Core Races | Other Races


Wyrwood

Source Inner Sea Races pg. 253, Bestiary 4 pg. 280
Monster Entry Link
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.

Wyrwood Racial Traits

+2 Dexterity, +2 Intelligence, –2 Charisma: Wyrwoods are quick and calculating. As constructs, wyrwoods do not have a Constitution score.
Construct: Wyrwoods have the construct type.
Normal Speed: Wyrwoods have a base speed of 30 feet.
Small: Wyrwoods are Small creatures and gain a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
Darkvision: Wyrwoods can see in the dark up to 60 feet.
Low-Light Vision: Wyrwoods have low-light vision.
Languages: Wyrwoods speak Common. A wyrwood with a high Intelligence score can choose from the following: Draconic, Dwarven, Elven, Gnome, Goblin, and Orc.

Wyrwood Alternate Racial Traits

Replaces Darkvision

Repair Magic
Source Inner Sea Races pg. 217
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.

Replaces Darkvision; Low-Light Vision

Experimental Body
Source Heroes of Golarion pg. 6
Some wyrwoods have been built from rare materials in an effort to imbue them with special properties. Choose one of the following abilities.

Blessed: These wyrwoods contain divine relics. Wyrwoods with this trait can use divine favor once per day as a spell-like ability with a caster level equal to their Hit Dice.

Enchanted: Crafted from the remnants of broken staves, wands and other items, these wyrwoods have a natural attunement to the arcane. Wyrwoods with this trait treat their Intelligence score as 2 higher for the purpose of determining bonus spells or extracts per day.

Fey-Touched: These wyrwoods have components that create a powerful link to the First World. Wyrwoods with this trait can use charm animal once per day as a spell-like ability with a caster level equal to their Hit Dice.

Scorched: These wyrwoods are built from the ruins of cities and structures destroyed by conflict. Once per day, after a successful melee attack against an enemy, wyrwoods with this trait can deal an additional number of points of damage equal to their Wisdom modifier as a free action.

This replaces darkvision and low-light vision.

Replaces Type

Living Machine
Source Heroes of Golarion pg. 6
Through generations of refining the techniques of creation, many young wyrwoods have become closer to organic beings than constructs. These wyrwoods are constructs with the living machine subtype. They gain a Constitution score and can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Wyrwoods with this trait require sleep, but they do not need to breathe or eat. They are not destroyed when reduced to 0 hit points, instead becoming unconscious and stable. They are destroyed when reduced to a negative number of hit points equal to their Constitution score. They can be raised or resurrected when destroyed.

This alters the wyrwood’s creature type.

Wyrwood Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Wyrwood have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Wyrwood who have the listed favored class.

Alchemist (Heroes of Golarion pg. 6): Reduce the mental ability score penalty of the alchemist’s mutagens by 1/5 (minimum 0).
Arcanist (Heroes of Golarion pg. 6): Add 1/4 to the arcanist’s level for the spell resistance exploit.
Cleric (Heroes of Golarion pg. 6): Add 1/4 to the cleric’s caster level when casting spells or using abilities from the Law domain or one of its subdomains, or when casting spells with the lawful descriptor.
Magus (Heroes of Golarion pg. 6): Add 2 rounds to the duration of the magus’ arcane pool enhancements.
Oracle (Heroes of Golarion pg. 6): Add one spell known from the wizard’s evocation school spell list. This spell must be at least 1 level below the highest-level spell the oracle can cast. That spell is treated as 1 level higher unless it is also on the oracle spell list.
Paladin (Heroes of Golarion pg. 6): The paladin gains 1/4 of a bonus spell per day of the highest-level spell that the paladin can cast.
Psychic (Heroes of Golarion pg. 6): psychic gains 1/6 of a phrenic amplification.
Rogue (Heroes of Golarion pg. 6): The rogue gains 1/6 of a rogue talent.
Slayer (Heroes of Golarion pg. 6): The slayer gains 1/6 of a slayer talent.
Wizard (Heroes of Golarion pg. 6): The wizard gains 1/6 of a bonus item creation, metamagic, or spell mastery feat.