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chargen:races:warforged:living_construct [2023/05/12 21:07] – created elfinlockschargen:races:warforged:living_construct [2026/03/13 18:52] (current) – hyperlinking nonlethal entry elfinlocks
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   * Like constructs, living constructs are immune to paralysis and sleep effects.   * Like constructs, living constructs are immune to paralysis and sleep effects.
   * Unlike constructs, living constructs are not immune to disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sickened effects, but they do get a +2 racial bonus to saving throws to resist them.   * Unlike constructs, living constructs are not immune to disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sickened effects, but they do get a +2 racial bonus to saving throws to resist them.
-  * Unlike constructs, living constructs are not immune to ability damage, ability drain, bleed, necromancy effects (see below), negative levels, non-lethal damage, effects that require a Fortitude save or death from massive damage.+  * Unlike constructs, living constructs are not immune to ability damage, ability drain, bleed, necromancy effects (see below), negative levels, [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]], effects that require a Fortitude save or death from massive damage.
   * Living constructs do not need to eat, breath or sleep, but those with abilities that require rest time, such as TP and MP, still need appropriate time to recuperate.   * Living constructs do not need to eat, breath or sleep, but those with abilities that require rest time, such as TP and MP, still need appropriate time to recuperate.
   * Spells from the conjuration (healing) subschool are only half effective on living constructs, rounded down.   * Spells from the conjuration (healing) subschool are only half effective on living constructs, rounded down.
-  * Like constructs, living constructs do not heal naturally, but can be repaired using an appropriate Craft skill (such as armorsmithing, blacksmithing, gemcutting or masonry). Each check takes 8 hours and the number of hit points regained is equal to the result of the Craft check -15.+  * Like constructs, living constructs do not heal naturally, but can be repaired using an appropriate[[priority:skills:craft|Craft]] skill (such as armorsmithing, blacksmithing, gemcutting or masonry). Each check takes 8 hours and the number of hit points regained is equal to the result of the[[priority:skills:craft|Craft]] check -15.
   * Living constructs can be raised, reincarnated and resurrected. They cannot be reanimated as undead or deathless unless specifically stated otherwise.    * Living constructs can be raised, reincarnated and resurrected. They cannot be reanimated as undead or deathless unless specifically stated otherwise. 
   * Living constructs do not get low-light vision or darkvision, unless stated otherwise.   * Living constructs do not get low-light vision or darkvision, unless stated otherwise.
   * Regardless of whether the creature type is either humanoid or construct, those with the living construct subtype count as both humanoids (of the living construct subtype) and constructs for extraordinary abilities, supernatural abilities, spell-like effects, Talents, and spells. This includes special weapon qualities, like Bane (construct), and class abilities, like favored enemy (construct). If there is a situation where the same effect would affect humanoids and constructs differently, such as Charm Person, assume that the effect does apply, and in the most severe applicable manner.   * Regardless of whether the creature type is either humanoid or construct, those with the living construct subtype count as both humanoids (of the living construct subtype) and constructs for extraordinary abilities, supernatural abilities, spell-like effects, Talents, and spells. This includes special weapon qualities, like Bane (construct), and class abilities, like favored enemy (construct). If there is a situation where the same effect would affect humanoids and constructs differently, such as Charm Person, assume that the effect does apply, and in the most severe applicable manner.