of the mechanical pets, once content to loiter around the homes of their creators, to wander off as strays.
Clockwork are most often still relegated to Ak’Anon, but can occasionally be encountered as adventurers. Many of them use their innate magical nature to become adept spellcasters, though they have no divine connection to any of the gods. Still, they can be as loyal and dedicated as any living creature.
As a Clockwork, you have the following racial traits.
Ability Score Increase. Your Constitution score increases by 1.
Age. Clockwork are immortal, and some are several centuries old. Due to the recent push for construct creation, however, the majority of them are less than a year old.
Alignment. A sense of right and wrong is lost on most Clockwork, and as a race they tend to be Neutral. However those built or employed by more zealous types tend to adopt the ideals of their companions, can can be either good or evil because of it.
Composite Plating. Your construction incorporates various forms of metal, granting you a +1 bonus to Armor Class.
Construct. Even though you were are an animated and conscious creature, you are technically not living. You are immune to disease, poison and necrotic damage. You do not need to eat or breathe, but you can ingest food and drink if you wish.
Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Forsaken. Despite the claims of many, you have no soul. You are immune to necrotic damage. Healing spells are also only partially effective, and you receive half the normal amount of hit points healed with such spells (rounded up).
Due to your soulless nature, the gods to not respond to you as they do living creatures. You cannot cast spells that are divine in nature, though you can receive the benefits of those cast by others as normal.
Languages. You can speak, read, and write two languages of your choice. Many Clockwork are secluded, speaking only the unique languages of their creators instead of Common.
There are two general forms of Clockwork encountered throughout the world – the humanoid Warforged and the Animus, which often serve as familiars and pets.
Animus Clockwork are animal constructs, many of whom are seen in Gnomish households as pets and even arcane familiars.
Ability Score Increase. Your Dexterity score increases by 1.
Size. Animus are most often modeled after house pets and similar creatures. Your size is Small.
Speed. You have either a base walking, flying or swim speed of 30 feet – by your choice.
Natural Attacks. You cannot wield any weapons. However you are proficient in unarmed strikes, which deal 1d6 piercing damage. You can also complete the somatic components of arcane spells using your limbs.
Created by gnomes at the behest of their Clockwork King Ak’Anon, Warforged are often utilized as guards and personal companions.
Ability Score Increase. Your Strength score increases by 1.
Size. Warforged are generally broad and heavy – at least by Gnome standars. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Chassis. You are resistant to either bludgeoning, piercing or slashing damage – by your choice.
Weapon Training. You are proficient in one simple weapon and one martial weapon of your choice.