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Wyrwood (20 RP)

This relatively young race was created by a cabal of wizards who needed nimble and skilled construct servants to do their dirty work. This cabal was interested in creating magical machines, so they built their tools to be small, agile, and clever. Over time, the cabal pushed the limits too far and created minions with free will, and these first wyrwoods began to question why they were involved in their masters' petty intrigues. When the wizards forced the wyrwoods to fight each other as proxies for the wizards themselves, the constructs instead killed their creators and stole the notes on how to create more of their kind, allowing them to perpetuate their race.

Wyrwoods are secretive and somewhat xenophobic, and can seem cold and calculating to others—a trait that could earn respect or enmity, depending on the audience. Purely rational and unemotional, wyrwoods see the survival of their race as their primary goal. Even the rare wyrwood who understands the point of empathy and altruism sees such concepts as mere tools to help ensure its own survival or that of its people. All wyrwoods know how to create more of their kind, and they keep the details of their construction process secret from other creatures to make sure their race is never again enslaved.

Most wyrwoods are wizards or rogues. The few who are inclined to worship tend to revere lawful deities with strict codes of behavior, which they follow to the letter rather than the spirit.

Racial Traits

  • Ability Score Racial Traits: Standard (+2 Dex, +2 Int, –2 Cha) (0 RP)
  • Type: Construct (20 RP)
  • Size: Small (0 RP)
  • Base Speed: Normal (0 RP)
  • Languages: Standard (0 RP)

Senses Racial Traits

  • Darkvision: Wyrwoods have darkvision and so can see perfectly in the dark up to 60 feet.
  • Low-Light Vision: Wyrwood can see twice as far as humans in dim light (they have low-light vision). (0 RP)

Alternate Racial Traits

  • Repair Magic: Some wyrwoods have developed magic to keep them more self-sufficient. They can use make whole as a spell-like ability once per day. This racial trait replaces darkvision. Source PCS:ISR
  • Aura Seer: By altering the components used to grant a wyrwood its sight during its creation process, a creator wyrwood can craft a progeny which sees magical, psychic, and spiritual energies, although at the expense of its other physical senses. Wyrwoods with this trait gain detect magic as a constant spell-like ability, and also gain psychic tracking UPsi and see alignment UC as spell-like abilities which are each usable once per day. This trait replaces darkvision and low-light vision. Source JBE:BoHR:AWyr
  • Emotional: Through a mistake of the creation process or an intentional design choice, a wyrwood with this alternate racial trait possesses emotions. A wyrwood that desires to make use of or benefit from a class feature that provides morale bonuses (such as the barbarian’s rage ability or the wilder’s euphoric surge ability) requires this alternate racial trait. A wyrwood with this alternate racial ability is not immune to mind-affecting effects. Source JBE:BoHR:AWyr
  • Stone Sentinel: A rare few wyrwood communes use stone to craft new members of their race rather than wood. Such wyrwoods gain a +2 bonus to natural armor and DR 1/magic, but lose their racial bonus to Dexterity and have their base speeds reduced by 5 feet. (This also affects how some spells interact with the wyrwood; see the “Wood-Affecting Spells and Powers” sidebar later in this book for more details.) Source JBE:BoHR:AWyr
  • Swimmer: The wyrwood has a swim speed of 20 feet and gains a +8 racial bonus to Swim checks. Wyrwoods with this racial trait have a base speed of 20 feet. Source JBE:BoHR:AWyr
  • War Titan: Some wyrwood creators have increased the size of their progeny over time to make them more formidable and intimidating opponents. Such wyrwoods are Medium-sized creatures and gain 20 bonus hit points when created; however, their base speed is decreased to 20 feet due to the extra weight of their bodies. Source JBE:BoHR:AWyr

3rd Party Publisher Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Aegis: Add +1 to the hit points restored when using astral repair. [JBE:BoHR:AFCO]
  • Alchemist: Reduce the penalty to Intelligence of a Strength-enhancing mutagen by 1/4 (maximum reduction of 2). [JBE:BoHR:AFCO]
  • Antipaladin: Add +1 foot to the size of all the antipaladin’s aura class features. This option has no effect unless the antipaladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example. [JBE:BoHR:AFCO]
  • Arcanist: Reduce arcane spell failure chance for casting arcanist spells when wearing light armor by +1%. Once the total reaches 10%, the arcanist no longer suffers arcane spell failure while wearing light armor and also receives Light Armor Proficiency, if she does not already possess it. [JBE:BoHR:AFCO]
  • Barbarian: Add +1 to the barbarian’s total number of rage rounds per day. [JBE:BoHR:AFCO]
  • Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it. [JBE:BoHR:AFCO]
  • Bloodrager: Add +1 to the bloodrager’s total number of bloodrage rounds per day. [JBE:BoHR:AFCO]
  • Brawler: Add a +1 bonus to the brawler’s CMB when sundering wooden objects or to the Strength check when breaking wooden objects. [JBE:BoHR:AFCO]
  • Cavalier: Add a +1/2 bonus on Intimidate checks and Ride checks. [JBE:BoHR:AFCO]
  • Cleric: Add a +1 bonus on concentration checks when casting cleric spells. [JBE:BoHR:AFCO]
  • Cryptic: Add +1/2 to the damage of the cryptic’s disrupt pattern ability. [JBE:BoHR:AFCO]
  • Dread: Add +1/3 to weapon damage when channeling a terror through a weapon attack. [JBE:BoHR:AFCO]
  • Druid: Add +1/3 to the druid’s natural armor bonus when using wild shape. [JBE:BoHR:AFCO]
  • Fighter: Add a +1 bonus to the fighter’s CMB when sundering wooden objects or to the Strength check when breaking wooden objects. [JBE:BoHR:AFCO]
  • Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus. [JBE:BoHR:AFCO]
  • Hunter: Gain a +1/2 bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live in a forest. [JBE:BoHR:AFCO]
  • Inquisitor: Add a +1 bonus on concentration checks when casting inquisitor spells. [JBE:BoHR:AFCO]
  • Investigator: Gain a +1/4 bonus on all inspiration rolls. [JBE:BoHR:AFCO]
  • Magus: The magus gains 1/6 of a new magus arcana. [JBE:BoHR:AFCO]
  • Marksman: The target of the marksman’s cover fire ability is staggered for an additional 1/4 rounds. The marksman must be 4th level or higher to select this option. [JBE:BoHR:AFCO]
  • Monk: Add +1/3 to the monk’s AC bonus class ability. [JBE:BoHR:AFCO]
  • Ninja: Add +1/3 to the ninja’s No Trace bonus when in a forest or other wooded areas. [JBE:BoHR:AFCO]
  • Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation. [JBE:BoHR:AFCO]
  • Paladin: Add +1 foot to the size of all the paladin’s aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example. [JBE:BoHR:AFCO]
  • Psion: Add a +1/2 bonus on concentration checks when manifesting psion powers. [JBE:BoHR:AFCO]
  • Psychic Warrior: Add +1/4 to your psychic warrior level when determining the effects of your path’s maneuver. The psychic warrior must be 4th level before choosing this option. [JBE:BoHR:AFCO]
  • Ranger: Add +1/4 to the ranger’s favored terrain (forest) bonus. The ranger must have selected forest as a favored terrain to take this option. [JBE:BoHR:AFCO]
  • Rogue: Choose a spell you can cast from either the major magic or minor magic rogue talents. You can cast that spell +1/3 additional times per day (to a maximum of 5/day). [JBE:BoHR:AFCO]
  • Samurai: Add a +1/2 bonus on Intimidate checks and Ride checks. [JBE:BoHR:AFCO]
  • Shaman: Add +1/4 to the natural armor bonus of the shaman’s spirit animal. [JBE:BoHR:AFCO]
  • Skald: Reduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it). [JBE:BoHR:AFCO]
  • Slayer: Gain a +1/3 bonus on Knowledge (nature) checks and on Survival checks when in a forest. If the slayer has a +1 bonus on Knowledge (nature) checks from this ability, he is also considered trained in that skill. [JBE:BoHR:AFCO]
  • Sorcerer: Reduce arcane spell failure chance for casting sorcerer spells when wearing light armor by +1%. Once the total reaches 10%, the sorcerer no longer suffers arcane spell failure while wearing light armor and also receives Light Armor Proficiency, if she does not already possess it. [JBE:BoHR:AFCO]
  • Soulknife: Add +1/2 to the soulknife’s psychic strike damage. [JBE:BoHR:AFCO]
  • Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon. [JBE:BoHR:AFCO]
  • Swashbuckler: Reduce the size penalty to the swashbuckler’s opportune parry and riposte by 1/6. This option must be taken 6 times before the penalty is reduced by 1. [JBE:BoHR:AFCO]
  • Tactician: Add +1/2 to the maximum number of creatures allowed in the tactician’s collective. [JBE:BoHR:AFCO]
  • Time Thief: Add +1/2 bonus to any skill check made on the skill check made when using the steady hand temporal talent. [JBE:BoHR:AFCO]
  • Vitalist: Add +1/4 to your vitalist level when determining the effects of your method’s pulse. The vitalist must be 6th level before choosing this option. [JBE:BoHR:AFCO]
  • Warpriest: Add +1/3 on critical hit confirmation rolls made with the weapon the warpriest choose with the Favored Weapon ability (maximum bonus of +5). This bonus does not stack with Critical Focus. [JBE:BoHR:AFCO]
  • Wilder: Add 1/4 round to the duration of the wilder’s surging euphoria. [JBE:BoHR:AFCO]
  • Witch: Add +1/4 natural armor bonus to the AC of the witch’s familiar. [JBE:BoHR:AFCO]
  • Wizard: Add a +1 bonus on concentration checks when casting wizard spells. [JBE:BoHR:AFCO]