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Rustmen

In a curious case of biological oddity the modern rust monster is actually a pupal form in the rust monster life cycle. The metamorphosis into the adult form of the rust monster, the rustman, is only triggered when excessive quantities of adamantine are consumed.

These rustmen are bipedal, with many of the physiological traits of their previous forms reduced down to more manageable proportions. Their famous feathered antenna protrude from where a human would have eyebrows, and are often used to connote emotion and inflection in a similar fashion, as their insectoid faces aren’t the most expressive. While they lack much of the strength of their previous forms, they are remarkably intelligent, and have digits suitable for manipulating objects and using tools.

Life as a rustman can be somewhat lonely in areas with little adamantine as they are often the only one of their kind, surrounded by creatures with little more intelligence than a dog. These rustmen often strike out on their own in search of more intelligent company. Only in areas with large quantities of adamantine do proper societies of rustmen form.

Racial TraitsEdit

  • Ability Score Racial Traits (1): Rustmen are gifted with a capacity for reason and diplomacy, but they lack the heavy lifting capacities of their compatriots. They receive +2 Intelligence, +2 Charisma and -2 Strength.   

  • Type (3): Rustmen are aberrations.

  • Darkvision (2): Rustmen can see in the dark up to 60 feet.

  • Size (0): Rust men are medium creatures and thus have no bonuses or penalties due to their size.

  • Base Speed (0): Rustmen have a base speed of 30 feet.

  • Languages (1): Rustmen begin play speaking Common. Rustmen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

  • Bite (2): Rustmen gain a bite attack that deals 1d4 points of damage. This is a primary natural attack, or a secondary attack if they attack with a manufactured weapon.

  • Ferrivore (2): A rustman eats metal in lieu of ordinary food, and must consume about one pound of metal per day. Their bite attack ignores an amount of hardness on metal objects equal to 10 + their character level.

  • Adamantite Constitution (3): Rustmen who have eaten at least 1/4th of a pound of adamantine in the past 24 hours gain a +2 bonus on Fortitude saves, and when they rest to regain hit points they heal an additional amount equal to their character level squared.   

  • Speaker of Rust (0): Rustmen can ask questions of and receive answers from rust monsters, even though those creatures are normally incapable of communicating.

Racial Points: 14


Random Rustmen Starting AgesEdit

Adulthood

Intuitive1

Self-Taught2

Trained3

-*

+1d4

+1d8

+2d6

1 This category includes barbarians, oracles, rogues, and sorcerers.

2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.

3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

  • Rustmen reach maturity as soon they consume sufficient quantities of adamantine  

Random Rustmen Height and WeightEdit

Gender

Base Height

Height Modifier

Base Weight

Weight Modifier

Male & Female

5’8

+2d4 in

(6’0-6’4)

95 lbs

+2d10lbs

(97lbs-115lbs)


Favored Class OptionsEdit

The following favored class options are available to all rustmen characters who have the listed favored class, and unless otherwise stated, the bonus applies each time the favored class reward is selected.

Class

Bonus

Source

Wizard

Add +¼ to the wizard’s caster level when casting spells against metal objects, creatures, or creatures mostly clad in metal armor.

CRB

Sorcerer

Add +¼ to the wizard’s caster level when casting spells against metal objects, creatures, or creatures mostly clad in metal armor.

CRB

Barbarian

Add +1 to the barbarian's total number of rage rounds per day.

CRB

Druid

Add +¼ to the wizard’s caster level when casting spells against metal objects, creatures, or creatures mostly clad in metal armor.

CRB

Bloodrager

Add +1 to the Bloodragers total number of rage rounds per day.

ACG

Shaman

Add ½ to the shaman’s effective class level for the purpose of determining her spirit animal's natural armor adjustment, Intelligence, and special abilities.

ACG

Hunter

Add +½ to rolls made to track creatures or objects made of metal.

ACG

Ranger

Add +½ to rolls made to track creatures or objects made of metal.

CRB

Ungermaw

Ignore +1/4th of a point of hardness or DR with your bite attack, this stacks with your mastication class feature.

Gonzo 2

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