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Automaton Features:

There are three categories of automaton features: Durability, Movement, and Abilities. One
cannot select multiple features of durability to total a greater number of Hit Points. Instead, one
feature is selected, and that is all. Multiple types of movement can be selected in the Movement
Feature table. Multiple movements of the same type cannot be selected, however, to add to a
greater total. You can, of course, upgrade to a greater movement of the same type. Unless
stated otherwise, you cannot select ability features multiple times. Also, some ability features
require the a prerequisite ability. Abilities such as Intelligence, Extra attack, Armor, or progress
require the related abilities before it to upgrade. Once upgraded, the old ability is counted into
the new ability without costing souls.

Durability
Amount Souls
1 0
1d4 1
1d6 2
1d8 3
2d4 4
2d6+1 5
3d6 6
3d8 7
3d10 8
4d8 9

Movement
Type Speed Souls
Land 15 0
Land 30 1
Swim 15 1
Land/Scale 15 1
Fly/Hover 5 2
Land 45 2
Swim 30 2
Land/Scale 30 2
Fly 15 3
Land 60 3
Swim 45 3
Land/Scale 45 3
Fly 30 4
Land 75 4
Fly 45 5
Fly 60 6
Fly 75 7
Fly 85 8
Land 100 8
Fly 100 9

Abilities:

Prerequisites ID# Ability Description Souls
0000 Attack, 1d4
damage
A basic attack made with claws, teeth, or
tackling.
0
0001 Attack, 1d6
damage
An improved attack made with claws, teeth,
or arms.
1
0010 Ranged
Attack, 1d4
damage
A basic projectile attack. 1
0101 Extra Limbs The automaton is given an extra limbs. It
grants 1 human like limb, two animal limbs,
and 6 insect limbs (two limbs is base for any
automation). This ability can be selected
multiple times.
1
0102 Pressure
Shocks
The automaton is outfitted with shocks,
possibly in the knee, elbow, or wrist. With a
successful dexterity check, the automaton
1
can avoid damage from up to 20 ft, and take
half damage up to 50 ft.
0200 Jump The automaton has the ability to jump either
3 feet high or 9 feet long.
1
0110 Low-light
Vision
automaton can see in low light up as if it were
fully lit.
1
0103 Opposable
Thumb
automaton can grasp objects like a human. 1
1000 Armor, +2 Additional +2 to Armor Class. 1
0220 Hearing The automaton can hear as a human 1
0002 Attack, 1d8
damage
A superior attack made with fangs, large
limbs, or weapons.
2
0011 Ranged
Attack, 1d6
Damage
An improved projectile attack. 2
2010 Electric Shock Deals 1 damage and stuns enemy for 1
round. Can be used rounds (Constitution
save vs mechanist DC 10+ Int mod).
2
2020 Flame Shot,
1d4 damage
Shoots a ray of fire rounds in a 3 yd cone. 2
0220 0221

Translator The automaton is equipped with a translator
for up to 4 languages. The ability can be
purchased again.
2
0106 Zip Line Automaton can shoot a adamantine line of 20
yards of length. It can pull itself up and one
other person.
2
2120 Flash The automaton emits a flash of light which
stuns opponents for 1 round. Opponents
make a dexterity save with advantage
against DC12.
2
2030 Finale, 3d6
damage, 2 yd
range
The automaton explodes 1 round after
destruction. Its detonation cannot be
controlled by the mechanist.
2
0220 Voice Box The automaton is equipped with a basic
voice box to relay commands or record and
replay sound.
2
1201 Overcharge The automaton can utilize additional power to 2
double it movement speed for a duration of 1
round. Regenerates after a short rest.
0003 Attack, 1d10
Damage
A great attack dealt by powerful tools. 3
0012 Ranged
Attack, 1d8
A superior projectile attack. 3
1000 1001 Superior
Armor
+5 AC 3
0210 Intelligence, 6 The automaton is equipped with minimal
human intelligence.
3
1100 Extra Attack The automaton is granted an extra attack in
its round.
4
0220 0221 Improved
hearing
The automaton has advantage on all
perception checks related to sound.
3
0230 Super
Strength, 18
The automaton receives great strength.
Cannot be purchased for modify feature.
3
0110 0111 Dark Vision The Machine Can see in the dark up to 20
yds.
3
0112 Spyglass Eye One eye is equipped with extreme long range
vision. Objects up to 300 yards appear close.
3
2030 2100 Detonate, 3d6
damage, 2 yd
range
Mechanist can detonate during their round
any automatons with this ability. Does not
work if automaton is already destroyed.
3
0201 Dig The automaton is equipped with the ability to
delve into the earth. It can move at
standard movement rate.
3
3000 Soul Retrieval automatons with this ability can consume
souls from creatures they kill and return them
to the mechanist.
3
0105 Laser Vision The automaton can melt through metals, 1
inch/minute in a small dot. Burn through
wood at 1 foot/ minute.
3
0004 Attack, 1d12
damage
A devastating strike delivered by an
automaton with great weapons.
4
0013 Ranged
Attack, 1d10
damage
A great projectile attack. 4
2010 2011 Stun Gun, 4
damage
A shock attack that also stuns the enemy for
4 rounds. Can be used rounds.
(Constitution save vs mechanist DC 10+ Int
mod).
4
3010 Anatomical
correctness
The automaton looks much like an
anatomically correct human. Charisma for the
robot is improved by 4
4
3030 Hologram A hologram is produced to appear as the
robot. It can the hologram looks exactly like
the automaton but cannot move.
4
0220 0222 Human voice
box
The automaton is equipped with a voice box
that sounds like a human. It can resemble
any voice the mechanist remembers.
4
0106 On the Grid The sight of the automaton combines with the
mechanist.
4
0107 Tracker Sight The automaton is equipped with a site which
locks onto the soul energy of enemies. It
gains a +2 to all attacks.
4
0210 0211 Intelligence, 9 The automaton is equipped with standard
human intelligence.
4
2020 2021 Flamethrower
, 2d8 damage
The automaton fires an intense blast of heat
rounds in a cone of 5 yds.
4
0005 Attack: 2d8 An ultimate attack dealing massive damage. 5
0014 Pew-Pew
Guns, 1d4
Fires magical rounds that make a distinct
pew-pew sound. Fires 4 shots/ round. Extra
attack does not apply to pew-pew guns.
5
1001 1002 Armor, +8 The automaton is equipped with advanced
armor.
5
0211 0212 Intelligence,
12
The automaton is granted improved human
intelligence.
5
2030 2031 Finale, 3d12
damage, 10
yds.
The automaton explodes 1 round after
destruction. Its detonation cannot be
controlled by the mechanist.
5
0210 3100 Progress The automaton can progress in level at the
standard progression rate. They can be any
class.
5
0220 0224 Sonar The automaton is equipped with Sonar
capabilities
5
2200 Bombs, 3d6
damage, 10
yds.
The automaton is equipped with bombs to
drop on the enemy. It is equipped with 3
bombs. Once dropped, more can be rebuilt.
6
0212 0213 Intelligence,
15
The automaton is equipped with great human
intelligence.
6
3100 Emotion The automaton comes equipped with the
ability to feel emotions.
6
0113 Detect Magic
1/day
The automaton can screen for magical fields
in a 5 yard radius. This also detects 2nd level
invisibility.
6
2030 2101 Detonate,
3d12
damage, 10
yds
Mechanist can detonate during their round
any automatons with this ability. Does not
work if automaton is already destroyed.
6
3020 Self-
Replication
The Automaton can create others like itself
with souls it gathers or is given. New
automatons are made when the original
creation collects a number of souls equal to
its own, -6. All components are transferred,
except self-replication.
6
0015 Missile, 3d6
damage, 2 yd
radius.
Soul Seeking missiles that receive a +6 to hit.
The automaton receives 6 missiles. The
maximum range of missiles is 100 yards.
7
3011 Alternate
Form
The automaton changes form. If the robot
looked like an animal it now looks and
functions as a vehicle that best fits its HP and
movement. If the robot appeared to be some
sort of vehicle it will now appear to be an
animal. In alternate form, features are still
accessible.
7
2012 Charge
Shield, 3d8
damage, 3 yd
radius
The automaton unleashes a surge of
electrical energy in a sphere that both
damages and stuns creatures in the radius
for 4 rounds. (Constitution save vs mechanist
DC 10+ Int mod).
7
0214 Intelligence,
18
The automaton is granted genius level
intellect.
7
0113 0114 Anti-Magic
defence
The automaton comes equipped with a dispel
magic that automatically fires whenever a
magical assault comes within 5 yds.
7
0214 0215 Amazing
intellect, 20
Near impossible intelligence is granted to the
automaton.
8
3000 0016 Soul Blast,
3d12 damage
1/day, the automaton can fire a concentrated
blast which corrupts the the soul of the target,
accelerating the effects of consumption
deprivation. Undead must make Constitution
save vs mechanist DC 10+ Int mod or take
an additional 3d12 damage.
8
3010 or 3011
if human or
animal
3012 Bio-computer The automaton is combined with organic
components, and can pass as a humanoid or
animal. It maintains all other abilities as an
automaton.
8
1002 1003 Invincible
plating, AC
+10
The Armor on this automaton is nigh
unscratchable.
8
3100 3101 Improved
Progress
The Automaton can progress in level at
normal rate.
8
0215 0216 Super-
Computer, 25
The Automaton possesses beyond humanly
capable intelligence.
9
1101 1102 Extra attack,
X2
The automaton is given yet another attack,
for a total of 3.
9
3300 Short-range
teleportation
The automaton can use their movement to
teleport anywhere in open space in a 30 yd
radius. The movement is instantaneous and
without failure.
9

Flaws

Flaw Description Souls
Glitch Everytime the Automaton rolls a fumble, it shuts down. -2
Unresponsive Every time an order is given to the automaton, there is a chance
(%5) that they will either ignore the command or do the opposite.
-2
Quirky
Personality
This is an effect of attempting to add a personality to the
automaton. The automaton inherits a somehow problematic
personality. This flaw does not mirror unresponsive.
Result Trait
1 Depressed
2 Paranoid
3 Kleptomaniac
4 Multiple Personality Disorder
5 Bipolar Personality Disorder
6 Believes they are the mechanist, and the mechanist
is the automaton

-1
Faulty shield AC-1, HP-1 -1
Love Affair The automaton falls in love with the mechanist. -1
Opposing
Alignment
The automaton suffers from the exact opposite alignment as the
character. Not applicable to true neutral characters.
-3

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