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Automan v1.2 - /tg/ homebrew PF race

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Feb 7th, 2016
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  1. =======
  2. Automan
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  5. Automen are a small race of mostly-sentient constructs from a time long past. Their power sources are actually very tight, large wind-up keys in their backs, and despite being frail in some ways, are remarkably resilient over the course of generations. All they require is a new companion to wind them up at the start of each day every once in a while - typically when their old companion dies of old age.
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  7. Despite their mostly obsolete components, they universally reject "upgrades" - they think of the very idea as being analogous to permanent death, since they are no longer the exact same construct after replacing a part. Because of this, it is an incredibly stressful experience for automen to seek a new companion, and many fail to make one before losing power or do end up trusting the wrong person (their worst fear).
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  9. ==Abilities== +2 Strength, -2 Intelligence, +2 Charisma
  10. ==Type== Construct
  11. ==Size== Small
  12. ==Speed== 30ft
  13. ==Languages== Common, Gnomish (archaic)
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  15. ==Mindful Construction (Ex)==
  16. Because automen were built by gnomes in their own image, their thought processes are similar enough to humanoids that they suffer a 50% chance of being affected by a mind-affecting effect, unlike a normal construct. This inconsistent behavior is due to their imperfect minds, which also causes them to seem erratic at times.
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  18. ==Revivable Construct (Ex)==
  19. Unlike most constructs, automen can survive below 0 hit points somewhat like a living creature. They merely lose consciousness and need to be wound-up again to revive at 1 hit point, unless they were damaged below -10 hit points. Even then, they can still be brought back with a successful day-long craft check at a DC equal to the total value below zero the automan is at.
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  21. Unfortunately, they also do not get the hit point bonus from their construct type according to size; they are in fact remarkably frail in day-to-day life due to their "--" constitution score, despite their ability to endure centuries unchanged. Even with this drawback, automen can benefit at 50% effect from sources of divine healing magic due to their technically containing souls. Additionally, Craft checks can be made in an hour at a time at any point to restore the automan's hit points by half the check's result.
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  23. ==Wind-Up (Ex)==
  24. Automen need to be wound-up to start their adventuring day. Their companion must make two Strength checks over the course of one hour in order to wake them up. The number of hours the automan can stay awake afterward is determined by 8 + half of the two Strength checks.
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