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View Full Version : D&D 3.x Other Automatons (utility constructs)



rferries
2017-09-10, 02:05 AM
These constructs are designed to aid adventurers in non-combat applications. They have good defenses but very little offensive capability. Just posting C-3P0 for now; may add R2-D2, medical droids, and assassin droids later on (as well as a Technocracy PC race). The idea will be that you can "buy a party member" for a role that your group otherwise lacks (face, skillmonkey, healer, or tank); purchase and crafting costs TBD.

n.b. these use my houserule of constructs having Constitution scores (http://www.giantitp.com/forums/showthread.php?533099-Potential-houserule-Constitution-scores-for-constructs-and-undead&p=22283354#post22283354).

Automatons gain experience much like a cohort (using the highest effective Leadership score amongst party members). They typically gain additional construct Hit Dice rather than character levels, however.

Hardness (Ex)
An automaton is forged of metal almost as hard as adamantine. Fire and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to automatons; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to automatons; divide the damage dealt by 4 before applying the hardness. Electricity attacks ignore an automaton's hardness.

Self-Repair (Ex)
All automatons have auto-repair systems that allow them to heal naturally each day as though they were not constructs; this minimizes the cost of their upkeep.

AUTOMATON, SOCIAL
https://i.imgur.com/NvS6D06.jpg
MEDIUM CONSTRUCT
Hit Dice: 6d10+18 (51 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Dex, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+3
Attack: Unarmed strike +3 (1d3 subdual)
Full Attack: Unarmed strike +3 (1d3 subdual)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., hardness (http://www.d20srd.org/srd/exploration.htm#hardness) 15, low-light vision, self-repair
Saves: Fort +5, Ref +1, Will +3
Abilities: Str 8, Dex 8, Con 16, Int 18, Wis 12, Cha 12
Skills: Diplomacy +19, Gather Information +12, Knowledge (local, history, nobility and royalty) +13, Sense Motive +15
Feats: Negotiator, Polyglot (http://www.d20srd.org/srd/epic/feats.htm#polyglot)B, Skill Focus (diplomacy), Skill Focus (sense motive)
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good (see below)
Advancement: 7-18 HD (Medium)
Level Adjustment: +0 (cohort)

This gleaming construct seems forged of solid gold. It bows politely and speaks in mellifluous tones as it translates on behalf of its master.

Social automatons are polite and helpful - sometimes to the point of obsequiousness. They exist to negotiate beneficial arrangements for all parties involved and to smooth over tensions.

Certain varieties of social automatons are designed with different alignments and skills - a crimelord's automaton might be lawful evil and have ranks in Bluff or Intimidate rather than Diplomacy, and a wizard's automaton might have ranks in Knowledge (the planes) rather than Knowledge (local).

A social automaton speaks all languages through its Polyglot feat.

Combat
A social automaton is extremely durable but is of little use in combat. They make feeble efforts to assist their masters if ordered, but generally stay on the sidelines or flee if attacked directly.

AUTOMATON, TECHNICAL
https://i.imgur.com/9IPP4JC.jpg
SMALL CONSTRUCT
Hit Dice: 6d10+18 (51 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 20 (+1 Dex, +8 natural, +1 size), touch 12, flat-footed 19
Base Attack/Grapple: +4/-1
Attack: Unarmed strike +4 (1d2 subdual)
Full Attack: Unarmed strike +4 (1d2 subdual)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tools
Special Qualities: Construct traits, darkvision 60 ft., hardness (http://www.d20srd.org/srd/exploration.htm#hardness) 15, low-light vision, self-repair, trapfinding
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 8, Dex 12, Con 16, Int 18, Wis 12, Cha 8
Skills: Craft (any one) +13, Disable Device +15, Knowledge (architecture and engineering) +13, Open Lock +15, Search +13 (+15 secret doors), Survival +1 (+3 tracks), Use Magic Device +11
Feats: Nimble Fingers, Skill Focus (Open Lock), Skill Focus (Use Magic Device)
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic good
Advancement: 7-18 HD (Small)
Level Adjustment: +0 (cohort)

This squat, silvery construct rolls along the ground and inspects its surroundings with a single crystalline lens.

Technical automatons are as helpful as social automatons, but much more independent-minded. They perform repairs and other services for their masters - sometimes on their own initiative.

A technical automaton understands Common and up to four other languages, but communicates only in a series of chimes and whistles (which can often be surprisingly expressive).

Combat
A technical automaton is extremely durable but is of little use in combat. Unlike social automatons they attempt to fight at their masters' sides, making use of their tools as best they can.

Tools (Su)
A technical automaton is equipped with a dizzying array of enchanted tools, granting them the following abilities.

Energy Tools
As a standard action a technical automaton may make a melee touch attack that deals 1d4 points of cold, electrical, or fire damage. Cold damage dealt in this way can be used to put out small fires. Once a technical automaton uses this power, it must wait 1d4 rounds before using it again.

Masterwork
A technical automaton enjoys a +2 circumstance bonus on any trained skill check they attempt. (The benefits of this ability are not included in the statistics block).

Repair
A technical automaton may repair a construct using Use Magical Device, as though it were providing long-term care to a living creature using Heal. The automaton's "patients" regain 2 hit points per level for a full 8 hours of repair in a day, or 4 hit points per level for each full day spent being repaired.

The automaton can repair as many as six constructs at a time (including itself). It needs a few items and supplies (bits of metal, wood, stone, and so on) that are easy to come by in settled lands.

Trapfinding
As the rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding).