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War Forged - Automaton

Modifications for War Forged characters from the Ebberon setting. In Ebberon these are magically enchanted but sentient beings made as shock troops for a war that was now over.   The Alterra setting one could reclassify them as Automatons that have gained personality and sentience. Unlike War Forged Automatons may have a difficult time repairing themselves as the technology that makes them is long gone and the technicians who understand their systems.     Additionally they are thousands of years old, and as a DM you have to decide if their awareness is something emergent after 6000 years of operation and they only are just in the last few years aware beings, or are they ancient vessels of knowledge, fisrt hand witnesses?   The DM for the sake of consistency allow them to have the race stats of Automatons on page 246 & 247 of the Arcana of the Ancients book. They can choose to be a Type I - IV.They can keep the HP and HD for the type of automaton, speed and must choose those stats of that Type.   At first level they have the same saves, skill, Damage immunities, Condition immunities, senses, language, melee attack and ranged attack. They have no automatic racial proficiency, class proficiency.   For rests short rests are normal, long rests take 4 hours during which they can not take any actions and are considered off and recharging.   Healing takes two forms, first Automatons have an internal self repair system and can spend HD during a short rest, or long rest. They then need raw materials to heal completely, and can usually do this by absorbing 1lb of iron or steel per level which takes 3 min per pound. As a fully mechanical construct made of technology no one understands you do not get healing from medicine checks. You can absorb cyphers, as in the manner before if the cypher is not a pill, suave, or other medicine and heal to full using 2 actions. This destroys the cypher and does not count against your cypher count while absorbing it. Artifacts can be absorbed but it takes 4 actions.   An automaton is still limited by the rule of 3 for cyphers, but with a constitution check they can permanently attach an artifact and it doesn't count towards their limit. They can not absorb it to heal once it has been incorporated.   Magical healing does not help you as you are not alive in any way. The mending cantrip can give 2 hp per use. An artificer or Numeriamancer specialist can attempt an arcarna check to make a magical repair using their tools. If successful you can regain 1d4+proficiency.   At second level they may now add their class proficiency from 1st and 2nd level. Automatons may not learn magic, have no ability to perform magic, or have magical abilities. An automaton theoretically could go to wizard school and gain the class wizard but and have the skills and knowledge but all spells cast fail automatically. Automatons could become philosophical clerics but similarly any spell they attempt to cast will fail automatically. Artificer, Bard, Druid, Ranger, Paladin, Warlock, they could learn the skills but the spells will automatically fail. Neumeriamancer technomagic special abilities will also fail automatically.   If your character has been sentient this entire time the DM can choose to assign you the feat "Deep History" and your history skill however is the normal calculation but gives you the bonus to that lore. your language is the most common for your area. In lieu of this feat the DM could allow you to pick up 3 other languages instead.   If your character has only just passed the Turing limit and become sentient your character is probably ignorant of most of what has been going on and your data banks didn't record much history.

Mechanics & Inner Workings

Automatons are made up of common robotics, cyphers, and other technologies of the ancients none of which can be replicated today. Numeriamancers are the closest to understanding their inner workings.

Manufacturing process

Combination of 3D printing, energy to mater conversion, self assembling nano-materials, and self assembling computing.

History

Over the centuries the odd automaton has gained full sentience and wondered off to do their own thing. No one knows if it is a malfunction, an evolution or just what happens when an automation gets to be over a few thousand years old.

Significance

Thousands of automation are in service in every city, hold overs left to toil and repair, or co-oped and turned into house servants passed down and sold. They are pliant and listen to nearly any sentient. There are some that are protected by the city and no one may mess with like the ones that maintain the Great Canals.
Item type
Robotic
Creation Date
180EA to 700A
Rarity
Very few common automatons have the ability to transcend their programing and become truly sentient. There are many kinds of artificial intelligence that are equal or higher intelligence from a human, but they were designed that way. As such there are no communities of Automatons, and those that haven't become uplifted will ignore any reasoning to go against their programing.
Weight
45 lb to 500 lb
Dimensions
Tiny, Small, or Medium
Base Price
Tiny; 900gp, Small; 1800gp Medium; 3600gp
Raw materials & Components
All Automatons are made of synth and cyphers. The form the player takes can be humanoid, but does not need to look at all human. They will look unmistakably like a machine.
Tools
Of the few Automaton history books that survive Automatons were built in machines that self assembled the parts of the machine and then either completed by skilled workers or other Automatons. There existed some artifacts that could build a complete tiny or small automaton without any human supervision. Today it is not uncommon to find automatons with missing limbs or hooks added where a delicate hand used to be. Automatons are built to modify themselves to continue functioning.

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