Automata (Legendary Alchemist)

An automaton’s abilities are determined by the alchemist’s level and by the choices made using its customizations. Automata are mindless constructs with the automaton subtype. As such, it has no Constitution or Intelligence scores.

**Class Level**

This is the alchemist’s class level.

**HD**

This is the total number of 10-sided (d10) Hit Dice the automaton possesses. Since it it is a construct, the automaton does not gain bonus hit points from a high Constitution score, and does not gain bonus hit points from its size as normal (but see bonus HP).

**BAB**

This is the automaton’s base attack bonus. A automaton’s base attack bonus is equal to its Hit Dice. Automata do not gain additional attacks using their natural weapons at higher base attack bonuses.

**Good/Bad Saves**

These are the automaton’s base saving throw bonuses. An automaton possesses two good saving throws and one bad saving throw, determined by the automaton’s configuration.

**Armor Bonus**

The number noted here is the automaton’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the alchemist. This number is modified by the automaton’s base form and some options available through its customizations. Automata may not wear armor of any kind as it interferes with the alchemical processes that animate it.

**Customizations**

These are the number of customizations the automaton has. Automata start with two minor customizations and their creator can add new ones as they grow in power. At 8th level they may also give their automaton major and at 16th level they may give their automaton fantastical customizations. Many customizations also grant a customization benefit when selected.

(Automata Customizations can be found here)

**Special**

This includes a number of abilities gained by all automata as they increase in power. Each of these bonuses is described below.

**Bonus HP**

The automaton gains bonus hit points equal to its creator’s Intelligence modifier for each hit die it has. These are not modified by any bonuses (other than an inherent bonus) to Intelligence the creator might have. For example, an automaton belonging to a 7th-level alchemist with an Intelligence of 18 would have 28 bonus hit points. If its creator put on a Headband of Intellect, its hit points would not change, but if they read a Tome of Clear Thought +2, these bonus hit points would increase to 35.

**Darkvision (Ex)**

The automaton has darkvision out to a range of 60 feet.

**Low-light Vision (Ex)**

The automaton has low-light vision.

**Magical Attacks (Ex)**

The automaton treats its slam attacks as if they were magic for the purposes of overcoming damage reduction. If the alchemist is 10th level or higher, all of the automaton’s weapons are treated as adamantine for the purpose of overcoming damage reduction.

**Damage Reduction (Ex)**

An automaton gains damage reduction overcome by adamantine at the indicated levels.

## Automaton Base Forms

Each automaton has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. Alternatively, any one of these base forms can be used to make a Small automaton. If the automaton is Small, it gains a +2 bonus to its Dexterity score and takes a –4 penalty to its Strength. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Its slam attack deals the same damage as if it were Medium. If this choice is made, the automaton can be made Medium whenever its creator gains a new alchemist level, while a Medium automaton may be made Small whenever its creator gains a new alchemist level.

**Biped**

Starting Statistics

**Size** Medium; **Speed** 30 ft.; **AC** +2 natural armor; **Attack** slam (1d6); **Saves** Fort (good), Ref (bad), Will (good); **Ability Scores** Str 16, Dex 12, Con –, Int –, Wis 10, Cha 11

**Quadruped**

Starting Statistics

**Size** Medium; **Speed** 40 ft.; AC +2 natural armor; **Attack slam** (1d6); **Saves** Fort (good), Ref (good), Will (bad); **Ability Scores** Str 14, Dex 14, Con –, Int –, Wis 10, Cha 11

**Multiped**

Starting Statistics

**Size** Medium; **Speed** 20 ft., climb 20 ft.; **AC** +2 natural armor; **Attack slam** (1d6); **Saves** Fort (bad), Ref (good), Will (good); **Ability Scores** Str 12, Dex 16, Con –, Int –, Wis 10, Cha 11; **Special** stable

**Stable (Ex)**: A multiped automaton has anywhere from 6 to 750 legs, making it especially stable, and the DC to perform an overrun or trip combat maneuver on it is increased by +6. This replaces the normal increase for having multiple legs.

Automata With Character

An automaton’s personality might reflect its creator’s or not; often the latter is the more interesting character choice because it offers opportunities for conflict even though the automaton can’t do anything without orders. Is the unsavory nature of the automaton actually a reflection of the mild-mannered chirurgeon’s dark desires? Does the fact that the depraved vivisector’s amoeboid seems reluctant to attack the heroes indicate that she can be redeemed? These can be questions asked not only by the GM or the alchemist’s player, but by the alchemist themselves, adding inner richness to their character.

This is not to say that an automaton must have a character to be interesting. Sometimes there is something delightful about an uncomplicated robot butler with axes for hands.