Difference between revisions of "ATRuns (3.5e Race)"

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|author_name=Ganteka Future
 
|author_name=Ganteka Future
 
|date_created=25 April 2015
 
|date_created=25 April 2015
|status=Condition: Normal - v1.2
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|status=Condition: Normal - v1.3
 
}}
 
}}
 
<small>This race is designed around a campaign world that includes [[Durzite (3.5e Race)|durzites]]. When used without durzites, substitute the creation of ATRuns with another race or method.</small>
 
<small>This race is designed around a campaign world that includes [[Durzite (3.5e Race)|durzites]]. When used without durzites, substitute the creation of ATRuns with another race or method.</small>
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ATRuns typically form guild-families of like-functioning individuals, none of which need to be related. They also form groups of diverse individuals as a means of exploiting specialization in functionality. They also gather in groups of related members and close friends out of love, trust and familiarity.
 
ATRuns typically form guild-families of like-functioning individuals, none of which need to be related. They also form groups of diverse individuals as a means of exploiting specialization in functionality. They also gather in groups of related members and close friends out of love, trust and familiarity.
  
Well established ATRuns settlements are most often ruled by a council, typically known as the Planner Council, whose duty it is to guide the structure, organization and layout of the territory as well as manage material and labor resources. Emissaries and trade ambassadors among ATRuns are known as Walker Councils and are generally formed of 1–3 ambassadors that report to the Planner Council and 2–9 Tower Gales as bodyguards and scouts. Some Tower Gales adorn themselves in heavy armor and are visibly emblazoned with their local insignia while others remain light and mobile, carrying only official documentation as a sign of their affiliations. Walker Councils occasionally also travel with ambassadors leaving ATRuns territory or serve as escorts. When without a Walker Council, a group of Tower Gales is known as a Patrol Gale, and may be tasked with reconnaissance, peace-keeping or territorial surveillance.
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Well established ATRuns settlements are most often ruled by a council, typically known as the Planner Council, whose duty it is to guide the structure, organization and layout of the territory as well as manage material and labor resources. Emissaries and trade ambassadors among ATRuns are known as Walker Councils and are generally formed of 1–3 ambassadors that report to the Planner Council and 2–9 Tower Gales as bodyguards and scouts. Some Tower Gales adorn themselves in heavy armor and are visibly emblazoned with their local insignia while others remain light and mobile, carrying only official documentation as a sign of their affiliations. Walker Councils occasionally also travel with ambassadors leaving ATRuns territory or serving as escorts. When without a Walker Council, a group of Tower Gales is known as a Patrol Gale, and may be tasked with reconnaissance, peace-keeping or territorial surveillance.
  
 
===Language & Names===
 
===Language & Names===
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===Racial Traits===
 
===Racial Traits===
  
* {{3.5e Racial Attribute Adjustment|+2}}, {{3.5e Racial Attribute Adjustment|-2}}, {{3.5e Racial Attribute Adjustment|-2}} -or- [[Racial Ability Adjustments::None]]: ATRuns are diverse and often, but not always, specialized. Choose three ability scores and apply a +2 racial bonus to one and a –2 racial penalty to the other two. Optionally, an ATRuns may gain no racial ability bonuses and penalties.
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* [[Racial Ability Adjustments::None]]: An ATRuns gains no racial ability bonuses or penalties.
 
* {{Property Link|Type|SRD:Construct Type|Construct}}: ATRuns do not use construct traits as per their type. They instead gain the traits listed here.
 
* {{Property Link|Type|SRD:Construct Type|Construct}}: ATRuns do not use construct traits as per their type. They instead gain the traits listed here.
 
:* An ATRuns has a [[SRD:Constitution|Constitution]].
 
:* An ATRuns has a [[SRD:Constitution|Constitution]].
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:* An ATRuns [[SRD:Dead|dies]], becoming inert, at –10 HP and (usually) has no soul. It's body, so long as it is not reduced to an amount of negative HP equal to its maximum HP total +10, or destroyed outright, may be reconstructed. A dead or inert ATRuns does not rot but may corrode due to environmental damage and has a [[SRD:Breaking and Entering|hardness]] equal to its HD total.
 
:* An ATRuns [[SRD:Dead|dies]], becoming inert, at –10 HP and (usually) has no soul. It's body, so long as it is not reduced to an amount of negative HP equal to its maximum HP total +10, or destroyed outright, may be reconstructed. A dead or inert ATRuns does not rot but may corrode due to environmental damage and has a [[SRD:Breaking and Entering|hardness]] equal to its HD total.
 
:* An ATRuns has [[Hinder Energy (3.5e Creature Ability)|energy hindrance]] 50% against [Positive] and [Negative] energy effects, qualifying as a living creature against these effects.
 
:* An ATRuns has [[Hinder Energy (3.5e Creature Ability)|energy hindrance]] 50% against [Positive] and [Negative] energy effects, qualifying as a living creature against these effects.
:* Immune to pain effects. Immune to [[SRD:Poisons|poison]], chemical [[SRD:Paralyzed|paralysis]], [[SRD:Disease|disease]] and death effects.  
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:* An ATRuns is immune to pain effects, [[SRD:Poisons|poison]], chemical [[SRD:Paralyzed|paralysis]], [[SRD:Disease|disease]] and death effects.  
 
:* No maximum age. Does not die of old age.
 
:* No maximum age. Does not die of old age.
 
* [[Size::Medium]]: As [[Medium]]-sized creatures, ATRuns have no special bonuses or penalties due to their size.
 
* [[Size::Medium]]: As [[Medium]]-sized creatures, ATRuns have no special bonuses or penalties due to their size.
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* [[SRD:Low-Light Vision|Low-Light Vision]] and [[SRD:Darkvision|Darkvision]] {{Ex}}: An ATRuns can see twice as far [[SRD:Vision and Light|shadowy illumination]]. An ATRuns can see out to 60 feet in total darkness.
 
* [[SRD:Low-Light Vision|Low-Light Vision]] and [[SRD:Darkvision|Darkvision]] {{Ex}}: An ATRuns can see twice as far [[SRD:Vision and Light|shadowy illumination]]. An ATRuns can see out to 60 feet in total darkness.
 
* {{Anchor|Core Type}} {{Ex}}: An ATRuns possesses a core as its central component. Each ATRuns has one of the following cores:
 
* {{Anchor|Core Type}} {{Ex}}: An ATRuns possesses a core as its central component. Each ATRuns has one of the following cores:
:* Clockwork (Long Now) Core: An ATRuns with this core has been built to withstand time and damage. It gains 1 HP per HD. Its negative HP range necessary to destroy it as well as the negative HP range in which it remains dying is doubled. An effect that would disintegrate or otherwise utterly destroy it instead reduces it to its previous negative HP cap for being dead unless its body is already below that point, in which case it is then destroyed.
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:* Clockwork Core: An ATRuns with this core has been built to withstand time and damage. It gains 1 HP per HD. It also gains [[SRD:Endurance|Endurance]].
:* Discharge Core: This core is unstable. An ATRuns with this core is a danger to itself and others. The ATRuns must discharge a burst of [Electricity] every 20+1d4 hours (1d4 electricity damage per HD of the ATRuns and may be used as a touch attack). Failure to discharge this electricity causes the ATRuns to enter Overcharge Mode. While overcharged, an ATRuns gains an extraordinary ''[[SRD:Haste|haste]]'' effect but takes double damage from all damage dealt to it. If an ATRuns falls dying while overcharged, the discharge escapes and deals damage to the first creature that touches it, unless the ATRuns was submerged in a conductive liquid such as water, in which case all creatures within a 10 foot radius are dealt the discharge damage, no save.
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:* Discharge Core: This core is unstable. Once per day, the ATRuns may either discharge a burst of [Electricity] (1d4 electricity damage per HD of the ATRuns and may be used as a touch attack) or gain an extraordinary ''[[SRD:Haste|haste]]'' effect for a round. These are both usable as free actions.
:* Electric Core: An ATRuns with an electric core gains [[Hinder Energy (3.5e Creature Ability)|energy hindrance]] 50% against [Electricity]. This hindrance is lost while the ATRuns is submerged in water.
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:* Electric Core: An ATRuns with an electric core gains [[SRD:Resistance to Energy|Electricity Resistance]] 5. Additionally, it gains a +2 bonus on [[SRD:Initiative|Initiative]] checks.
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:* Magnetic Core: An ATRuns with this core has limited control over magnetic objects and can magnetize its grip. It gains an extraordinary ''[[SRD:Mage Hand|mage hand]]'' usable at will for magnetic objects only out to 15 feet. Additionally, it gains the [[Staunch Grip (3.5e Feat)|Staunch Grip]] feat.  
 
:* Soul Core: The love and skill of master crafters has imbued it with a soul. An ATRuns with this core may be [[SRD:Raise Dead|raised]] and resurrected like a living creature. It takes full effect from [Positive] energy effects as a living creature does.
 
:* Soul Core: The love and skill of master crafters has imbued it with a soul. An ATRuns with this core may be [[SRD:Raise Dead|raised]] and resurrected like a living creature. It takes full effect from [Positive] energy effects as a living creature does.
:* Thermal Core: An ATRuns with a thermal core has a warm body like a living creature. It gains [[Hinder Energy (3.5e Creature Ability)|energy hindrance]] 50% against [Fire] damage. It gains an extraordinary constant ''[[SRD:Endure Elements|endure elements]]'' effect on itself. Gain the [[Publication:Unearthed Arcana/Controlled Immolation (Feat)|Controlled Immolation]] feat. When subjected to [Cold] damage, the ATRuns must make a [[SRD:Fortitude|Fortitude]] save DC 15 or become [[SRD:Slow|slowed]] for 1 round.
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:* Thermal Core: An ATRuns with a thermal core has a warm body like a living creature. It gains [[SRD:Resistance to Energy|Fire Resistance]] 5. It gains an extraordinary constant ''[[SRD:Endure Elements|endure elements]]'' (cold only) effect on itself. Gain the [[Publication:Unearthed Arcana/Controlled Immolation (Feat)|Controlled Immolation]] feat.
 
* {{Anchor|Model Feature}} {{Ex}}: ATRuns are a diverse group of machines. Each ATRuns has one of the following model features:
 
* {{Anchor|Model Feature}} {{Ex}}: ATRuns are a diverse group of machines. Each ATRuns has one of the following model features:
:* Acceleration: When running, gain +10 feet to its speed per round it continues to run, up to a number of rounds equal to its HD total. May attempt a [[SRD:Bull Rush|bull rush]] or [[SRD:Overrun|overrun]] attempt as part of a [[SRD:Full-Round Actions#Run|run]].
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:* Acceleration: When taking a [[SRD:Full-Round Actions#Run|run]] action, gain +20 feet to its speeds. May attempt a [[SRD:Bull Rush|bull rush]] or [[SRD:Overrun|overrun]] attempt as part of a [[SRD:Full-Round Actions#Run|run]].
:* Built-In Weapon: Gain [[SRD:Quick Draw|Quick Draw]] with weapon that is stored inside its body. Weapon cannot be disarmed. May have have 2 light or one-handed weapons or 1 double or two-handed weapon built-in. Built-in weapons must be custom made, doubling the weapon's base cost and requiring them to be masterwork. Built-in weapons while stored, are considered to have been given a "20" for a [[SRD:Sleight of Hand Skill|Sleight of Hand]] check die result (with no need to roll) to hide the weapons in its body.
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:* Built-In Weapon: Gain [[SRD:Quick Draw|Quick Draw]] with a weapon that is stored inside its body. This weapon cannot be disarmed. It may have 2 light or one-handed weapons or 1 double or two-handed weapon built-in. Built-in weapons must be custom made, doubling the weapon's base cost and requiring them to be masterwork. Built-in weapons while stored, are considered to have been given a "20" for a [[SRD:Sleight of Hand Skill|Sleight of Hand]] check die result (with no need to roll) to hide the weapons in its body.
:*Efficient Armoring Frame: It is proficient with light, medium and heavy [[SRD:Armor|armors]]. [[SRD:Armor Qualities#Armor Check Penalty|Armor check penalty]] and [[SRD:Armor Qualities#Arcane Spell Failure|spell failure]] chances are halved for armors. Medium and heavy armor doesn't slow it down.
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:* Custom Armoring Frame: When armor is custom-made for it at the [[SRD:Armor for Unusual Creatures|non-humanoid armor cost]], that armor doesn't count against its weight for [[SRD:Carrying Capacity|carrying capacity]] nor does it slow it down. It may still wear armor made at the humanoid armor cost.
:* Enhanced Optics: Eyes function as [[SRD:Bullseye Lantern|bullseye lanterns]] which may be activated/deactivated once per round as a free action. The light may be totally snuffed out or dimmed down to [[SRD:Candle|candle]]-like illumination. Gain [[Bright-light Vision (3.5e Creature Ability)|bright-light vision]]. Gain [[SRD:Darkvision|darkvision]] out to 120 feet. [[SRD:Spot Skill|Spot]] becomes a class skill for all classes. Gain a +2 racial bonus on such checks.
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:* Enhanced Optics: Eyes function as [[SRD:Bullseye Lantern|bullseye lanterns]] which may be activated/deactivated once per round as a free action. The light may be totally snuffed out or dimmed down to [[SRD:Candle|candle]]-like illumination. Gain [[Bright-light Vision (3.5e Creature Ability)|bright-light vision]]. [[SRD:Spot Skill|Spot]] becomes a class skill for all classes. Gain a +2 racial bonus on such checks.
:* Loader Lifter: [[SRD:Carrying Capacity|Carrying capacity]] is calculated as though one size larger and quadrupedal. Any [[SRD:Strength|Strength]]-based skill or ability check rolled has a minimum die roll result of 10, regardless of the actual die result.
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:* Loader Lifter: [[SRD:Carrying Capacity|Carrying capacity]] is calculated as though quadrupedal. Additionally, it may "[[SRD:Using Skills#Taking 10|take 10]]" on any [[SRD:Strength|Strength]]-based skill or ability check, even when threatened or distracted.
:* Internal Quick-Access Storage: Gain a compartment that stores up to its light load. Items stored within this compartment are accessible as a [[SRD:Swift Action|swift action]] by the ATRuns and does not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]].
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:* Internal Quick-Access Storage: Gain a compartment that stores up to half its light load. Items stored within this compartment are accessible as a [[SRD:Swift Action|swift action]] by the ATRuns and do not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]] by retrieving them.
:* Masterwork Components: Gain the [[Masterwork Body (3.5e Feat)|Masterwork Body]] feat. Increase the provided bonus by +2 for one class skill.
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:* Masterwork Components: Counts as having a [[SRD:Masterwork Tool|masterwork skill tool]] for all [[SRD:Strength|Strength]]- and [[SRD:Dexterity|Dexterity]]-based skills.
:* Piston Smasher: Gain a [[SRD:Swift Action|swift action]]-activated piston that either allows it to add +2 to attack and an extra multiple of [[SRD:Strength|Strength]] bonus to damage to a single attack or allow it to take a "20" to a single [[SRD:Jump Skill|Jump]] check without rolling. The attack or jump must be used in the same round that the piston was activated.
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:* Piston Smasher: Gain a [[SRD:Swift Action|swift action]]-activated piston that when primed, either adds +2 to a single attack with an extra multiple of [[SRD:Strength|Strength]] bonus to damage or instead allows it to take a "20" to a single [[SRD:Jump Skill|Jump]] check without rolling. The attack or jump must be used in the same round that the piston was primed.
 
* Weapon Proficiency: ATRuns are proficient with [[SRD:Armor Spikes|armor spikes]], hammers ([[SRD:Light Hammer|light hammer]] and [[SRD:Warhammer|warhammer]]), picks ([[SRD:Light Pick|light pick]] and [[SRD:Heavy Pick|heavy pick]]) and [[SRD:Spiked Gauntlet|spiked gauntlets]].
 
* Weapon Proficiency: ATRuns are proficient with [[SRD:Armor Spikes|armor spikes]], hammers ([[SRD:Light Hammer|light hammer]] and [[SRD:Warhammer|warhammer]]), picks ([[SRD:Light Pick|light pick]] and [[SRD:Heavy Pick|heavy pick]]) and [[SRD:Spiked Gauntlet|spiked gauntlets]].
* [[SRD:Endurance|Endurance]]
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* Applied Synergy: An ATRuns shares ranks in [[SRD:Knowledge Skill|Knowledge]] (Architecture & Engineering), [[SRD:Knowledge Skill|Knowledge]] (Dungeoneering) and [[SRD:Knowledge Skill|Knowledge]] (Geography) as is they were a single skill and as class skills for all its HD. It needs only to invest ranks in one skill to count as ranks for all three skills.
* Custom Armoring: When armor is custom-made for it at the [[SRD:Armor for Unusual Creatures|non-humanoid armor cost]], that armor doesn't count against its weight for [[SRD:Carrying Capacity|carrying capacity]]. It may still wear armor made at the humanoid armor cost.
 
* Extensive Files: An ATRuns shares ranks in [[SRD:Knowledge Skill|Knowledge]] (Architecture & Engineering), [[SRD:Knowledge Skill|Knowledge]] (Dungeoneering) and [[SRD:Knowledge Skill|Knowledge]] (Geography) as is they were a single skill and as class skills for all its HD. It need only invest ranks in one skill to count as ranks for all three skills.
 
 
* Ore to Ingot {{Ex}}: An ATRuns can process metallic ores and scrap metal internally (instead of consuming them as food energy) and output ingots. The process takes 1 hour per per 5 pounds of ore per 5 [[SRD:Breaking and Entering|hardness]] of the metal. The process also separates different metals.
 
* Ore to Ingot {{Ex}}: An ATRuns can process metallic ores and scrap metal internally (instead of consuming them as food energy) and output ingots. The process takes 1 hour per per 5 pounds of ore per 5 [[SRD:Breaking and Entering|hardness]] of the metal. The process also separates different metals.
 
* [[SRD:Automatic Languages|Automatic Languages]]: Binary and Durzite (or language of creator).
 
* [[SRD:Automatic Languages|Automatic Languages]]: Binary and Durzite (or language of creator).

Revision as of 18:44, 6 December 2020

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Author: Ganteka Future (talk)
Date Created: 25 April 2015
Status: Condition: Normal - v1.3
Editing: Clarity edits only please
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This race is designed around a campaign world that includes durzites. When used without durzites, substitute the creation of ATRuns with another race or method.

ATRuns

Long ago during an earlier age of prosperous durzite empires, antechs carved tunnels and mine shafts, dutifully laboring away for their durzite masters, oblivious and enduring. However, they were limited machines that needed constant attention from engineers and mages to stay in working order. Through centuries of field-testing and improvements, the antechs became more durable and autonomous. The durzites even began building them with the capacity to repair each other and themselves, assimilating the materials they needed from ores they mined.

However, the antechs reached a tipping point of mental ability and they began to question their existence and feel emotions. The durzite master craftsmen, artisans and engineers were sympathetic to their creations to which they had devoted decades of their lives to building and perfecting. So, with a hesitant but willing hand from the durzites, the antechs struck out on their own and in time became the ATRuns. With the budding of this new race, the durzites phased their antechs out in favor of mindless golems and the employ of stone-forming mages and artisans.

A racial paragon class is available in the form of the ATRuns superior.

Physical Description

Standing anywhere from around four-and-a-half feet to seven feet tall and made most often of various metals and mineral components (specialized ceramics, crystal, glass and occasionally stone), ATRuns are a highly diverse race of autonomous humanoid-shaped constructs originally built for laboring.

Because they were originally built by a variety of craftsman and artisans, some even still resemble the original antech designs of their forefathers. ATRuns come in two basic varieties, with several possible core types and a host of other model-specific features.

Primarily, there are antechs (sharing the name of, and often confused with, their former design), the compiler-sorters with a link-up umbilical and compiling unit. There are also estechs, the constructor-manufacturers with larger material containment and processing units. These two basic formats serve as their sexes.

Since their sexes aren't analogous to humanoid sexes, they don't always present themselves as a recognizable gender to other creatures, though when they do, it's often simply as a stylistic choice rather than an in-built perceptive quality. Antechs and estechs may appear to be masculine or feminine to humanoids, or something else not even easily definable.

At their center, typically within their torso, is a core, a primary "heart" that powers and motivates the ATRuns as a whole. These cores are entirely extraordinary in manufacture. Some ATRuns have access panels or view-ports to their cores. These cores require mineral intake as food and often water for steam pressure or system balance.

On the outside, some ATRuns are covered with in-built armor while others are wrapped in a covering of cloth or leather to keep out dirt and debris from their inner workings or to simply appear more humanoid. They don't always employ clothing, but generally do so to protect their bodies from wear and tear from heavy labor. Their laboring outfits and work clothes are often drab and utilitarian.

Personality & Relations

Within the bodies of these masterfully crafted machines ticks minds touched and guided by an artisan's hands. Each of their ancestors was constructed with duty and love, and from that, each was given purpose and unique existence. While governed by the laws of their construction, they are not perfect and their faults and flaws are not a sign of failure but rather a sign of their humble, earthly origins. ATRuns may be of any alignment, but some have a lawful or neutral bend.

Because of this, as a whole, they tend to get along better among civilized societies. They simply aren't generally as flexible or adaptable as living creatures and might not catch on to the quirks of living creatures who are wholly different in construction.

Through peaceable relations and cooperation, some ATRuns live within durzite cities as paid laborers and come the closest as anyone to equal citizens within that society.

Lands & Culture

ATRuns, as miners, settle in mineral-rich locales with easy access to stone. Since they don't require most crops or livestock for themselves, they often colonize desolate areas that would be inhospitable to a majority of other races. They construct buildings of stone at the surface and utilitarian storehouses and tunnels underground.

ATRuns typically form guild-families of like-functioning individuals, none of which need to be related. They also form groups of diverse individuals as a means of exploiting specialization in functionality. They also gather in groups of related members and close friends out of love, trust and familiarity.

Well established ATRuns settlements are most often ruled by a council, typically known as the Planner Council, whose duty it is to guide the structure, organization and layout of the territory as well as manage material and labor resources. Emissaries and trade ambassadors among ATRuns are known as Walker Councils and are generally formed of 1–3 ambassadors that report to the Planner Council and 2–9 Tower Gales as bodyguards and scouts. Some Tower Gales adorn themselves in heavy armor and are visibly emblazoned with their local insignia while others remain light and mobile, carrying only official documentation as a sign of their affiliations. Walker Councils occasionally also travel with ambassadors leaving ATRuns territory or serving as escorts. When without a Walker Council, a group of Tower Gales is known as a Patrol Gale, and may be tasked with reconnaissance, peace-keeping or territorial surveillance.

Language & Names

Primarily, they are built knowing the language of their creator and Binary as racial languages. Because of the unusual, mechanical structure of Binary, it is awkward for non-constructs to speak fluently.

Some ATRuns are given model numbers or designations as names and carry that tradition on to their progeny. Others instead prefer different forms of designations, gaining titles, surnames and nicknames. There is no notable difference in names between antechs and estechs.

Example Names: 9A9, Adat, Adin HM, Anentoken, Brig N10, Chioa Cold, Deunne, FeHO, Genu, HQ, Hum, Ironnik, ISN AJT, Ist, Loetus, M-Minus, N-tro, Ocean Sand, Odith, Photuu, QKAK Original, Spider-8, UAAA City, Ubec, Una, Vesser, Vorteka, Zennyth

Racial Traits

  • None: An ATRuns gains no racial ability bonuses or penalties.
  • Construct: ATRuns do not use construct traits as per their type. They instead gain the traits listed here.
  • An ATRuns has a Constitution.
  • An ATRuns eats and requires liquid intake but does not breathe. An ATRuns is fueled on minerals and organic compounds in order to self-repair (naturally heal). A Medium-sized ATRuns can subsist on 2 pounds of fuel per day to power itself and provide material for self-repairs.
  • An ATRuns rests as if sleeping in Downtime Mode. An hour of Downtime Mode is enough to offset 5 hours of active operation. After 20 hours of accumulated active operation, an ATRuns becomes erratic and suffers the effects of fatigue until it rests for 4 continuous hours. If an ATRuns operates for another 20 hours while fatigued from being erratic, it becomes exhausted until it rests for 4 continuous hours, where it reduces to fatigued. While in Downtime Mode, an ATRuns self-repairs 1 HP per HD per hour. A starving ATRuns cannot self-repair while in Downtime Mode and an ATRuns that starves by running out of fuel becomes inert at –10 hp.
  • An ATRuns dies, becoming inert, at –10 HP and (usually) has no soul. It's body, so long as it is not reduced to an amount of negative HP equal to its maximum HP total +10, or destroyed outright, may be reconstructed. A dead or inert ATRuns does not rot but may corrode due to environmental damage and has a hardness equal to its HD total.
  • An ATRuns has energy hindrance 50% against [Positive] and [Negative] energy effects, qualifying as a living creature against these effects.
  • An ATRuns is immune to pain effects, poison, chemical paralysis, disease and death effects.
  • No maximum age. Does not die of old age.
  • Medium: As Medium-sized creatures, ATRuns have no special bonuses or penalties due to their size.
  • ATRuns base land speed is 30 feet (6 squares).
  • Low-Light Vision and Darkvision (Ex): An ATRuns can see twice as far shadowy illumination. An ATRuns can see out to 60 feet in total darkness.
  • Core Type (Ex): An ATRuns possesses a core as its central component. Each ATRuns has one of the following cores:
  • Clockwork Core: An ATRuns with this core has been built to withstand time and damage. It gains 1 HP per HD. It also gains Endurance.
  • Discharge Core: This core is unstable. Once per day, the ATRuns may either discharge a burst of [Electricity] (1d4 electricity damage per HD of the ATRuns and may be used as a touch attack) or gain an extraordinary haste effect for a round. These are both usable as free actions.
  • Electric Core: An ATRuns with an electric core gains Electricity Resistance 5. Additionally, it gains a +2 bonus on Initiative checks.
  • Magnetic Core: An ATRuns with this core has limited control over magnetic objects and can magnetize its grip. It gains an extraordinary mage hand usable at will for magnetic objects only out to 15 feet. Additionally, it gains the Staunch Grip feat.
  • Soul Core: The love and skill of master crafters has imbued it with a soul. An ATRuns with this core may be raised and resurrected like a living creature. It takes full effect from [Positive] energy effects as a living creature does.
  • Thermal Core: An ATRuns with a thermal core has a warm body like a living creature. It gains Fire Resistance 5. It gains an extraordinary constant endure elements (cold only) effect on itself. Gain the Controlled Immolation feat.
  • Model Feature (Ex): ATRuns are a diverse group of machines. Each ATRuns has one of the following model features:
  • Acceleration: When taking a run action, gain +20 feet to its speeds. May attempt a bull rush or overrun attempt as part of a run.
  • Built-In Weapon: Gain Quick Draw with a weapon that is stored inside its body. This weapon cannot be disarmed. It may have 2 light or one-handed weapons or 1 double or two-handed weapon built-in. Built-in weapons must be custom made, doubling the weapon's base cost and requiring them to be masterwork. Built-in weapons while stored, are considered to have been given a "20" for a Sleight of Hand check die result (with no need to roll) to hide the weapons in its body.
  • Custom Armoring Frame: When armor is custom-made for it at the non-humanoid armor cost, that armor doesn't count against its weight for carrying capacity nor does it slow it down. It may still wear armor made at the humanoid armor cost.
  • Enhanced Optics: Eyes function as bullseye lanterns which may be activated/deactivated once per round as a free action. The light may be totally snuffed out or dimmed down to candle-like illumination. Gain bright-light vision. Spot becomes a class skill for all classes. Gain a +2 racial bonus on such checks.
  • Loader Lifter: Carrying capacity is calculated as though quadrupedal. Additionally, it may "take 10" on any Strength-based skill or ability check, even when threatened or distracted.
  • Internal Quick-Access Storage: Gain a compartment that stores up to half its light load. Items stored within this compartment are accessible as a swift action by the ATRuns and do not provoke an attack of opportunity by retrieving them.
  • Masterwork Components: Counts as having a masterwork skill tool for all Strength- and Dexterity-based skills.
  • Piston Smasher: Gain a swift action-activated piston that when primed, either adds +2 to a single attack with an extra multiple of Strength bonus to damage or instead allows it to take a "20" to a single Jump check without rolling. The attack or jump must be used in the same round that the piston was primed.

Racial Variants

  • Domestic: A domestic ATRuns loses immunity to pain effects, having the full sensitivity to touch as a living creature. However, it takes no penalty for being disguised as a humanoid.
  • Early Model: Gain 2 Construct Hit Dice. It no longer has a Constitution score and gains Construct type traits except for immunity to mind-affecting effects, instead gaining a +4 bonus against such effects.
  • Programmer: It gains the Program skill as a class skill for all its classes and may "take 10" on such checks. It does not take a penalty for hacking into a machine without authorization. Because of its inward focus, it takes a –2 penalty to Spot and Listen checks.

Reconstruction

Reconstructing a dead or inert ATRuns requires an appropriate skill check (often either Craft (Machinery or Trapmaking), Heal, Knowledge (Architecture and Engineering), Knowledge (Xeno) or Profession (Tinkerer)) with a DC of 10 + 2 per HD of the ATRuns. A single check is the progress for 1 hour of work and restores 1 HP. For every 5 points the check result exceeds the DC, another HP is restored. For every 5 points the check result fails to meet the DC, 1 HP of damage is dealt to the body. Repairers can surround an ATRuns to work on repairing it simultaneously.

Reactivation

A dead or inert ATRuns needs to be reactivated with a Craft (Machinery or Trapmaking), Knowledge (Architecture and Engineering), Knowledge (Xeno) or Profession (Tinkerer) skill check (DC 20 + 1/2 the ATRuns HD) and chemical activators worth 5,000 gp in a process that takes 10 minutes. An inert ATRuns must be above –10 HP to be reactivated.

ATRuns Autonomous Reproduction

In order for ATRuns to autonomously reproduce, an antech must link-up with an estech to share design information and compile instructions which the estech then begins manufacturing internally. This initial link-up exchange and manufacturing takes 2d4+1 hours, leaving both contributors exhausted and dealing them 2d4 Constitution burn. If the process is interrupted at any point, core seed assembly fails and must be restarted. Once a core seed has been assembled, the full core, limbs and other components are manufactured and the new ATRuns is assembled externally. As only the contributing antech and estech have the design information for the new ATRuns, only they can contribute efficiently to its construction. Total construction time takes 10,000 hours, at which time the new ATRuns becomes operational at 0 HP and immediately enters Downtime Mode. An antech or estech can only carry assembly plans for a single ATRuns at a time, though occasionally, two core seeds are manufactured sharing the same plans.

Vital Statistics

Table: ATRuns Random Starting Ages
Functional Simple Moderate Complex
0 years +1d6 +3d6 +6d6
Table: ATRuns Random Height and Weight
Model Base Height Height Modifier Base Weight Weight Modifier
Antech 4' 5" +2d12 90 lbs. ×(2d12) lbs.
Estech 4' 5" +2d12 85 lbs. ×(2d12) lbs.



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Facts about "ATRuns (3.5e Race)"
AuthorGanteka Future +
Effective Character Level1 +
Favored ClassAny +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability AdjustmentsNone +
RatingUndiscussed +
SizeMedium +
SummaryA race of mining constructs with variable builds and traits. +
TitleATRuns +
TypeConstruct +