DDD Races

In the age of the Great A.I. many synthetic races have sprung up seemingly out of no where. Some benevolent, others malevolent, and even breeds of augmented or perhaps simply altered humanoid races too have come out of society and this horrible disaster.

Synthetic Races
Ghemboldian Sentinel: Created by the royal family of Chante to fight off the impending armies of the Great A.I. these humanoid robots have been quite successful in their endeavor.

Necronite: These death-worshipping robots appear to be metallic skeletons covered in the flesh of other creatures, and their blood-soaked claws make them fearsome to behold.

Orionite : Said to be a byproduct of the energies released by magi-tek, these stooped-over bird-like creatures live as scavengers in the endless wastes of Siv.

Organic Races
Bio-Hunters: These creatures, while organic, survive in full-body suits of armor that protect them from their primary enemy, the Orionites. Bio-Hunters often sleep in these suits as well, and it is not unusual for a society of them to not know the true faces of their neighbors.

Fish Scions: Odd creatures that rose from the sea after the fall of Blue Jupiter tainted their homeland in the waters of the Far Islands, these aquatic creatures are uncomfortable to look at, but quite capable on land.

Heliocustodians: Said to be creatures from another realm, these tall, lithe creatures call themselves the Heliocustodians, They have a natural resentment for magic and are often found thriving in dead-magic zones, and the disaster is likely the only reason they came to a world such as Siv'Solvanus.

Semi-Synthetic Racial Traits
Many of the most common races were heavily affected by the disaster and assimilated by the power of the Great A.I. and thus players who choose a core race may take one of these templates.

Semi-Synthetic Dwarf
Semi-Synthetic Dwarves are created by obtaining this alternative racial trait, while still as hardy as their pseudo-forms they are less spiritual and very pragmatic.

They have the following ability score adjustments instead of those normal for dwarves. +2 Constutition, +2 Intelligence, -2 Wisdom;

Additionally they gain the following abilities:

Copper Whip: Semi-Synthetic Dwarves have two small tentacles sprouting from their back, these take on the appearance of flesh-covered copper wires in some sense, these tentacles cannot be used to wield weapons, but grant the dwarf two secondary natural attacks that deal 1d3 damage. This replaces Stability.

Pragmatism: Semi-Synthetic Dwarves are incredibly realistic and down to earth, they gain a bonus of +2 to all will saves against divine magic and a +4 to will saves used to disbelieve illusions. This replaces Hardy.

Semi-Synthetic Elf
Semi-Synthetic Elves are created by obtaining this alternative racial trait, these elves are incredibly nimble but their brain and muscles have suffered in exchange for this dexterity.

They have the following ability score adjustments instead of those normal for elves. +4 Dexterity, -2 Strength;

Additionally they gain the following abilities:

Tech Trickster: The Semi-Synthetic Elves have mastered the use of techs to make up for their lack of magical ability and may select one Tech Feat as a bonus feat at first level. This replaces Elven Magic.

Terra-familiarity: The Semi-Synthetic Elves have become much more dependent on the land to hide from the Magi-Teks and gain a +2 bonus on all Knowledge (geography) and +4 bonus to all Stealth checks in natural areas. This replaces Keen Senses.

Semi-Synthetic Gnome
Semi-Synthetic Gnomes are created by obtaining this alternative racial trait, not much has changed save for their views of magic, as the gnomes have embraced the power of the Great A.I.

The racial ability score bonuses of gnomes does not change from that of a normal gnome.

Additionally they gain the following abilities:

Adherent of the A.I.: The caster level of Techs cast by Semi-Synthetic gnomes is increased by +1. This replaces Gnome Magic.

Demi-Status: Semi-Synthetic gnomes gain a bonus to Bluff, Intimidate and Diplomacy equal to their total HD when dealing with other gnomes. This replaces Illusion Resistance.

Semi-Synthetic Half-Elf
Semi-Synthetic Half-Elves are created by obtaining this alternative racial trait, half-elves have always been seen as outcasts, but in this era many races are accepted into the fold of humanity that divides organic races from synthetic ones. Semi-Synthetic Half-Elves however, suffer doubley in their life as pariahs to society and as such have turned to the arts of magic and stolen tech to make a niche for themselves.

Semi-Synthetic Humans may select two ability scores to increase by +2 at character creation instead of one, however they must only be Mental ability scores (Intelligence, Wisdom, Charisma), and a single ability score cannot be selected twice.

Additionally they gain the following abilities:

Rebel-Hearted: Semi-Synthetic half-elves often have tattoos or odd hair styles in order to stand out in the world, so that they are not simply passed like shadows that no one sees. Semi-Synthetic half-elves take a penalty to bluff and diplomacy of -2; however they gain a +2 bonus to intimidate, sleight of hand, and sense motive checks. This replaces Keen Senses. 

Shadow Lineage: Semi-Synthetic half-elves have always been known to stick to the shadows as they are often ignored or simply intentionally not noticed by passersby. This grants them a bonus of +1 to caster level with motus techs, and a +2 bonus to stealth checks. This replaces adaptability.

Semi-Synthetic Half-Orc
Semi-Synthetic Half-Orcs are created by obtaining this alternative racial trait, if half-orcs weren't frightening enough those of semi-synthetic status tend to be in quite another league of fear.

Semi-Synthetic Half-Orcs may select two ability scores to increase by +2 at character creation instead of one, however they must only be Physical ability scores (Strength, Dexterity, Constitution), and a single ability score cannot be selected twice.

Additionally they gain the following abilities:

Death Roar: Unique sonic frequencies found within the semi-synthetic half-orc allow them to grant morale bonuses and demoralize constructs, even if they would normally be immune. However constructs get a bonus to saves against or the DC of any of these effects equal to their Hit Dice. This replaces Orc Ferocity.

Iron Jowl: Semi-synthetic Half-orcs look much like their mundane predecessors however one striking difference stands out, as their lower jaw is more often than not, fully constructed of biosteel and they almost always have metallic protrusions on the surface of their skin around their lower jaw. Semi-synthetic half-orcs gain a secondary bite that deals 1d8 damage. This replaces Weapon Familiarity.

Semi-Synthetic Halfling
Semi-Synthetic halflings are created by obtaining this alternative racial trait, these creatures are almost oblivious to their synthetic parts that are often internal rather than external, and don't look or behave much differently than other halflings.

They have the following ability score adjustments instead of those normal for halflings; +2 Constitution, +2 Charisma, -2 Strength. As the organs tend to be somewhat heavy and make them less nimble than other halflings but much more hardy.

Additionally they gain the following abilities:

Iron Guts: Semi-Synthetic halflings tend to be quite hardy and gain a +2 to saves against poison, disease and addiction.This replaces Sure-Footed.

Mercuric Metabolism: Poisons and Disease that affect a semi-synthetic halfling have their duration halved, however they require twice the normal amount of food and water as other races. This replaces Fearless.

Semi-Synthetic Human
Semi-Synthetic Humans are created by obtaining this alternative racial trait, the majority of synthetic developments on mutated humans grant them quite keen mental abilities and a head for science though their bones and sinew are often infused with biosteel threads.

Semi-Synthetic Humans may select two ability scores to increase by +2 at character creation instead of one, however one must  be a physical ability score, and the other a mental ability score.

Additionally they gain the following abilities:

Master Technologians: Humans created the mysterious programs known as techs to counter the effect the Fall of Nethys had on the world, and thus are the foremost experts. They may select a tech feat at first level, a second at 10th level and a third at 20th level to gain as a bonus feat, however they must meet the requirements for them. Additionally they get a +1 bonus to their caster level when using techs. This replaces their normal Bonus Feat.

Utter Genius: Humans are known as the primary innovators behind the revolution that birthed the Great A.I. and many other wondrous things, so naturally those of synthetic type would have more interest and hands-on experience and thus get a +2 bonus on two craft or profession skills of their choice.

Alternate Racial Traits for Non-D.D.D. Races
Some races have access to these additional alternative racial traits.

Android
Nanite Resistance: The android has a rare glitch that has causes their nanites to attack their mainframe, security measures were luckily in place however that has caused them to develop a slight resistance against these nanites. The android gains Nanite Resistance of 4 + their Hit Dice. This Nanite Resistance cannot be supressed by any means. This trait replaces Nanite Surge.