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Believed to have been created centuries ago during a great war between psionic nations, the race of creatures referred to as the forgeborn were left to their own devices within the barren wasteland the war left behind. A hybridization of flesh and minerals, the forgeborn are varied in appearance and form, but were all created by merging psionically-empowered materials with the body of a humanoid to fashion a new creature.

The race seeks out humanoids to transform in order to increase their numbers and some say resume the conflict for which they were created. Although little is known about the creation process by non-forgeborn, rumors say that they take those critically wounded in combat and repair their bodies, wiping the new forgeborn’s memories and giving new life to the otherwise-fallen. Some darker rumors say that the race has learned not only how to alter the living, but potentially the recently deceased, but there has been little proof of this.

Although they may appear as some sort of bizarre construct, the forgeborn are intelligent and capable of thought, emotion, and reasoning. While much of their time is spent working out combat strategies and ways to harness the psionic energy that powers their forms, they are avid students of history.

Forgeborn benefit from longer lifespans than the human bodies that most of them were made from, but their inclination for combat means many never actually reach middle age. Among the forgeborn, such a fate is not mourned, for the fallen can sometimes be reclaimed and rebuilt into a new member of the race, resulting in a theology very similar to reincarnation.

Physical Description: Forgeborn are a tall and thick race, and stand a few inches taller than most humans, with their bodies flowing from well-muscled flesh to mineral components and back. The exact nature of the forgeborn’s mineral varies between members of the race, from crystal, to steel, to darkwood, or even mithral.

All forgeborn have small glowing orbs embedded within their skull and chest, which are the psionic power source that animates their form. Although both male and female versions of forgeborn exist, such distinctions do not matter in forgeborn society, since there is no need for copulation. While most forgeborn come from human bodies, members from other races are not uncommon.

Society: The origins of the forgeborn have led them to have a social structure not unlike an army, where forgeborn tend to cluster based upon role, rather than from a family or tribal structure. While the race tends to prefer combat over negotiations, they are not vicious nor aggressive; they view combat as the best means to victory, rather than as a desired activity. All members of forgeborn society are given a role to benefit the civilization, and skill in that role is what measures a forgeborn’s worth among his peers. There is an aesthetic element to some forgeborn, particularly in artwork depicting great battles, so forgeborn artisans are respected within their society.

Relations: Most races are uncomfortable with the unnatural form of the forgeborn, while the forgeborn view other races as inferior due to their reliance on sustenance and rest. Most members of the elan race, however, view the forgeborn as abominations that are a disgusting perversion of the elan transformation process.

Alignment and Religion: Forgeborn view victory as the most important outcome and put no stock in honor. They fight to win, not to be honorable, although they do accept surrender. The structure of command is integral to the proper functioning of an army, so few forgeborn go against the defined chain of command. Most forgeborn are lawful neutral.

Adventurers: Those forgeborn who choose to visit new lands are often seeking to find new potential recruits for the ranks or want to study new combat tactics and the war histories of other nations. With little in the way of familial ties, few forgeborn get homesick, but feel an urge to return to share new information.

Names: Because forgeborn are built from members of other races, the names of forgeborn are varied and do not have common traditional names. Forgeborn names are drawn from any of the cultures around them.


The half-construct subtype is from the Advanced Race Guide and is detailed below.

A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. A half-construct race has the following features.

  • Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
  • Half-constructs cannot be raised or resurrected.
  • Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

Standard Racial Traits

  • Ability Score Racial Traits: Forgeborn are strong and have quick minds, but are monstrous in appearance and have difficulty relating to other races. They gain +2 Strength and +2 Intelligence but suffer –4 Charisma.
  • Size: Forgeborn are Medium creatures and have no bonuses or penalties due to their size.
  • Type: Forgeborn are of the humanoid type, with the half-construct and forgeborn subtypes.
  • Base Speed: Forgeborn have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. They have the Slow and Steady racial trait.
  • Languages: Forgeborn begin play speaking Common and Forgeborn. Forgeborn with high Intelligence scores can choose from the following: Dwarven, Elven, Maenad, Ophiduan, Xeph. See the Linguistics skill page for more information about these languages.

Other Racial Traits

  • Fearless: Forgeborn gain a +2 bonus to saving throws against fear effects.
  • Natural Armor: Forgeborn are sturdier than other races and gain a +1 natural armor bonus to their AC.
  • Source Crystal: Unlike most half-constructs, forgeborn can be raised and resurrected.
  • Naturally Psionic: Forgeborn gain the Wild Talent feat as a bonus feat at 1st level. If a forgeborn takes levels in a psionic class, he instead gains the Psionic Talent feat.
  • Psionic Aptitude: When a forgeborn takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.