Both hailed as the greatest technological marvel of the current age and decried as tireless job thieves, cogs are the newest ‘race’ of people on the face of Ancra. They were inadvertently invented when a team of talented artificers was working on Project Nova, an initiative to preserve the minds of the dying by transcribing their brains into golem bodies; the initial process was only partially successful – the overall structure and capabilities of the subject’s brain were recreated in the mistmarked cores of the golems, but most of the original memories and personality were lost in the transfer, leaving the newly created cog a blank slate with basic motor and language skills.
The inventors quickly realized the value of such a malleable, obedient worker and made hundreds more, putting them to work in jobs that would be too dangerous, tiring, expensive, or impossible to employ regular laborers for.
Cogs come in all shapes and sizes, though they typically conform to a generally humanoid frame. They readily absorb new information and learn through observation and mimicry; the personality, ethics, philosophy, and methods of independent cogs are often heavily-influenced by those they first ‘grow up’ around.
- +2 Constitution, –2 Wisdom, –2 Charisma
- Medium size.
- Cog base land speed is 30 feet.
- Composite Plating: The plating used to build a cog provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a cog cannot wear armor or magic robes. Cogs can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a cog with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a cog to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
- Light Fortification (Ex): When a critical hit or sneak attack is scored on a cog, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- A cog has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
- Living Construct Subtype (Ex): Cogs are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Cogs are living constructs that combine aspects of both constructs and living creatures, as detailed on the next page.
- Unlike other constructs, a cog has a Constitution score, does not have low-light vision or darkvision, and is not immune to mind-affecting spells and abilities.
- Cogs are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
- A cog cannot heal damage naturally.
- Unlike other constructs, cogs are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- As living constructs, cogs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a cog can be healed by a cure light wounds spell or a repair light damage spell, for example, and a cog is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a cog.
- The unusual physical construction of cogs makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A cog takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a cog is affected by repel metal or stone as if he were wearing metal armor. A cog is repelled by repel wood. The iron in the body of a cog makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A cog takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a cog.
- A cog responds slightly differently from other living creatures when reduced to 0 hit points.
- A cog with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a cog is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert cog does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- As a living construct, a cog can be raised or resurrected.
- A cog does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
- Although living constructs do not need to sleep, a cog wizard must rest for 8 hours before preparing spells.