Retro-convertion: Automaton


Conversions


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+2 to Two Ability Scores: Automatons come in all shapes and sizes.

Small or Medium: Automatons can be Small or Medium.

Normal Speed: 20 feet (Small) or 30 feet (Medium).

Low-Light Vision

Living Machine: Construct (Living Machine)
They gain a Constitution score (which can be selected with the Ability Score bonus at creation) and can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Automatons require 2 hours of standby sleep, but they do not need to breathe or eat. They are not destroyed when reduced to 0 hit points, instead becoming unconscious and stable. They are destroyed when reduced to a negative number of hit points equal to their Constitution score. They can be raised or resurrected when destroyed.

Natural Weapon: Automatons' unarmed strikes are treated as gauntlets (1d3 B) and can choose to deal lethal or non-lethal damage.

Languages: Automatons begin play speaking Common and Utopian. Those with high Intelligence scores can choose any language except Druidic.

Custom Build: Automatons must choose one of the following build.
- Hunter: If both hands are free, the Hunter can walk and run on all foru limbs, increasing its base speed by 10 feet.
- Mage: The Mage gains a 1st-level Bloodline Power, using its character level as its sorcerer level.
- Sharpshooter: The Sharpshooter can ignore the penalty for the first two range increments, and any increment after starts at -2.
- Warrior: The Warrior's unarmed strike increased to 1d6.

So? What do you think? This topic is to discuss and to elaborate on the race BTW, so feel free to pitch your ideas :)


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Arcane Communication (Automaton)
You can telepathycally communicate with others.
Prerequisites: Automaton
Benefit: You gain the Limited Telepathy trait, but only for the targets you are directly touching.
Special: This feat can be enhanced with special feats.
Lesser: The range of your telepathy increases to 5 feet per character level.

Arcane Eye (Automaton)
Your eye is developped to see in the dark.
Prerequisites: Automaton
Benefit: You gain Darkvision at 30 feet.
Special: This feat can be enhanced with special feats.
Lesser: The range of your Darkvision increases to 60 feet and your Low-Light Vision increases to 4 times.

Arcane Armament (Automaton)
One of your hands has a special weapon built in.
Prerequisites: Automaton
Benefit: Your natural weapon's damage increases by one step, and it can be bludgeoning, piercing or slashing, at the time of selecting this feat and cannot be changed afterward. You can select this feat once per upper limb.
Special: This feat stacks with the Warrior Build. This feat can also be enhanced with special feats.
Lesser: The damage increases by one step, and it can be treated as a manufactured weapon for iterative attacks.

Arcane Lore (Automaton)
You can recall aspects of your magical nature more easily.
Prerequisites: Automaton
Benefit: You gain a racial bonus to Knowledge (Arcana), Spellcraft and a Craft of your choosing. This bonus is equal to your character level.
Special: This feat can be enhanced with special feats.
Lesser: You apply this bonus to Use Magic Device and Disable Device.

Energy Beam (Automaton)
Your eye can emit a sharp beam of concentrated fire at an opponent.
Prerequisites: Automaton
Benefit: You gain the Kineticist's Fire Blast, but as a 1st-level ability.
Special: This feat can be enhanced with special feats.
Lesser: The beam now acts as a Fire Blast, following the same scaling as a Kineticist of your character level. However, you take non-lethal damage equal to the beam's number of dices, as your system overheats, and this damage cannot be healed until you have taken a full standby sleep. You can adjust the beam's power when activating it, dealing lesser damage if desired.

Reinforced Chassis (Automaton)
You have a heavier and sturdier frame.
Prerequisites: Automaton
Benefit: You gain a +1 natural armor per 2 character levels, but your speed is reduced to 20 feet (if Medium) or 15 feet (if Small).
Special: This feat can be enhanced with special feats.
Lesser: You gain Lesser Fortification (25%).

Lesser Augmentation (Automaton)
Your augmentations become more advanced.
Prerequisites: Automaton, at least 9th-level, one Automaton feat
Benefit: Select one Automaton feat. It gains the Lesser enhancement.
Special: This feat can be selected multiple times, each time selecting a different Automaton feat.


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Arcane Safeguards (Automaton)
Your body can resist magical effects.
Prerequisites: Automaton, at least 5th-level
Benefit: You gain a +2 racial bonus to saving throws against spells, spell-like and supernatural abilities and effects.
Special: This feat can be enhanced with special feats.
Lesser: You gain an additional +1 racial bonus per 3 character levels.

Integrated Armament (Automaton)
Your arms can conceal small weapons for you to draw.
Prerequisites: Automaton, at least 5th-level
Benefit: One of your arms has a built-in manufactured light weapon or buckler. You can draw this item as a free action, as per the Quick Draw feat, it cannot be disarmed or dropped, and it takes a DC 20 Perception check to notice the concealed item.
Special: This feat can be taken once per upper limb. This feat can be enhanced with special feats.
Lesser: You can conceal a one-handed weapon or heavy shield per arm, or even a two-handed weapon with both arms. This enhacement applies to all limbs at once.

Magical Resistance (Automaton)
Your body can resist elemental damage more easily.
Prerequisites: Automaton, at least 5th-level
Benefit: Select one energy type: Acid, Cold, Electricity or Fire. You gain Resistance 5 from that energy.
Special: This feat can be taken multiple times, selecting a different energy type. This feat can be enhanced with special feats.
Lesser: You gain Energy Resistance 5 per 4 character levels, and it applies to all energy types selected with the feat.


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Arcane Camouflage (Automaton)
You can hide in terrain in an inorganic fashion.
Prerequisites: Automaton, at least 9th-level, Hunter Build
Benefit: You gain a +1 racial bonus to Stealth checks per character level and you can run at full speed, like the Fast Stealth Rogue talent.
Special: This feat can be enhanced with special feats.
Lesser: Once per day, you can cast Blur as a spell-like ability, using your character level as your caster level.

Arcane Propulsion (Automaton)
Your core can augment your movements.
Prerequisites: Automaton, at least 9th-level
Benefit: For one round per character level, you can double your base speed and gain +1 racial bonus to Acrobatics checks per character level. The duration doesn't have to be consecutive.
Special: This feat can be enhanced with special feats.
Lesser: The duration increase to one minute per character level.

Arcane Slam (Automaton)
Your unarmed strike can kock opponents off their feet.
Prerequisites: Automaton, at least 9th-level, Warrior Build
Benefit: You gain the benefit of Vital Strike with your natural weapon, and on a critical hit against a target of your size or smaller, the opponent is knocked prone.
Special: This feat can be enhanced with special feats.
Lesser: You gain the benefit on Improved Vital Strike and Awesome Blow.

Core Attunement (Automaton)
Your core's connection to arcane energy grows in power.
Prerequisites: Automaton, at least 9th-level, Mage Build
Benefit: You gain the 3rd-level Bloodline Power, of the same bloodling chosen with the Mage Build.
Special: This feat can be enhanced with special feats.
Lesser: You gain the 9th-level Bloodline Power.

Rain of Bolts (Automaton)
You can fire projectiles at a rapid pace and your body accomodates your weapon's ammunition and reloading time.
Prerequisites: Automaton, at least 9th-level, Sharpshooter Build
Benefit: Once per day, when using a manufactured ranged weapon, you can make a ranged attack at every visible target either in a 30-foot cone or in a 10-foot radius, at your full-attack bonus.
Special: This feat can be enhanced with special feats.
Lesser: You can use this feat once per hour, but every time beyond the first deals non-lethal damage per target attacked, whether it hits or misses.


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Arcane Locomotion (Automaton)
You modify your build to grant you an additional movement.
Prerequisites: Automaton, at least 13th-level
Benefit: You gain an additonnal speed, chosen from Climb, Swim, Burrow or Fly (Average), at your base land speed.
Special: This feat can be selected multiple times, selecting a new movement. If you have more than one movement, it takes a standard action to switch movements. This feat can be enhanced with special feats.
Lesser: You gain access to an additionnal movement and can have twoi extra movements active at once.

Astral Blink (Automaton)
You can blink out and in existence by channeling your core's energy and the Astral Plane.
Prerequisites: Automaton, at least 13th-level
Benefit: You can cast Dimension Door once per hour as a spell-like ability, using your character level as your caster level.
Special: This feat can be enhanced with special feats.
Lesser: You can use this feat as a Move action.

Core Rejuvenation (Automaton)
You have an emergency measure to prevent you from dying.
Prerequisites: Automaton, at least 13th-level
Benefit: Once per day, you automatically stabilize when you reach 0 hp.
Special: This feat can be enhanced with special feats.
Lesser: Upon activation, you gain 3 temporary hit points per character level for 1 minute, after wich you fall unconsicous at 0 hp and stabilized.

Enlarged Chassis (Automaton)
You have rebuilt your body to make you appear bigger.
Prerequisites: Automaton, at least 13th-level, Small or Medium
Benefit: You are treated as one size larger, gaining the new size's traits and losing your previous size's traits. If you are Large, you take a –1 size penalty to AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to CMD, and a –4 size penalty on Stealth checks.
Special: This feat can be enhanced with special feats.
Lesser: You gain +2 racial bonus to Strength and Constitution, and a -2 penalty to Dexterity. If you were Medium, you become a Large creature, in all aspects.


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Axial Recall (Automaton)
Your connection to Axis allows you to make trips.
Prerequisites: Automaton, at least 17th-level, Astral Blink
Benefit: Twice per day, you can cast Plane Shift as a spell-like ability, using your character level as your caster level. This is limited to Axis only and you can only cast it on yourself.
Special: This feat can be enhanced with special feats.
Lesser: You can transport 1 willing creature per 2 character levels.

Core Cannon (Automaton)
You can transform yourself into a magical siege weapon.
Prerequisites: Automaton, at least 17th-level, Energy Beam
Benefit: As a full-round action, For one round per character level, you can transform into a cannon, including range increment and critical. Each shot fired deals 1d6 points of damage per character level and half damage is fire, while half is force. You cannot move while transformed, but you can attack with your natural weapon. Reverting back is another full-round action.
Special: This feat can be enhanced with special feats.
Lesser: Your shot deals 1d8 points of damage.

Greater Augmentation (Automaton)
You can enhance your body to further levels.
Prerequisites: Automaton, at least 17th-level, one Automaton feat, Lesser Augmentation (one Automaton feat)
Benefit: Select an Automaton feat in which you also have the Lesser Augmentation feat. That feat gets enhanced as follow:

Arcane Communication: The range of your telepathy increases to 10 feet per character level, and you gains the benefits of Seek Thoughts and Thoughtsense.

Arcane Eye: You can use See Invisibility once per hour, using your character level as your caster level.

Arcane Armament: The damage increases by one step and it gains, the Disarm, Trip, Grapple and Sunder qualities.

Arcane Lore: Once per hour, you can make an untrained Knowledge check, and your racial bonus applies.

Energy Beam: Your beam now acts as the Blue Flame Composite Blast, using your chaarcter level as the Kineticist level. Also, the number of non-lethal damage taken is halved.

Reinforced Chassis: You gain Moderate Fortification (50%).

Arcane Safeguards: You gain the benefits of Evasion. If you already have Evasion, you gain the benefits of Improved Evasion. If you already have Improved Evasion, you can completely dodge the spell without rolling three times per day.

Integrated Armament: You can have 2 items per upper limb conceal, but you can only draw one item at a time. It also now takes a DC 30 Perception check to notice them.

Magical Resistance: Select one energy type. You can convert half the damage taken into healing.

Arcane Camouflage: You can use Blur once per hour, and can use Invisibility three times per day.

Arcane Propulsion: You can triple your base speed, and apply the speed increase to any one additional movement you possess.

Arcane Slam: You gain the Greater Vital Strike feat, and Awesome Blow can affect creatures up to 2 sizes larger.

Core Attunement: You gain the 15th-level Bloodline power.

Rain of Bolts: You can affect a 60-foot cone or a 30-foot radius, and once per day, you can alter the ammunitions' material to Adamantine, Cold Iron or Silver.

Arcane Locomotion: Your movement speed for Climb, Burrow, Swim and Fly doubles, and for Fly, the maneuvrability increases to (Good). You also can have 3 movements active at once.

Astral Blink: Your can use this feat as a Swift action.

Core Rejuvenation: Upon activation, you gain Fast Healing equal to your Constitution modifier for 1 minute. You still gain the temporary hit points that dissipate after 1 minute.

Enlarged Chassis: You gain a +4 racail bonus to Strength and you can wield oversized weapons up to one size larger without penalty.

Axial Recall: You can use Plane Shift up to 6 times per day.

Core Cannon: Your cannon form now has the same statistics as a Fiend's Mouth Cannon, and your shots increase to 1d10 points per character level.

Special: This feat can be taken multiple times, selecting a different augmentation.


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New stuff :D

Custom Build: Automatons must choose one of the following build.
- Zealot: The Zealot gains a 1st-level Domain Power, using its character level as its cleric level. You also have a Holy Or Unholy Symbol engraved on your chest.

Channeling Ray (Automaton)
Your symbol can emit a beam of positive or negative energy.
Prerequisites: Automaton, Zealot Build
Benefit: You gain the Cleric's Channel Energy, but as a 1st-level ability. You also gain the benefit of Channel Ray feat, also using your character level. You may channel energy a number of times per day equal to 3 + your Charisma modifier.
Special: You you already have Channel Energy, you may channel energy a number of times per day equal to 6 + your Charisma modifier. If you already have Channel Ray, you add 1 point of damage per die. This feat can be enhanced with special feats.
Lesser: You may now use Channel Energy as a Cleric of your character level. However, you are still limited to the ray.
Greater: You may now use Channel Energy as a regular Cheric, as a 30-foot radius.

Divinity Core (Automaton)
Your core has been enhanced further with divine magic.
Prerequisites: Automaton, at least 9th-level, Zealot Build
Benefit: You gain the 6th or 8th-level Domain power.
Special: This feat can be enhanced with special feats.
Lesser: You gain a Subdomain power, from the same Domain.
Greater: You gain 2 more Subdomain power, from the same Domain.

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