Automail Soldier (FMA Supplement)
Medium humanoid, lawful neutral Armor Class 19 (natural armor)
Saving Throws Str +9, Dex +9 Calm Precision. The soldier gains a +1 bonus to damage rolls when making ranged or thrown attacks with weapons (included in attack). At the beginning of each of their turns, they may take aim. Until the beginning of their next turn, their movement speed drops to 0, they ignore the loading quality of weapons they are proficient with, and they gain a +1 bonus to ranged attack rolls. Tactical Stance. While wielding a firearm and no melee weapon, the soldier gains a +1 bonus to their AC and damage rolls (included in AC and attack). Action Surge (1/Short or Long Rest). On their turn, the soldier takes an additional action and bonus action. Steady Aim (3/Short or Long Rest). As a bonus action, the soldier gains the following on all attacks against a creature they can see that is within range of a ranged weapon they are wielding until the end of their turn:
Indomitable (2/Long Rest). The solder may retry one saving throw they fail Close-Quarters Shooting. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on the soldier's roll. In addition, if the soldier hit a creature within 5 feet of them with a ranged attack on their turn, that creature can’t take reactions until the end of this turn. Automail Limb. At least one of the soldiers' arms or legs has been replaced with automail. They may restore hit points to a limb during a rest as long as it's above 0 hit points, but it can not be healed by normal healing alchemy. An automail limb has 11 hit points. They may detach a piece of automail from themself as an action, and they may attach a piece of automail to the empty slot as an action, granting use of the automail as if it were a normal limb and dealing 2d6 psychic damage. When another creature attempts to attach or detach their automail, they may force them to attempt a DC 17 Dexterity (Sleight of Hand) check, causing them to fail on a success. A creature with proficiency in tinker's tools must do at least 1 minute of maintenance on a piece of automail every 72 hours. For every 24 hours without maintenance after this limit grants any checks with the piece of automail, including attack rolls, a -1 penalty. ACTIONSMultiattack. The soldier makes three dagger or pistol attacks. dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) slashing damage. Handgun. Ranged Weapon Attack: +8 to hit, range 30/300 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Must be reloaded after 12 shots. Second Wind (1/Short or Long Rest). As a bonus action, the soldier regains 18 (1d10 + 13) hit points. Careful Eyes. The soldier takes the search action as a bonus action.
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After suffering a serious injury, typically after a traumatizing battle, most soldiers choose medical discharge over witnessing such a thing ever again. Those that stay, however, have unparalleled grit and unique weaponry few are prepared to face. VariantsWhile an automail soldier could settle for a standard design, such a thing is almost unheard of. Instead, they often pick one of the following combat automail models:
The soldier's automail has been hardened, and its fingertips sharpened. Their automail limbs have twice as many hit points, and they can not be disarmed of their dagger, as it is part of their limb.
The soldier's automail has had its fingertips replaced with various screwdrivers, ratchets, and other implements, allowing it to be used as a set of tinker's tools, while its base retracts to reveal two pistols. The following attack can be made with the automail limb:
The soldier's automail contains a concealed dagger and an integrated double-barrelled rifle. The dagger can be removed and used in either hand, and the following attack can be made with the automail limb, but they can not use the limb as a normal limb:
The soldier's automail limb has been completely converted into a weapon. The following attack replaces their dagger attack and can be made with the automail limb, but they can not use the limb as a normal limb:
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