Races

Golemized Humanoid - by D. Schneider for use with the World of Imarel, ©2013 v1.0

Racial Articles Racial Limitations

Short Circuit

Simply put, the Golems and electrical overloads do not get along. When being attacked with electricity of any kind, the Golemized Humanoid has a +10% chance to be hit and on a critical success, has a 40% chance of being stunned for 1d4 rounds. (+10% to be hit with electricity, on natural 1-5 40% chance for 1d4 round stun)

Compliance

The Golemized Workers were made for innovation, made for creation and manual labor, and when they are freed from their constraints, they have a beautiful creative mind. However, they're just not mentally strong. They can be easily dominated. (+15% to being Dominated.)

Tick-Tock Movement

Golemized Humanoids aren't meant for stealth. They are brute force at worst, programmed labor at best. The Golemized are capable of attempting to be stealthy, by oiling their joints beforehand and quieting their ticking, but they still have about as much of a chance as a Voraath at stealth. (-15% chance to stealth, sneak, skulk, or otherwise be subtle.)

Unavailable Classes*

Occultist
Mage
Rogue
Nahara
Scout

*No Golemized Humanoid can be an occultist or mage (including specialized magi), though they can be Priests and Seers to gods and spirits that would not find them utterly repulsive (i.e. Not Zorah). Rogues, Nahara, and Scouts are also off limits, due to their clunky nature and inability to be sneaky, suave, or graceful.