Not sure how this will post, will put up links to the google docs later. This is heavily based on the tin man race from the blog 'by this axe i rule'. Mixed in with some very specific flavor.
Endjinn Custom Class
The Endjinn are an enigmatic machine people who are the only remaining remnants of a former civilisation lost to the dust of the arrival. It is known that their creators were great mechanisms and sorcerers combining their crafts to create the ultimate self thinking construct.
Endjinn look similar to other constructs, but are definitely molded on the human form. They are constructed from various metals which also form a marked for how advanced they are, from the simple tin to brass and bronze. Stories also tell of Endjinn made of iron or steel, though these forms were lost to the arrival. Most endjinn wear clothing and all take delight in fine engravings, gilding and filigree on their constricted bodies to highlight their own personality and style.
As a people they are practical, logical and share a common love for craft and building structures. In the absence of their creators this has led them to building towns known as forges. Here they tend bees for wax, farm trees for wood, grow crops for oils and mine the ground for its riches. Anything they don’t use they trade, often at generous rates allowing those near them to benefit from their activities with traded honey and food unneeded by the Endjinn.
Theories abound about their nature given most knowledge from the arrival was lost. To the common man and most of human or gnome kind they are fuels by elemental energies, similar to golems. Many a learned wizard has hypothesised that they are spirits from another realm who require a physical vessel to exist in our world. Some say they could even possess a human body if they willed it. Other outlandish stories say they are the souls of a dying world who arrive without bodies and were given their molds by the creators as an act of mercy. Either way the Endjinn are a prominent part of the post arrival world seen throughout the lands working side by side with human and gnome alike.
Requirements
All endjinn classes require a minimum of 9 or better in one ability per build point above 0 allocated to the Endjinn Value. Endjinn are purpose-built for their intended function and vary in abilities.
Class category values
Hit Dice: The build points allocated to the class’s Hit Dice Value may be increased by 1 or 2 points by the Endjinn Value (see below). Use the effective values to find the class’s HD, up to a maximum of 4 points.
Fighting: The build points allocated to the class’s Fighting Value may be increased by 1 point by the Endjinn Value (see below). Use the effective values to find the class’s fighting abilities, up to a maximum of 4 points.
Arcane: While powered by arcane energies Endjinn were never designed to directly tap into its sources. Therefore, they may not have any Arcane value.
Endjinn value
Value
Endjinn
XP Cost
4 - Base powers + Endjinn 4 - 1950
3 - Base powers + Endjinn 3 - 1400
2 - Base powers + Endjinn 2 - 850
1 - Base powers + Endjinn 1 - 325
0 - Base powers + Endjinn 0 - 200
Regardless of the Endjinn Level selected all Endjinn gain the following base powers reflecting their constructed form and unique physiology:
Intelligent constructs: Endjinn gain many of the benefits of being a construct while still being treated as a humanoid. Unlike soulless automatons they are still affected by spells that normally affect humanoids such as hold, charm or sleep.
Fueled by elemental energies: Endjinn do not eat, drink or breathe. This prevents them gaining any benefit or penalty associated with those actions, for example they cannot drink potions but they can walk underwater and not drown. Each week they must spend an hour performing maintenance consuming a unit of mechanical parts (10 gp). Failure perform maintenance follows the same rules as failure to eat but with a cycle time of a week rather than a day. Treated as a net zero custom power.
Repairing: Endjinn are able to heal normally from rest and benefit from magical healing effects and spells. However, the Healing proficiency and the related healing equipment have no effect on endjinn. Instead, they may be repaired as automatons with mechanical parts being consumed for every full 10hp recovered or part thereof (p.20 PC). Treated as a net zero custom power.
Unresting: They require only four hours of sleep to be rested each night. This is effectively the wakefulness proficiency selected as a custom power.
Construct immunities: The endjinn metal bodies render them immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes, as well as to all forms of poison, including magical poisons. This is effectively the Divine Health proficiency selected as a custom power combined with a renamed Wholeness of Body. It costs 2 custom powers.
Repair automatons: While lacking the engineering knowledge to design and build new automatons, all endjinn are able to as mechanists of their level.
Armored fighters: they may deal lethal damage when brawling (see ACKS p. 109). They can punch or kick characters in metal armor without themselves taking damage (as unarmed fighting proficiency, PC).
Endjinn 0: At endjinn 0, the character is built upon a tin mold. The tin molds are the oldest and most varied. Many older tin molds appear as articulated tin cylinders, with only a tin mask for a face. Some later tin molds incorporate the more human-like appearance of the later tinmen. In addition to the base powers all endjinn gain the following powers are gained at level 0 reflecting their tin construction:
Tin mold: The character’s base unarmored AC is 1 instead of 0.
Inhumanity: Their constructed nature makes other races cautious around them. The character suffers a -1 penalty to the reactions, loyalty, and morale of Humans and Demi-humans. The character gets a a +1 bonus to the reactions, loyalty, and morale with other endjinn.
Endjinn 1: At Endjinn 1, the character is built upon a brass mold. The brass molds are the first of the later tinmen, with a more human-like shape and appearance. Brass molds are the most likely of the tinmen to wear human clothing, with some being quite fashion-conscious. In addition to the base powers all endjinn gain the following powers are gained at level 1 reflecting their brass construction:
Brass mold: The character’s base unarmored AC is 2 instead of 0. The character has a base movement rate of only 90'.
Inhumanity: Their constructed nature makes other races cautious around them. The character suffers a -1 penalty to the reactions, loyalty, and morale of Humans and Demi-humans. The character gets a a +1 bonus to the reactions, loyalty, and morale with other endjinn.
Endjinn 2: At Endjinn 2, the character is built upon a bronze mold. The bronze molds are the first of the tinmen built primarily for conflict. They are refined and courtly in manor similar to the brass molds, but their combat capabilities made them more intimidating and fearful.
Bronze mold: The character’s base unarmored AC is 3 instead of 0. The character has a base movement rate of 60'.
Inhumanity: Their constructed nature combined with their battlefield prowess tends to make others fear them. The character suffers a -2 penalty to the reactions, loyalty, and morale of Humans and Demi-humans. The character gets a a +2 bonus to the reactions, loyalty, and morale with other endjinn.
Endjinn 3: At Endjinn 3, the character is built upon an iron mold. The iron molds were built for war, not combat, but brutal ugly war. Many were distorted and oversized being rough and direct in their purpose and appearance. Few molds of this form exist, but stories about of their power are still told to this day.
Iron mold: The character’s base unarmored AC is 4 instead of 0. The character has a base movement rate of 60'.
Inhumanity: Their constructed nature combined with their intimidating presence and armored form makes others truly fearful of them. The character suffers a -3 penalty to the reactions, loyalty, and morale of Humans and Demi-humans. The character gets a a +3 bonus to the reactions, loyalty, and morale with other endjinn.
Endjinn 4: At Endjinn 4, the character is built upon a steel mold. The steel molds were revered, strong in form and mind, with many being legendary artificers rivaling the creators. Most are lost to time with no recent molds being forged.
Steel mold: The character’s base unarmored AC is 5 instead of 0. The character has a base movement rate of 60'.
Inhumanity: Their constructed nature combined with their intimidating presence and armored form makes others truly fearful of them. The character suffers a -3 penalty to the reactions, loyalty, and morale of Humans and Demi-humans. The character gets a a +3 bonus to the reactions, loyalty, and morale with other endjinn.
Experience Point Progression After 8th level
Endjinn increase the amount of experience required to gain each level after the 8th by 40,000XP.