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Revision as of 18:15, 25 April 2023 by K-dawg12 (talk | contribs)

For information on the Autom race itself, see Autom.

About

Automs are a form of construct originally constructed by Colin Pendergras to serve and defend the city of Sneerwell in Isonhound. Years later he would begin to sell the designs across the realm. Where these designs differed from Warforged is that Autom’s are animated by a spirit from the outer planes bound into service by its creator in the shell of the Autom chasing. In a majority of situations the identity and personality of the spirit is suppressed as the Autom becomes completely subservient, but poor bindings or occasional malfunctions will cause the spirit to begin to regain its identity and become sentient.

Even if the Autom becomes sentient, many of the bindings may have stripped away the memories of the spirit, leading many newly sentient Automs to go off on journeys of self discovery to either find their lost memories or to come to terms with their new existence. During the War of the Forge many free Automs suffered discrimination from other humanoids and joined the fight to secure their right to individuality.

Even when broken of their creator’s bonds, a Bluestone can still work on a sentient Autom. A Bluestone is a magical gem created by Colin Pendergras from sapphire and Wovenstone to forcefully control Automs. Many sentient Automs have spent their lives working to hunt down and destroy the remaining Bluestones to finally free their kind from servitude.

When playing as an Autom, please follow the statistics below.

Racial Features

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 2, but your Dexterity score decreases by 1.

Age. The first Automs were built around the year 710 PR and many more have been built since then. Some sentient Automs see themselves as the age of their body while others may see themselves as the age of their spirits. So far, Automs have shown no signs of deterioration due to age outside of a need for minor bodily upkeep.

Alignment. Most sentient Automs are products of the origins of their spirits and the nature of the forms they inhabit, meaning their alignments can be anywhere on the spectrum. Some do still cling to the lawful programming that formed the body they inhabit.

Size. Automs have been constructed for many forms of tasks. Your size is Medium or Small. The more modern Automs weighs in at about 300 pounds, while older model Autom weigh in at about 550.

Speed. Your base walking speed is 25 feet.

Clockwork Resilience. Your creature type is both Construct and Humanoid. You body is made of materials of strong fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
  • You are immune to magical aging effects.

Spirit's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Forged Shell. You have a natural Armor Class of 14 and your metal frame gives you resistance to Force damage. Your unique frame prevents you from utilizing any armor, but you can still wield and gain the benefits of a shield.

Arcane Cannon. Every Autom is constructed with a built in Arcane Cannon that folds out of their arm. You are proficient when using this weapon and use Constitution as your attack modifier. Make an attack roll against a target on a hit you deal 3d8 force damage. This damage increases by 1d8 when you reach 5th level (4d8), 11th level (5d8), and 17th level (6d8). You can use your Arcane Cannon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Planar Origins. You gain one skill proficiency or tool proficiency of your choice.

Interdimensional Malfunction. Your turn to sentience has begun to wear on your mechanical body as the power of your spirits pushes through. You are vulnerable to one of the damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Languages You can speak, read, and write Common and one other language of your choice.

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