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The divymm are an enigma: a race of intelligent constructs and androids, created long ago, though whether the divymm were servitors or ‘children’ of the ancients and whether the divymm were left behind for some purpose or simply abandoned by the ancients when they disappeared is lost to history. Not even the divymm know, for they lack any memory or knowledge of their makers. The divymm don’t have a single homeworld, instead, they’ve been found across many different worlds, usually in an ageless state of torpor or offline reverie. Elders have recently activated a number of divymm, but lately many others have come out of suspended animation on their own, as if in response to some unseen trigger.

A divymm is a mind and living soul in a constructed body. Divymms are physically powerful, and intellectually cognizant, but are often emotionally detached. Their purely mechanical body presents an emotive obstacle between their psyche and those around them. Divymms often find their emotions seemingly diluted by how they artificially interface with their environment. Divymms each have their own unique personality and identity and many work hard to convey who they are to those around them. Despite their physical forms, most divymms strongly identify themselves as having a specific gender.

Divymms are known to react badly to the implication that they have no emotions or any inference that they are just machines.

Divymms come in many different shapes and sizes, apparently suited for a variety of purposes at the time of their construction. Some are completely humanoid, taking on more of the characteristics of an android, and others are hulking brutes, chiseled in stone, metal, or with other strange technological attachments. Given sufficient time and resources, divymms can modify their mechanical form considerably and many make cosmetic changes to suit their own personal tastes and personality.

Divymms all recognize one another as emanating from the same source, or lifeforge as they refer to it. Divymms often have a glowing rune or sigil on their forehead or chest, but even without this, divymms can automatically identify each other and share a bond passed down by the Ancients which unites them far beyond the roles they currently serve. Nevertheless, at the present time, the divymm are an important part of the Bellianic Accord, defending the multiverse from malevolent incursions.

Racial Traits

  • Construction Points: Each divymm has a pool of construction points equal to half the divymm’s Hit Dice and can use these to gain modifications (see below).
  • Modifications: Divymms can have their constructed bodies modified in many different ways.
    • Armor Plating (Ex, 0 CP, cost varies): A divymm can be fitted with armor plating. This is the same as a regular creature wearing armor with the following exceptions. The armor plating only counts as 3/4 of the normal; Weight as the same type of armor for the purpose of calculating the divymm’s load. A divymm can sleep comfortably in armor plating, and medium or heavy armor plating does not reduce the divymm’s speed, although the divymm’s speed is reduced if carrying a medium or heavy load. Armor plating costs twice as much as normal armor of the same type; this increase does not affect the masterwork cost or the cost of special materials. Attaching or removing armor plating takes 10 minutes per point of AC that the base armor provides.
    • Constricting Grasp (Ex, 1 CP, 0 gp): Once per round, when a divymm successfully maintains a grapple, the grappled creature takes damage as if the divymm had the constrict special attack. The divymm must have the grab modification before taking this modification.
    • Extra Limbs (Ex, 1 CP, 100 gp): The divymm gains an additional pair of arms, complete with hands. The divymm does not gain any additional natural attacks for this additional pair of arms and cannot attack with weapons held in them but can use these hands to hold or manipulate items.
    • Grab (Ex, 2 CP, 0 gp): The divymm gains the grab special attack with slam attacks. The divymm must have the slam modification before taking this modification.
    • Integrated Weaponry (Ex, 0 CP, 20 gp): Weapons can be affixed onto a divymm’s arms. This means the divymm can’t be disarmed of this weapon but also cannot drop it or use this limb for anything else. The weapon can still be sundered and is treated as a separate object from the divymm’s body.
    • Inbuilt Armament (Ex, 0 CP, 20 gp): A divymm can have a small device or weapon the same size and shape of its forearm (such as a dagger, dart, wand, 5 arrows or bolts, or 1 pound of ammunition) built into a forearm. A divymm can draw and wield the item, or replace it in its inbuilt housing, as a swift or move action, and when wielded it is treated as if held in a locking gauntlet. The divymm gains a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or examining it to find hidden items.
    • Large (Ex, 4 CP, 1,000 gp): The divymm’s constructed form is Large-sized, granting a +4 bonus to Strength, 10 bonus hit points, and a +2 bonus to its natural armor bonus to AC, with a natural reach of 10 feet and a +1 bonus to its CMB and CMD. A Large divymm takes a –2 penalty to Dexterity, along with a –1 size penalty to AC and on attack rolls, a +1 bonus on combat maneuver checks and to CMD, a –2 penalty on Fly checks, a –4 penalty on Stealth checks, and a reach of 10 feet.
    • Physical Structure (Ex, see table): A divymm’s constructed body can be fashioned from a variety of materials. After a lengthy preparatory process, a divymm’s form can be improved and the divymm’s consciousness transferred into the new physical structure. A divymm’s body can be any one of the following materials:
    • Slam (Ex, 1 CP, 0 gp): The divymm gains a slam attack as a primary natural weapon dealing 1d6 damage for a Medium-sized divymm. At 6 HD and every 5 HD beyond that (11 HD and 16 HD), a divymm can take this modification again and gain an additional slam attack. By spending an additional 300 gp, a divymm’s slam attacks count as a masterwork weapon and can then be enhanced as a magic weapon for the normal costs.
  • Offline Reverie (Ex): As a full-round action, a divymm can enter a state of suspended animation, freezing in place and becoming motionless. While in offline reverie, spells or abilities that detect life indicate that the divymm is neither alive nor dead and abilities which detect or read thoughts don’t reveal any thoughts from the divymm. However, the divymm responds to changes in external conditions or bodily harm as if asleep. A divymm can remain in offline reverie indefinitely and can exit this state after a predetermined time or as a full-round action in response to external conditions.
  • Repair: Repairs can fix a damaged divymm. A successful DC 20 Craft check and 1 hour of work repairs 1d4 hit points. Adding +10 to the check’s DC reduces the repair time to 10 minutes. Failing this check by 5 or more ruins half the raw materials. One pound of divymm repair raw materials costs 10 gp and each successful Craft check uses up 1 pound of raw materials. The type of Craft check needed to repair a divymm depends on the divymm’s construction. Most divymms require Craft (armorsmithing) or Craft (mechanical) checks to repair, however, some specialized divymms need specific Craft skills or more expensive raw materials (see physical structure in the modification ability above).
  • Sentient Construct: A divymm is a mind and living soul in a constructed body. This ability replaces the standard features of the construct type. A divymm counts as a living creature as well as a construct for the purpose of spells and other effects. Divymms are immune to fatigue, exhaustion, nonlethal damage, bleed effects, disease, paralysis, and poison. A divymm is not subject to ability damage or ability drain to physical ability scores (Strength, Dexterity, and Constitution), but is subject to ability damage or ability drain to mental ability scores (Intelligence, Wisdom, Charisma). Divymms gain a +2 racial bonus on saving throws against mind-affecting effects, sleep effects, stunning, and any effect that causes the sickened or nauseated condition. Any numerical bonuses, penalties, or other modifiers from morale, fear, and emotion-based effects are halved for a divymm. Divymms do not naturally heal hit points but do naturally heal ability damage as normal. Spells and supernatural abilities that heal hit point or ability damage to living creatures cure only half the normal number of hit points. Spells and abilities that heal constructs (such as make whole) function normally. A divymm does not gain bonus hit points for being a Medium-sized construct, and it is not destroyed at 0 hit points. It remains conscious but is sickened and staggered when at 0 hit points or below, though unlike living creatures it does not gain the dying condition. A divymm is destroyed at –20 hit points. Powerful magic, such as raise dead or resurrection, can restore a divymm to life as if it were a living creature. Divymms do not need to breathe or eat but do need to sleep (or use offline reverie) for 2 hours per day.
  • Unity Lifeforge (Ex): Divymms can instantly recognize each other on sight. All divymms instinctively know that they serve a common purpose and while they may have differences of opinion, one divymm cannot knowingly attack or harm another.
Material CP Cost Hardness Natural Armor Notes
Darkwood 1 1,500 gp 5 +0 Can be repaired with Craft (carpentry) or Craft (sculpture)
Stone 2 5,000 gp 8 +1 Must be repaired with Craft (sculpture) or Craft (stonemasonry)
Metal1 3 15,000 gp 10 +2 Can be repaired with Craft (weaponsmithing)
Mithral1 5 50,000 gp 15 +4 Can be repaired with Craft (weaponsmithing)2
Adamantine1 7 90,000 gp 20 +6 Can be repaired with Craft (weaponsmithing)2

1 Counts as a metal creature for the purpose of spells such as repel metal or stone, or rusting grasp.

2 One pound of repair raw materials now costs 250 gp.

Section 15: Copyright Notice

Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.