Showing posts with label animates. Show all posts
Showing posts with label animates. Show all posts

Friday, August 31, 2018

D&D 5E: Animate Battle Platforms in Chirak



Animate Battle Platform
CR 13 (10,000 XP)
LN huge living construct
Initiative +0
DEFENSE
AC 20 (grafted plate armor)
HP 250 (20D12+120)
Resistance: fire, all non-magical slashing, piercing or bludgeoning attacks.
Immunity: poison, disease
Magic Resistance: the battle platform rolls advantage on magic saving throws.
Indomitable: When the battle platform reaches zero HP it continues to function with only a single action until it takes additional damage equal to its CON score (22). When at zero HP it is unable to use its maelstrom generator and begins leaking radiant energy (see Reactor Leak, below).
OFFENSE
Speed 30 feet
Multiattack the battle platform can strike with any combination of four hammer arm or bolt rifle attacks per action. The battle platform may instead initiate one bolt spray or maelstrom generator attack in place of multiattack.
Melee Attack – Hammer Arm +13 to hit, reach 15 ft, one main target, hit 4D8+10 bludgeoning damage; all targets adjacent to the main target must make DC 19 Dexterity Saves or suffer the damage as well
Ranged attack – Bolt Rifle +8 to hit (range 120 ft), hit 4D8+2 piercing damage.
Ranged attack – Bolt spray +7 to hit (all targets in a 60 foot cone), hit 4D8+2 piercing damage each.
Ranged attack - Maelstrom Generator: all targets within a 30’ radius, 16D10 fire damage; Reflex Save DC 19 for half damage; Recharge 5,6

Statistics
STR 26 (+8), DEX 10 (0), CON 22 (+6), INT 12 (+1), WIS 14 (+2), CHA 18 (+4)
Saves STR +9, CON +8, CHA +6
Languages: Logos, Old Mythric or Espanean, 25% chance of tradespeak or other
Senses: darkvision, perception +7 (passive 17)
Skills: Athletics +13, History +6
TRAITS
Living Construct: The animate is a living construct, and does not need to eat, breathe or sleep, though an animate with spell casting ability will need to meditate. Animates are immune to poison and disease. Living contructs do have an animating spirit, however, and intelligence. As such they are not resistant to mind altering effects.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one elemental type. The sample guardian is imbued with fire, but this can vary among any of the elemental types.
Armament: The battleform’s hammer arm and bolt rifle are attached to its arms, and cannot be removed except by force. The bolt rifle has a reloading chamber built into the animate’s forearm which carries up to 400 steel bolts at a time. Some guardians have these bolts enchanted (in the same fashion as enchanted arrows). The animate can fire its bolt rifle multiple times per round, and the battleform version has a range of 400 feet. It can spray a conical area for maximum effect (bolt spray attack).
Reactor Leak: A Battleform which has taken damage reducing it to zero HP begins to release dangerous waves of radiating elemental energy. Each round the battleform will radiate sickening radiation. All creatures in a 30 foot radius (Constitution DC 19; 2D8 radiant damage per round of exposure and weakened; must make a save on any round starting in or moving through the 30 foot radius). The effect ends 1D6 rounds after the animate ceases to function, when the elemental portal in its core closes.
Maelstrom Generator: Battleforms can charge up their elemental soul and release it in a torrent of energy from their internal generator pack. They lose this ability if they have reached zero HP, however.  This attack requires time to recharge between uses, but is otherwise unlimited (it taps directly into the elemental planes).
Unique Treasure up to 50,000 gold pieces in salvageable alchemical and magical parts that can be used in enchantments or as spell components can be harvested from a guardian animateis remains. An Arcana check (DC 17) can reveal 1D6 rare spell components for spells of levels 6-9.

  An even larger and more vicious looking version of the guardian, the battleform is usually modeled after dragons, manticores, and other four-legged monsters. They are much like guardians in that they are covered in thick metal plates, engraved with runic warnings in Old Mythric, and suffused with radiant elemental energy pouring from the cracks and seams of their armor. 
   Animate battleforms are (according to some artificers who study the animate culture) no longer being made, at least not in Beltraine (there is plenty of evidence that the Black Dome churns them out regularly). The majority of battleforms which exist today are ancient relics from the time of the apocalypse, the last Great War machines of old employed by the vast armies summoned to the defense of the twelve gods. Although their memories are faulty at best after only a few centuries of use, a handful of surviving battleforms claim to remember some brief details of that ancient time period, and love to recount stories to those who they are certain are not foes. Most battleforms display a keen sense of wisdom, even if they lack the driving force of intellect found in the collector models.
   Usually only seen patrolling the perimeter of approach to an animate enclave, or deep in the bowels of a subterranean animate city, the battleforms are the ultimate defense of the land, vicious bruisers who will destroy anything that is not permitted within the limits of the city proper.

Monday, August 27, 2018

D&D 5E: Animate Battleforms in Chirak



Animate Guardian
CR 8 (3,900 XP)
LN large living construct
Initiative +0
DEFENSE
AC 18 (grafted plate armor)
HP 168 (16D10+80)
Resistance: fire, all non-magical slashing, piercing or bludgeoning attacks.
Immunity: poison, disease
Magic Resistance: the guardian rolls advantage on magic saving throws.
Machine Logic: Guardians are hardened against mind-affecting spells and magic and are immune to all such effects like normal constructs.
OFFENSE
Speed 30 feet
Multiattack the guardian can strike with any combination of three warblade or bolt rifle attacks per action. The guardian may substitute one fire spray for a warblade or bolt attack per action.
Melee Attack - Warblade +9 to hit, reach 10 ft, one target, hit 2D8+4 bludgeoning damage
Ranged attack – Bolt Rifle +5 to hit (range 120 ft), hit 2D8+2 piercing damage.
Ranged attack - Fire Spray (4/day) (all targets in a 30’ cone) 4D8+8 fire damage; Dexterity Save DC 16 for half damage.
Statistics
STR 22 (+6), DEX 10 (0), CON 20 (+5), INT 12 (+1), WIS 12 (+1), CHA 16 (+3)
Saves STR +9, CON +8, CHA +6
Languages: Logos, Old Mythric or Espanean, 25% chance of tradespeak or other
Senses: darkvision, perception +4 (passive 14)
Skills: Athletics +9, History +4
TRAITS
Living Construct: The animate is a living construct, and does not need to eat, breathe or sleep, though an animate with spell casting ability will need to meditate. Animates are immune to poison and disease. Living contructs do have an animating spirit, however, and intelligence. As such they are not resistant to mind altering effects.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one elemental type. The sample guardian is imbued with fire, but this can vary among any of the elemental types.
Armament: The animate guardian’s bolt rifle and warblade are attached to its arms, and cannot be removed except by force. The bolt rifle has a range of 200 feet. It has a reloading chamber built into the animate’s forearm which carries 100 steel bolts at a time. Some guardians have these bolts enchanted (in the same fashion as enchanted arrows). The animate can fire its bolt rifle multiple times per round.
Intervention: The guardian animate is designed to protect collector units. So long as it is directly adjacent to a collector unit (or other chosen target for protection) the animate guardian can immediately extend its full DR and resistance to that target as if that target also had these defenses.
Unique Treasure up to 20,000 gold pieces in salvageable alchemical and magical parts that can be used in enchantments or as spell components can be harvested from a guardian animate’s remains.

   These immense golems stand ten to fifteen feet in height and tower over most other creatures. They are suffused with radiant elemental energy and are always composed of dense metal plates.
  The first duty of the guardian model is to protect workers and collectors from harm. Some collectors journey out with a guardian unit to protect them. Sometimes, a guardian unit loses its way, fails to protect a collector, or simply suffers a sort of malfunction and finds itself seeking out others to protect, as it seems to have an overriding need to do so.
   The primary job of the wandering animate guardian is to keep its charge safe. In doing so it will use fire spray for crowd control, while holding its intervention maneuver in wait should it need to take a hit for the one it protects. It will not hesitate to destroy anyone who threatens harm.



Friday, August 24, 2018

D&D 5E: Animates from Chirak

I finally finished the Animate write-ups for the bestiary section of the 5E edition of Realms of Chirak, which will hopefully see print before 6E arrives. Critiques welcome!



   Animates are sentient golems who come from the dead wastes and ruins of the ancients. Some animates are called collectors, and seek to gather information on the Realms for mysterious purposes. Animates of Beltraine are friendly, but the animates of the Black Dome are inimical to biological beings. Artificers of sufficient talent and power can create animates, suffusing them with life via elemental energy. The only realm  known for creating its own animates is Sabradan in the distant West.
   Although most, if not all animates that are encountered by humans are of the “collector” variety, there are in fact a variety of unique animate makes and models in the world. Collectors are viable as player characters (see chapter II) but other, more dangerous varieties can be found below.
   Unless a collector is accompanied by a guardian or similar model, the likeliest place in which to encounter these unusual animates are in their native lands, such as The Black Dome near Eristantopolis or Ruined Beltraine. Some of these encounters can be extremely hostile, depending on the intent of the animate in question, or its perception of threat on the part of the PCs.

Animate Special Feats: animate PCs have range of feats animate collectors (and other models) can be equipped with. The following examples are based on the most common traits, but are by no means the only configurations encountered in NPCs.


Animate Collector
CR ½ (100 XP)
LN medium humanoid living construct
Initiative +1
DEFENSE
AC 16 (natural armor)
HP 22 (3D8+9)
Resistance: fire, lightning
Immunity: poison, disease
Special: Armor Up (see traits)
OFFENSE
Speed 30 feet
Melee Attack - Fist +3 to hit, reach 5 ft, one target, hit 3 (1D4+1) bludgeoning damage
Melee attack - Shortsword +3 to hit (reach 5 ft, one target), hit 1D6+1 slashing damage
Ranged attack - Fire Spray +3 to hit (reach 15 ft, three targets in cone range), hit 2D8 fire damage, reflex save DC 11 for half damage.
Statistics
STR 13 (+1); DEX 12 (+1); CON 16 (+3); INT 16 (+3); WIS 10 (+0); CH 6 (-2)           
Languages: Espanean, Old Mythric, Logos, Tradespeak
Senses dark vision 60 ft., perception +2 (Passive 12)
Skills: History +5
TRAITS
Living Construct: The animate is a living construct, and does not need to eat, breathe or sleep, though an animate with spell casting ability will need to meditate. Animates are immune to poison. Living contructs do have an animating spirit, however, and intelligence. As such they are not resistant to mind altering effects,
Lightning Slowness: Animates are reduced to half moving speed for one round when struck by lightning, and in that round they cannot take bonus actions or reactions.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one elemental type. The sample collector is imbued with fire, but this can vary among any of the elemental types.
Armor Up. Animate collectors can “seal” their armor in reaction to an attack that they are aware of. The target gains disadvantage on the attack. This attack can be performed against any incoming strike the animate is aware of until the animate actually takes damage, at which time it is no longer able to effectively armor up until it repairs itself.

   Animate collectors are the most human looking of the sentient golems, usually appearing as lavishly decorated humanoids with etched skin made of bronze, gold, wood and ceramic plates. Their bodies are composed of a curious mixture of clay, plastic-like substances, woolen material and these black strands of an unknown carbon-like substance that radiates elemental heat.
   Collectors really don’t like to fight, although they are equipped for it if necessary. Their primary function is to observe, record, and learn about the many cultures of Chirak, and if forced to confrontation the animate will seek only to defend and avoid hurting others. Not all animates are like this, however. Some rogue collectors, or animates from the Black Dome seem to look down on organic biological beings as less than worthy, and show an utter disdain for the lives of others. Such collectors are often found in league with the Arcanists, seeking out lost and forbidden secrets for exploitation.
   Among all animates, collectors are the only type which is treated for game play purposes as if it were a true humanoid. As such, the rules for collectors are based entirely on the character creation rules in Chapter II. All other animates are built as living elemental construct monsters.


Animate Worker Drone
CR 3 (700 XP)
LN medium living construct
Initiative +0
DEFENSE
AC 14 (natural armor)
HP 60 (8D8+24)
Resistance: fire, lightning
Immunity: poison, disease
OFFENSE
Speed 30 feet
Multiattack the worker drone can strike with two fist attacks per action.
Melee Attack - Fist +6 to hit, reach 5 ft, one target, hit 2D8+4 bludgeoning damage
Statistics
STR 18 (+4), DEX 10 (0), CON 16 (+3), INT 10 (0), WIS 10 (0), CHA 6 (-2)
Languages: Logos, Old Mythric, 25% chance of tradespeak or other
Senses: darkvision, perception +0 (passive 10)
Skills: Athletics +6
TRAITS
Living Construct: The animate is a living construct, and does not need to eat, breathe or sleep, though an animate with spell casting ability will need to meditate. Animates are immune to poison and disease. Living contructs do have an animating spirit, however, and intelligence. As such they are not resistant to mind altering effects,
Lightning Slowness: Animates are reduced to half moving speed for one round when struck by lightning, and in that round they cannot take bonus actions or reactions.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one elemental type. The sample worker drone is imbued with fire, but this can vary among any of the elemental types.

    Animate workers are usually found deep in the belly of animate cities such as Beltraine. These gangly, lean mechanicals are comprised mostly of clockwork mechanisms, rubbery joints, wooden slat carapaces and streams of flowing, radiant elemental energy. The type of energy is usually a giveaway as to the nature of their driving elemental force. They rarely seem to have much intelligence to their actions, instead following whatever obscure programming they have been direct to carry out.
   Worker drones that somehow get loose or find themselves lost in the surface world of squishy biologicals often have mental breakdowns, being unable to properly process the data they experience. As such they are rarely deliberately seen outside of actual animate communities, and those few that wander the land tend to act very strangely, almost insane (and sometimes even become chaotic neutral in behavior permanently).

Variant Worker drone Traits:

Flyers
Some worker drones are equipped with metal wings and steering columns hooked up to rudders allowing lift and guidance in flight. These drones have flight speeds of 60 feet, and work on the delicate spires of the Animate cities. They also work with four clawed limbs instead of a humanoid form, adding a claw attack option:

Multiattack: flyers can attack up to four times with claws against targets in range with one action.
Melee Attack – Claw +6 (5 foot reach, 1 target) 2D8+4 slashing damage and target must make a DC 10 save or is grabbed by the flyer.

Diggers
Certain worker drones are designed to dig deep into the earth to forge new passage ways and excavate for new material resources. They have tremorsense and can move with a burrowing speed of 30 feet. Their drill is an additional attack:

Multiattack: the digger may strike with two fists or one fist and a drill.
Melee Attack - Digger Drill +6 attack (reach 10 feet up to 2 targets), 4D8+4 piercing and slashing damage and target is knocked prone.

Next: the battleforms

Saturday, June 13, 2015

D&D 5E Saturday Creature Factory: Animate Worker Drone

A new entry from the forthcoming Realms of Chirak...this time, animate worker drones:


Animate Worker Drone
CR 3 (700 XP)
LN medium living construct
Initiative +0
DEFENSE
AC 14 (natural armor)
HP 60 (8D8+24)
Resistance: fire, lightning
Immunity: poison, disease
OFFENSE
Speed 30 feet
Multiattack the worker drone can strike with two fist attacks per action.
Melee Attack - Fist +6 to hit, reach 5 ft, one target, hit 2D8+4 bludgeoning damage
Statistics
STR 18 (+4), DEX 10 (0), CON 16 (+3), INT 10 (0), WIS 10 (0), CHA 6 (-2)
Languages: Logos, Old Mythric, 25% chance of tradespeak or other
Senses: darkvision, perception +0 (passive 10)
Skills: Athletics +6
TRAITS
Living Construct. The animate worker drone is a living construct, and does not need to eat, breathe or sleep, though an animate with spell casting ability will need to meditate. Animates are immune to poison and disease. Living contructs do have an animating spirit, however, and intelligence. As such they are not resistant to mind altering effects,
Lightning Slowness. Animates are reduced to half moving speed for one round when struck by lightning, and in that round they cannot take bonus actions or reactions.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one elemental type. The sample worker drone is imbued with fire, but this can vary among any of the elemental types.

    Animate workers are usually found deep in the belly of animate cities such as Beltraine. These gangly, lean mechanicals are comprised mostly of clockwork mechanisms, rubbery joints, wooden slat carapaces and streams of flowing, radiant elemental energy. The type of energy is usually a giveaway as to the nature of their driving elemental force. They rarely seem to have much intelligence to their actions, instead following whatever obscure programming they have been direct to carry out.
   Worker drones that somehow get loose or find themselves lost in the surface world of squishy biologicals often have mental breakdowns, being unable to properly process the data they experience. As such they are rarely deliberately seen outside of actual animate communities, and those few that wander the land tend to act very strangely, almost insane (and sometimes even become chaotic neutral in behavior permanently).

Variant Worker drone Traits:

Flyers
Some worker drones are equipped with metal wings and steering columns hooked up to rudders allowing lift and guidance in flight. These drones have flight speeds of 60 feet, and work on the delicate spires of the Animate cities. They also work with four clawed limbs instead of a humanoid form, adding a claw attack option:

Multiattack: flyers can attack up to four times with claws against targets in range with one action.
Melee Attack – Claw +6 (5 foot reach, 1 target) 2D8+4 slashing damage and target must make a DC 10 save or is grabbed by the flyer.

Diggers
Certain worker drones are designed to dig deep into the earth to forge new passage ways and excavate for new material resources. They have tremorsense and can move with a burrowing speed of 30 feet. Their drill is an additional attack:

Multiattack: the digger may strike with two fists or one fist and a drill.

Melee Attack - Digger Drill +6 attack (reach 10 feet up to 2 targets), 4D8+4 piercing and slashing damage and target is knocked prone. 

Wednesday, December 17, 2014

Race of Chirak in D&D 5E: The Animates

This is part of my ongoing revision to the Realms of Chirak core campaign book which I would like to release in 2015 as a 5E setting if WotC will ever bother to finalize details of either an OGL or some sort of licensing for 3PP. I'd actually love some feedback on this racial option. It's built to fit the style and options of the animates as presented in 3rd and 4th edition iterations, and the balance of the animates depends on a racial feat to control the pace of acquiring animate add-ons. Whether it's really suitable for PCs or not is a different question. 


Animates
  Animates are the magically animated forms of golems brought to life through an imbuement with elemental energies. With very few exceptions, most animates are relics from the pre-apocalyptic age or derived from the remains of such,  and it is believed that they were used as servants by the Old Mythrics, Inadasir, and other lost cultures both during peace and war.
   Animates most people hear tell of in legends are the great monstrosities that guard the Black Dome of the north near the White Desert, killing and smashing all that approaches. The lesser known forms are sometimes referred to simply as collectors, humanoid entities of clay, metal and other odd patchwork parts sent out into the world to gather knowledge. They are sometimes self described as researchers and scholars, while at other times they seek out specific objects or items, and will often trade and barter for such items if they are held in high regard. Doppelgangers who have been utterly refused have been known to leave, only to come back later with deadly reinforcements.
   Animates are unusually difficult characters to play, but can be an interesting challenge for someone who would like to try out a living construct. Animates usually serve some unusual ultimate purpose, which could be a long term campaign goal. On occasion animates achieve a sense of independence, perhaps having been inactivated due to damage, or on rare occasion shutting down due to some inhibition of their elemental power source. These animates may have a sense of free will and curiosity on their own, and an urge to explore.

Playing an Animate Character
   Animates build their humanoid collector models to emulate living creatures, and so the nature of the magical artificing imbues them with life-like qualities, although they are clearly made of artificial materials. An animate collector appears to look like a human or elf made of stylized and decorative pieces of metal, ceramics, cloth and a strange fiber.
Average Height: Variable, usually in precise measurements of 5, 6, or 7 feet in height
Average Weight: 300-500 lbs.
Ability Scores: +1 Int, +1 Con
Size: Medium
Speed:  30 feet
Vision:  Normal, but an animate may choose better vision (see below)
Languages: Old Mythric, Espanean (or one other) and Tradespeak
Keen Observers:  Animates are racially proficient in Perception.
Living Construct: Similar to standard constructs, living constructs are imbued with an elemental anima, or animating force that gives them life-like properties and separates them from golems and other unliving animated entities. As such, animates have the following differences and similarities from standard constructs:
Animates do not need to eat, breathe or sleep, but they still require eight hours of immobile activity to replenish their elemental power cores (and magical abilities or spells)
Animates are subject to any fortitude save that would ordinarily affect an object, but they are immune to poison and disease effects that do not target elementals as well
Elemental Attunement: Animates must choose an elemental trait that reflects their animating force: they gain resistance against attacks with that elemental property. Choose from: cold, fire, force, lightning, necrotic, psychic, radiant or thunder. Additionally animates can choose from two additional elemental types: earth, which grants the animate an unarmored AC of 16 plus Dex modifiers instead of any special resistance, or air, which grants the animate the ability to levitate as the spell at will (costs 1 action to activate).
Unnatural Physiology: although magical healing replenishes the elemental lifeforce of animates, the medicine skill is utterly useless when dealing with these creatures. Animates that have been damaged utilize the magic of their animating force to repair injury (allowing them to spend hit dice to heal wounds), an effect which is not unlike the mending spell. Actually using a mending spell on an animate will restore 2D4 hit points of damage, but the animate can only benefit from the mending spell once per short rest (the spell has upper limits for what it can do to heal living constructs).
Death and Living Constructs: Animates that reach zero hit points are inactivated; animates that reach the negative of their HP score are completely destroyed, and their elemental anima dispersed. Animates are believed to have no souls and so cannot be resurrected or raised (except by animate clerics, it seems). Animates who are raised by their own kind usually suffer memory loss of up to 1D6 months of events prior to their deaths. The animate clerics of the machine gods explain that their loci is only “backed up” periodically, and do little else to explain to outsiders what that means.
Construct Slots: Animates modularize themselves, adding or removing features best suited to the job at hand. Animates at level 1 have two “slots” they can install features in to. At later levels animates can take a feat which lets them add additional slots. Once an animate has filled a slot with one or more of the installed features, they can later free those slots up by installing other features. This requires an extended rest to properly perform (or 8 hours). Installing the new equipment isn’t just a matter of bolting it on, the anima of the construct has to attune to the device as well. This attunement in unique to the animate and does not count against normal attunement to magic items.

Animate Racial Feat: Advanced Construct Slots
   This feat can be taken by animates only, and expands them to allow for two additional construct slots. The animate may then choose the additional traits to install when the feat is chosen, though the DM may require an expenditure of time or coin to “activate” the chosen traits, typically 100 GP per slot and 8 hours of install time. Animates may take this feat multiple times, but each time the feat is taken the animate’s form grows proportionately larger and more “accessorized.” Animates with 8 or more slots are considered large creatures.



Animate Racial Traits:
   The following traits may be used to fill the construct slots. At level 1 animates start with one or two traits (enough to fill both slots; most traits take one slot). Many animate traits emulate spells. The animate uses constitution as the spell ability for determining attacks, damage bonuses and save DCs unless specified otherwise.

Night Vision (one slot)
   An animate with this ability can see at night as if it were daylight, although sudden bright lights can be momentarily blinding. Complete darkness is equivalent to dim light. Only darkness spells will remove the animate’s ability to see.
Rules: This effect is a bonus action to activate, and remains on until deactivated. If the animate is surprised by sudden bright light equivalent to sunlight within 10 feet of his location, he has disadvantage against ranged attacks and perception checks until the beginning of his next turn.

Elemental Spray (one slot)
   Small holes in the ends of the animate’s fingers release a stream of burning liquid in an arc spray.
Rules: The animate gains a ranged attack that functions like burning hands, with two specific exceptions: the animate may choose a different elemental type for the damage that matches its own elemental attunement, and it gains 3 “charges” to use the effect, each equivalent to a level 1 spell slot. These special charges require a long rest to recover. If the animate is elementally of earth type the effect is fire. If the elemental type is air it will be thunder or lightning (animate’s choice).

Elemental Reservoir (one slot)
Prerequisite: elemental spray must be installed.
   The majority of the animate’s arm and additional storage on the back of the construct are used to provide extra fuel and punch to the animate’s elemental spray.
Rules: the elemental reservoir enhances the elemental spray, granting the animate an additional 3 slots to use for powering the elemental spray. Burning hands may be empowered with higher level spell slots; with the elemental cannon installed the animate can now “spend” the charges to attain a higher level of effect by adding them to get the desired level (i.e. with 6 charges the animate could use the spell as equivalent to a level 1 slot six times, or burn them all as a level 6 spell slot, or fire twice at level 3 each). As with the regular elemental spray all of the charges are restored after an extended rest.

Change Self (one slot)
   With a thought, the animate’s exterior appearance changes like plastic to emulate another humanoid form.
Rules: This ability emulates the wizard spell disguise self and works in the same manner. The animate gains 3 charges equivalent to 1st level spell slots which can be used to power the effect. The charges replenish after a long rest.

Hardened Skin (one slot)
   This animate can tense up, as armored plates lock together in to a solid, impenetrable mass of hardened ceramic, metal and wood.
Rules: the animate may activate this effect as a bonus action and gains a natural AC of 18 (equivalent to plate armor, does not stack with other armor or dexterity). The effect lasts for ten minutes. Once used hardened skin cannot be restored until a short rest is taken.

Machine Logic (one slot)
   Some animates are particularly mechanical in their way of thinking, and perceive reality through calculated, analytical eyes.
Prerequisite: Wisdom or Intelligence of 13 or better.
Rules: The animate gains advantage against all illusory and mind-affecting attacks as well as attacks.

Advanced Fire Spray (one slot)
Prerequisite: animate with elemental (fire) spray installed.
Benefit: Animates that use the elemental spray may choose this option. The animate can spray a lingering elemental fluid from its fingertips in addition to the normal elemental spray attacl. The spray does an additional 1D6 ongoing damage of the chosen elemental type to all targets hit by the spray each round. The targets must save vs. Constitution (DC equal to 10 plus animate’s CON) to extinguish the elemental “burning” at the end of their turn. The effect will dissipate after one minute if not extinguished via save.

Advanced Machine Logic (one slot)
   The animate has honed its machine logic to a razor’s edge.
Prerequisite: Animate with machine logic installed; Wisdom and Intelligence of 15 or better
Rules: The animate gains total immunity to charm effects and resistance against psychic damage. In addition, when rolling advantage on saves against mind-influencing and illusory effects the animate may ignore any 1’s or 2’s and reroll.

Photographic Recall (one slot)
Prerequisites: Intelligence 15 or better.
Rules: Animates can be constructed and magically programmed to record what they see and hear with stunning precision. As time goes by, this ability is nurtured and becomes truly vivid. Animates with this ability gain a sense of amazing recall about events they have witnessed.
   The animate gains three “recall charges” to use with this trait. Each time the animate expends a charge as a bonus action it may choose one of the following features. The charges, once spent, may be recovered with a long rest.
Skill Advantage: recall useful information regarding a skill or attribute check, gaining advantage for that roll
Attack Advantage: gain advantage on your next attack
Lore Recall: recover one useful bit of data from memory about current or historical lore or information relevant to the adventure (subject to DM interpretation)
Proficiency: gain proficiency on your next action based on recollection of useful information
Lost Memories: an animate can try to remember ancient experiences from its own life or the lives of other animates it can access. Make a intelligence (history) check to determine how old the memory is. The result may at the DM’s discretion grant proficiency on one relevant skill or attribute check that relates to the recovered memory.
Roll                  Length of Time
1-5                   1 week
6-10                 1 month
11-13               1 year
14-16               10 years
17-20               100 years
21-25               1,000 years
26-34               2,000 years
35+                  +1,000 years
   Note that an animate might be fairly young, but its internal memory might contain archived data going back thousands of years. Any animate with an intelligence of less than 15 does not contain an archived data bank and can not be upgraded with one until its intelligence is improved to 15 or better.
   Once the recall is complete, the animate may photographically reconstruct an image recalled in a physical media (such as potter or painter); the animate gains a bonus (based on the above chart) to the relevant skill (usually perform) for such attempts. It will be almost lifelike, depending on the quality of painting materials. An animate with the Mimicry trait (see below) may precisely duplicate voices from any period of time (like a recording, but not as voice mimicry). Minutiae down to the signature on a clay pot or the runes on a banded ring may be recalled with this ability.



Mimicry (one slot)
Prerequisites: Charisma 14+
   Animates with this trait installed are able to study and precisely imitate the motions and voice of those they encounter. Some perfect it to an art.
   The animate can study one target for a period of time that it can see and attempt to mimic that target with a Charisma (deception) skill check. The base DC for this task is 15, modified as follows:

DC 15 if the target is studied for 1-10 minutes
DC 13 if the target is studied for more than 10 minutes
DC 20 if the target is studied for 1 minute or less
DC 25 if the target is attempting to disguise its own movement or behavior (or make a contested roll vs. the target’s deception skill)
Roll with advantage if studied for one hour or more
Roll with disadvantage if the subject is being mimicked through second-hand (but accurate) information

   The animate, if successful, will precisely imitate the mannerisms and voice of a target (or both, with two separate checks). The mimicry will be so precise that the animate could be instantly assumed to be its mimicked target. Note that the animate that does this is actually doing a form of pantomime, and is not creating movements that are able to duplicate combat or skill-based actions of the target. Nonetheless, the result is uncanny compared to conventional thespians, a mechanically precise duplication of life.
   Photographic recall used with this feat may allow for additional applications of this trait.

Resistant Skin (two slots)
   The animate enhances his hardened skin for a total carapace which resists specific damage types.
Prerequisite: Animate with hardened skin installed, Level 8+


Rules: This animate has added a layer of additional protection on his exterior carapace. In addition to his normal bonuses when activating hardened skin, he adds resistance as well. The resistance will be against either 2 elemental damage types of choice, or against piercing, slashing and crushing damage. The effect lasts for as long as regular hardened skin does. The choice of resistance types may be changed after a long rest.