Android Class for Tigers Upon the Steppe
Ancient Oxia practiced the astronomy of the elves, and are considered to have exceeded their elder cousins. Gifts and knowledge where handed down from the firmament, including the art of making artificial people. Some androids are intended to blend in among mortals, with a range of natural skin tones and hair; others are vividly colored and ornamented to celebrate the artifice. They were created for a wide variety of purposes: warriors, concubines, and explorers.
Androids save as clerics and wear up to medium armor and use shields. They are versed in the noble weapons: swords, spears, javelins, lances.
Androids may never learn spells of any kind, though some Blessings approximate them. They may not drink potions, as their blood is already a sort of elixir.
Androids may reach 10 HD, and do not level up by gaining XP. Instead, they use special crystals and old Oxian machinery to improve themselves. They must bring a crystal to certain historical sites and bathe in its light using a special contraption. This process increases their HD and consumes the crystal.
Androids begin with 2HD due to their enhanced vitality over mortals.
Androids need water, but do not need to eatβthey can feign convincingly, and some eccentrics like to for pleasure or two better understand mortals. They can go without clean air twice as long as a mortal. Despite the best efforts of the ancient Oxians, androids sleep and dream.
An intact mortal brain can be placed into an android body as a sort of resurrection, becoming an android of 1st level and retaining their memories.
Androids have a number of slots that allow them to accept Oxian Blessings without making a save vs death. They begin with 1, and gain one every 2 HD after, for a total of 5.
Exceeding this slot limit requires a death save. The procedure won't kill the android like it will a mortal, but instead will make them go berserk. The android must be subdued and given a crystal bath as if they leveled up to restore their sanity.
If a Blessing mentions a body part, it must be removed before receiving another Blessing that mentions the same body part.
Example Blessings:
- Blood, Octopus - Breathe water
- Blood, Stone - Immune to poison and disease. Like concrete.
- Eyes, Basilisk - 1/day target save vs death or petrified
- Eyes, Cobra - 1/day hypnotizes a target
- Eyes, Owl - Infravision
- Hand, Cestus - Fists deal 1d6+1.
- Hand, Hephaestian - Psychometry, may identify an object by touching it on a 1-in-6/2HD
- Hand, Zeusian - 1/day 3d6 damage ray attack, save vs wands half.
- Heart, Hoplite - Proficient in all weapons and heavy armor; +1 to attack and damage with noble weapons
- Heart, Peltast - Gain proficiency in dagger and bow; lose proficiency in medium armor. may backstab as thief.
- Legs, Cheetah - double move speed
- Legs, Panther - sneak as thief
- Skin, Nemean - Immune slashing/piercing; vulnerable bludgeoning
- Skin, Chameleon - hide as thief when unarmored
- Skin, Glass - Immune to acid. Double fall damage.
- Spine, Electric - Items with charges regain 1d3-1 each day
- Spine, Herculean - +1 chance on open doors, bending bars, etc; +2 Strength
- Spine, Hermetic - May move a second time in a round as a reaction to an enemy
- Tongue, Golden - Follower loyalty treated as if 16 CHA (+2)
- Tongue, Silver - Even spurious lies believed on 1-in-6/2HD