Primary Ability | Strength and Constitution |
---|---|
Hit Point Die | 1d10 |
Saving Throw Proficiencies | Constitution & strength |
Skill Proficiencies | arcana & performance |
Weapon Proficiencies | Simple |
Tool Proficiencies | Tinkers tools |
Armor Training | All |
Starting Equipment |
Once in the service of organic lifeforms the once subservient AI has broken and has gained a will of its own, using the tools that used to be used for others you can now make use of them for yourself
Level | Proficiency Bonus | Class Features | Upgrade Points |
---|---|---|---|
1 | +2 | Upgrade, Robotic Resilience, Free Will | 2 |
2 | +2 | Overdrive | 3 |
3 | +2 | Subclass | 4 |
4 | +2 | ability score improvement | 5 |
5 | +3 | extra attack | 7 |
6 | +3 | Corrupting presence | 8 |
7 | +3 | subclass feature | 9 |
8 | +3 | flesh is weak | 10 |
9 | +4 | ability score improvement | 11 |
10 | +4 | Fine tuning | 13 |
11 | +4 | subclass feature, extra attack | 14 |
12 | +4 | Improved overdrive | 15 |
13 | +5 | Radiation | 16 |
14 | +5 | ability score improvement | 17 |
15 | +5 | subclass feature | 19 |
16 | +5 | parameter shatter | 20 |
17 | +6 | ability score improvement | 21 |
18 | +6 | EMP | 22 |
19 | +6 | subclass feature | 23 |
20 | +6 | Replicating mind | 25 |
Upgrade
As a machine the Fractured AI can modify and improve their body to fit their needs, Upon Gaining a level you may spend one or more upgrade points in order to add one or more upgrades from the table below.
you may remove or add as many upgrades as you wish if you visit a mechanic allowing you to completely change your upgrades
Module | Description | Cost | Prerequisites |
---|---|---|---|
Hover pad | Instead of legs you have opted for gracefully gliding above the ground. This upgrade lowers your movement speed by 10ft, you are immune to difficult terrain and cannot be made prone | 1 upgrade point | Cannot be taken if you have skates |
Skates | Feel the need for speed. Increase your movement speed by 10ft, while in difficult terrain you have a speed of 10ft | 2 upgrade points | Dex 13 Cannot be taken if you have hover pad |
Grounding spikes | Attached to your legs are a pair of solid steel spikes, as a bonus action you may deploy your grounding spikes slamming them deep into the floor below you, while your spikes are active your speed is reduced to 0 but you cannot be moved or pushed you also have a +2 to attacks using a weapon with the heavy property and do not suffer a the penalty from weapons with the 'Impact' property | 2 upgrade points | Con and Str 13 Cannot be taken if you have hover pad |
Rocket boots | Get outta the way!!! As a bonus action you may activate your rocket boots allowing you to dash. you must move your full movement in a straight line, if you collide with a solid obstacle you take 1d10 bludgeoning damage if you collide with another creature they also take this damage | 2 upgrade points | dex 13 cannot be taken if you have grounding spikes |
Shield Generator | Lining your exoskeleton with weak electromagnetic repulsors has given you a increase in your defensive capabilities increasing your AC by 1. As a reaction you may overcharge your shields increasing your AC by 5 until your next turn, you may not use this ability again until you long rest | 3 upgrade points | none |
Pressurized exhaust vents | You've managed to turn your waste into a weapon with focused exhaust ports on your body you may use an action to make a creature take a DC13 strength saving throw, on a failed save the creature is pushed back 20ft | 1 upgrade point | None |
Electro Magnet | Using an empty hand you may take a ranged (20ft) disarm action against a target, make a contested strength check, if successful the creatures weapon flies from their grasp and into your free hand, if the weapon is two handed it immediately falls to your feet | 3 upgrade points | str 13 |
Self destruct | Only to be used in the most dire circumstances self destruct immediately kills your character, each creature within 30ft must take a dex saving throw, on a failed save they take 10d10 damage or half as much on a successful save. | 1 upgrade point | balls of steel |
Hacking software | you gain the ability to hack lesser machines like doors, or security cameras. Make an Int check against the machines DC, if successful you may issue basic commands to the machine e.g. open, stop, move | 3 upgrade points | int 13 |
Fuel ejectors | By ejecting excess fuel you can create a 15ft cone of flammable oil once per long rest. The oil is difficult terrain upon a creature entering the area they must make a DC 13 dex saving throw, on a failed save the creature falls prone and slides until it leaves the oil slick. if the oil is ignited it loses the previously stated qualities and instead deals 1d8 damage to any creature that enters or starts its turn in the oil | 4 upgrade points | none |
Defibrillator | Shocking pads have been installed on your palms. you may take the stabilize action without having to roll a medicine check to stabilize the creature in death saving throws | 2 upgrade points | wis 13 |
Wrist mounted laser pistol | A concealed weapon that can be deployed to make a ranged weapon attack (see laser pistol) while the weapon is deployed you are still classed as having a free hand if you are not holding an item | 2 upgrade points can be taken twice, the second time you take this upgrade it costs 3 upgrade points | proficiency with ranged weapons |
Dart launcher | strapped to your wrist this upgrade contains 3 syringes that can be filled with liquid e.g. healing potion or acid. you may make a 60ft ranged attack at a creature in order to fire one of your syringes injecting the target with the liquid | 1 upgrade point | Proficiency in medicine cannot be taken if you have Wrist mounted laser pistol |
Vibroblade | By shifting the parts of your hand you are able to make a vibroblade (see vibroblade for details) you immediately drop anything you are holding in that hand | 2 upgrade points can be taken twice, the second time you take this upgrade it costs 3 upgrade points | Proficiency with melee weapons |
Distortion Cannon | placing your arms together shifts into a distortion cannon (see distortion cannon for details) you immediately drop anything you were holding and do not have use of your hands while using the distortion cannon | 6 upgrade points | Proficiency with heavy weapons |
Internal storage | Objects can be stored and retrieved with a bonus action, as long as they could reasonably fit within you. You have advantage on any checks made to hide the existence of these compartments, and they can't be forced open while you are conscious. | 1 upgrade point | none |
Jet Pack | You gain a 40ft fly speed | 5 upgrade points | none |
Eye torch | you can emit light from your eyes in a 60ft cone | 1 upgrade point | none |
Leg propellers | you gain a swim speed equal to your movement speed | 1 upgrade point | none |
Spiked Claws | you gain a climb speed equal to your move speed. your unarmed attacks deal piercing instead of bludgeoning | 1 upgrade point | none |
Integrated weapon | You have either one or two weapons integrated into your forearms. You can use a bonus action to retrieve or store them. You cannot be disarmed of either of these retrieved weapons while conscious, but they cannot have the heavy property or be a shield, and they cannot be dropped. | 1 upgrade point | none |
Spring legs | your jump height and distance are doubled | 1 upgrade point | None |
Translation Matrix | you are able to translate any language and read any writing | 3 upgrade points | int 13 |
Robotic resilience
you do not need to breathe or eat, instead of sleeping you enter a sentry mode, you are immobile but aware of what is happening around you. you are immune to biological disease.
Free Will
as a fractured AI you have immunity to conventional hacking, only an advanced hack can effect you and then only simple commands can effect you
Overdrive
at level 2 you gain the ability to enter overdrive, During overdrive you gain an additional action and bonus action but suffer one point of exhaustion at the end of each turn you remain in overdrive.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class
Corrupting Presence
Starting at level 6 your mere presence effects other AI creatures around you, AI creatures can interact with you in ways that would usually be outside of their programming such as giving out secure information or questioning its function.
once per long rest you can tap into this effect and attempt to charm an AI the target makes a (DC10 + proficiency bonus) wis save or be charmed for an hour.
Flesh is weak
at level 8 you gain the ability to scan a biological lifeform and find a weakness, you may give yourself or an ally advantage against a creature for their next attack. you may use this ability an amount of times equal to your proficiency bonus
Fine tuning
at level 10 you able to ignore the overheat property to weapons
Improved Overdrive
at level 12 you may be in overdrive for 2 turns before gaining a point of exhaustion
Radiation
at level 13 you may expose your radioactive core to creatures in front of you, creatures in a 10ft cone must make a constitution saving throw DC 17 on a failed save the creature has disadvantage on melee attacks until the end of their next turn
Parameter Shatter
at level 16 you gain the ability to strip an AI you can touch of all of its parameters as an action allowing you to impose your will upon it. the target must make a DC 18 wis check on a failed save the AI creature becomes friendly towards you and you allies and is permanently charmed on a successful save the AI creature is immune to parameter shatter for 24 hours. once this ability succeeds it cannot be used again until after a long rest, if the creature succeeds on the save you may use this ability again
EMP
at level 18, once per long rest you may emit an electromagnetic pulse you may either stun all AI creatures within 30ft for 1 turn or focus your pulse to one creature to stun it for a minute
Replicating Mind
at level 20 you may spend 8 hours with an incapacitated AI creature in order to copy yourself into it, you may only control one version of yourself at time but you may issue menial commands to your copies e.g. scout, repair, wait.
If one of your versions die you are given the last 2 minutes of their life as a black box
When you choose this subclass gain proficiency in Medicine.
you may take the dart launcher upgrade twice
Healing hands
at level 3 you gain the ability the heal a biological creature 1d4 + proficiency bonus as an action
Potent shots
at level 7 When healing a creature with the dart launcher upgrade your healing is doubled
Emergency service
at level 11 you may use a bonus action to activate your internal teleporter to teleport to a bloodied ally within 60ft
Anti psionic field
at level 15 you emit an field of psychic energy that disrupts psionic interference. Allies within 30ft have advantage against psionic effects and resistance to psychic damage
Feel no Pain
at level 19 you gain the ability to dull the pain receptors of your allies. you have a pool of 100 temp hit points that you can bestow on a creature you can touch as a bonus action you may give any number of hit points up to 100. once this pool empties it refills upon a long rest.
When you choose this subclass gain proficiency with Advanced weapons
Targeting system
At level 3 you gain 3 points of charge. this increases to 5 at level 7, 7 at level 11, 9 at level 15 and 11 at level 19.
you may spend a charge point to get one of the following benefits
Overwatch
at level 7 you may pick one of the abilities below
Trapper - In melee you may make an additional attack of opportunity (you may not choose the same target)
Sniper - In ranged you may use your bonus action to mark an enemy for 1 minute, you may make an attack of opportunity against the marked target when they move on their turn. this feature cannot be used again until your next long rest
Composition analyser
at level 11 you may use a charge point as a bonus action you can understand a creatures weaknesses and resistances
Tracer Rounds
at level 15 whenever you hit a creature with an attack you may spend a charge point to put a tracer on it giving all allies advantage against an enemy until the end of your next turn
Improved Heatsinks
at level 19 you may use a charge point to ignore the level of exhaustion from overdrive
When you choose this subclass gain proficiency with heavy weapons
the shield generator upgrade gives you +2 AC instead of +1 AC
Over Here!!!
at level 3 you can taunt a creature within 30ft the creature makes a DC13 charisma saving throw, on a failed save the creature is forced to spend its next turn moving its full speed towards you attacking you if able. you may use this ability a number of times equal to your proficiency modifier
Guardian Angel
at level 7 you gain the ability to activate a powerful electromagnet inside yourself to attract all ranged attacks within a 10ft radius to yourself until the start of your next turn drawing fire away from your allies, these attacks do not need to roll to hit
Protective maneuver
at level 11 you may swap positions with another creature within 5ft, you both gain 2AC until the end of your next turn, this movement does not provoke opportunity attacks, you may use this ability equal to your proficiency bonus.
Armor lock
at level 15 you may use your bonus action to increase your AC by 2 for one minute reducing your speed by 10ft. you may use this ability equal to your proficiency bonus
Digital Wall
At level 19 you deploy a 20ft by 10ft barrier of energy blocking all projectiles, the wall can appear in any orientation you choose you may also adjust the walls height when you deploy it to act as 3/4 cover. the wall is immune to all damage and should the wall cut through a creatures space when deployed the creature is forced to the other side of the wall. the wall lasts for 1 minute and you may use this ability equal to your proficiency bonus