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The glassmen of the amber desert are naturally-occurring semi-living creatures, risen from glass melted by the focused beams of the moon. They're bizarre in appearance, occasionally bipedal, but more often asymmetric and alien.
Glassmen are medium constructs. They do not gain any special abilities from the construct creature type.
Artificial Soul
You are not healed or harmed by positive or negative energy effects which deal or heal hit point damage. Effects which can be used to repair constructs or objects that cost at least 1 spell point (or which use a spell slot of 1st level or higher) can target you and restore your hit points.
Amorphous Endurance
Choose Energy Renewal or Distributed Vitals.
Energy Renewal
You gain Fire Resistance 5. You gain fast healing 2 for 1 round anytime you take fire damage(whether or not this damage gets through your energy resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Distributed Vitals
You are immune to decapitation from the vorpal weapon special ability. A successful coup de grace performed against you deals normal damage rather than a critical hit and you automatically succeed at any saving throws made to avoid dying from a coup de grace.
Developed Tolerance
You gain a +2 origin bonus to saving throws against poison effects, polymorph effects, and petrification effects.
Perfect Health
You are immune to disease effects.
Quick Rest
You only need to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a character that requires rest to regain spell points or prepare spells to do so after only 2 hours, but this does not allow a character to regain spell points or prepare spells more than once per day.
Distinct Vulnerability
You take a -2 penalty to saving throws against cold effects.
Ephemera Feeder
You gain no sustenance from food or drink. Instead, being near fire (or a similar heat source) for one hour is a sufficient replacement for one day's worth of food and water.