03-22-2016, 12:11 PM
Another idea would be to simply model their abilities after the Warforged race from D&D 3.5. Obviously not with the same racial ability score adjustments, but making them Constructs with the Living Construct subtype might suit things well and cover your bases without making them be full-on Constructs (and thereby prevent the GM from getting the headache that comes from players having too exotic of PC races). Here's some copypasta from the Wizards of the Coast archives:
"A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.
Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).
-Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
-Unlike other constructs, a living construct does not have low-light vision or darkvision.
-Unlike other constructs, a living construct is not immune to mind-influencing effects.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
-A living construct cannot heal damage naturally.
-Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-Unlike other constructs, a living construct can use the run action.
-Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
-A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-Can be raised or resurrected.
-Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
-Does not need to sleep, but must rest for 8 hours before preparing spells."
Obviously, a few things need to be changed to fit FFd20, but that's the gist of it.
"A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.
Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).
-Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
-Unlike other constructs, a living construct does not have low-light vision or darkvision.
-Unlike other constructs, a living construct is not immune to mind-influencing effects.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
-A living construct cannot heal damage naturally.
-Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-Unlike other constructs, a living construct can use the run action.
-Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
-A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-Can be raised or resurrected.
-Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
-Does not need to sleep, but must rest for 8 hours before preparing spells."
Obviously, a few things need to be changed to fit FFd20, but that's the gist of it.