Auto
Automaton ADM1818 (a.k.a. Auto)
Relationships
History
Auto and Baba have had a close relationship ever since the halfling found the automaton broken-down and rusting in the rain, having been abandoned by his creator. Baba took him in, paid for his repairs, and offered him a job and a home at the speakeasy. Auto all but worships Baba, and Baba admires Auto's resilience and ingenuity.
Auto
Medium Mechanical, Artificer (Alchemist), Chaotic Good
STR
13
( +1 )
DEX
12
( +1 )
CON
16
( +3 )
INT
16
( +3 )
WIS
14
( +2 )
CHA
10
( +0 )
Ideals
Freedom and full rights for all automatons.
Bonds
Hates his creator, Victor Edison, who mistreated and abandoned him. Nearly worships Baba after being rescued by her.
Flaws
Not particularly charismatic. Actually, rather hapless in social situations.
Magical Tinkering. At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a tiny nonmagical object as an action and give it one of the following magical properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
- Armor of Tools. Item: A suit of armor. As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.
- Mind Sharpener. Item: A suit of armor or robes (requires attunement). The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.
- Replicate Magic Item. See table here for available items.
- Returning Weapon. Item: A simple or martial weapon with the thrown property. This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
- Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
- Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
- Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
- Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
- Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
- Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
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