Something that I came up with as an extra in my first adventure (which is coming soon!). I thought other people might have a little interest in a playable construct race (I would recommend adding in as arcane spells repair light/moderate/serious/critical damage that are identical to the normal selection of cure spells if you do decide to incorporate clockforged into your campaign).
“To believe that there could be more than one of me…now that is pure madness!”
-Atoll, the ancient clockforged, on the suggestion that there are other clockforged.
The art of creating clockwork constructs is one that is well known across the world. Wizards often create clockwork assistants or guardians that outlive them by generations. The lost secret of how to imbue a construct body with a viable soul is something that even the working Clockforged have little idea about. Often concealing their true identity to preserve their own precious freedom, Clockwork adventurers travel the world looking for companions and seeking the answer to the enigma that is their existence.
Clockforged Racial Traits
+2 Intelligence, +2 Dexterity, -2 Charisma: Clockforged are intelligent, agile creatures but they struggle to relate to other, more normal forms of sentient life.
Humanoid Construct: Clockforged are humanoids with the Construct subtype.
Normal Speed: Clockforged have a base speed of 30 feet.
Darkvision: Clockforged can see in the dark up to 60 feet.
Low-Light Vision: Clockforged can see twice as far as humans in conditions of dim light.
Constructed: Clockforged cannot benefit and is not healed from positive energy (such as Cure Light Wounds or a paladin’s Lay on Hands). Clockforged are healed through use of the Craft (clockwork) skill or spells such as Make Whole.
Mechanical Mind: A Clockforged gains a +4 racial bonus to saving throws against any mind-affecting effects.
Mechanical Body: A Clockforged is immune to disease, exhaustion, fatigue, poison and sleep effects. Further, a Clockforged does not breathe, eat or sleep and cannot gain any benefits from consumable items such as potions. A Clockforged caster must spend 8 hours contemplating the nature of magic and spellcasting to prepare spells (this functions identically to an 8 hour rest period for normal casters).
Mystical Soul: Unlike a normal construct, a Clockforged benefits from moral bonuses and can be raised from the dead normally.
Fragile Construction: A Clockforged has no immunities against mind-affecting effects, death effects, necromancy effects, paralysis, ability damage, ability drain, energy drain and nonlethal damage. A Clockforged has a constitution score and gains saving throws, proficiencies and hit dice based on classes selected.
Mending can be cast upon a clockforged, healing 1d4 points of lethal damage (and the same amount of nonlethal damage).