Automata Customizations

# **Minor**

## **Accelerated**

The automaton’s base land speed (along with any other speeds granted by its base form) increases by 10 feet.

**Special**: This customization may be chosen multiple times.

*Customization benefit*: +1 Dexterity

## **Advanced Movement**

The automaton gains a swim speed equal to its land speed and a burrow speed equal to half its land speed.

*Customization benefit*: +1 Dexterity

## **Alchemical Spray**

The automaton gains the ability to create and spray large quantities of alchemical substances at foes. This takes the form of a 30-foot cone and deals damage equal to 1d6 + 1d6 per three hit die. A successful Reflex save (DC 10 + ½ the automaton’s HD + its creator’s Intelligence modifier) halves this damage. The type of damage is chosen when the automaton gains this customization and may be acid, cold, electricity, or fire. The automaton’s creator may change the damage type by infusing a dose of an alchemical substance into the automaton—acid for acid, liquid ice for cold, alchemist’s fire for fire, or liquid lightning for electricity.

*Customization benefit*: +5 HP

## **Exude Substance**

The automaton gains the ability to apply alchemical substances to its slam attack, as if by the alchemical weapon ability of a 2nd-level alchemist. Rather than needing to hold the alchemical items to apply them, its creator infuses a number of them up to their Intelligence modifier into the automaton’s body. This requires a full-round action that provokes attacks of opportunity and requires that the alchemist have the alchemical substance and be able to reach the automaton. Both slams are treated as a single weapon, so the substance affects the next creature struck with either attack and only one substance may affect both slams at a time.

*Customization benefit*: +5 HP

## **Graft Weapon**

The automaton’s slam attack can deal either slashing, piercing or bludgeoning damage. In addition, the critical range multiplier for its slam attack becomes 18-20/x2, 19-20/ x3, or x4. The choice of damage type and critical range and multiplier may be changed with 1 hour of work.

*Customization benefit*: +1 Strength or Dexterity

## **Hulk**

The automaton increases to large size. It gains a +4 bonus to Strength and a +2 bonus to its natural armor. It takes a -2 penalty to its Dexterity. This size change also gives it a -1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a -2 penalty on Fly skill checks, and a -4 penalty on Stealth skill checks. If the automaton has the biped base form, it also gains 10-foot reach. Its slam damage does not change.

## **Menacing**

The automaton may use the aid another action to assist its creator in making Intimidate checks, merely by looming within 30 feet of the creature the creator is attempting to affect. It gains a bonus to the check to aid its creator equal to its HD, and if it is successful its creator treats Intimidate as a class skill if it isn’t already in addition to gaining the normal +2 bonus.

*Customization benefit*: +1 Strength

## **Retort**

The automaton may make a ranged attack as an attack action. This deals the same damage as its slam attack and counts as one for any special abilities, and has a range increment of 30 feet. It does not provoke attacks of opportunity for using this attack.

*Customization benefit*: +1 Dexterity

## **Saddle**

The automaton has a built-in perch for a rider and may serve as a combat-trained mount. In addition, it provides its rider a +2 circumstance bonus on Ride checks related to staying in the saddle and a 75% chance to stay in the saddle if they are knocked unconscious, as if they were using a military saddle. (This does not stack with any bonuses from an additional saddle.) The automaton must be at least one size category larger than its rider.

If the automaton has a burrow speed, it may burrow while being ridden with no ill effect for its rider, though this does not give the rider the ability to breathe underground.

*Customization benefit*: +1 armor bonus

## **Sensory Unit, Olfactory**

The automaton gains the scent special ability and may make Survival checks to follow tracks with a bonus to its check equal to its HD and using its creator’s Intelligence modifier in place of its Wisdom modifier. If it also has either the Seismic Sensory Unit or Proximity Sensory Unit customizations, the distance at which it can detect and pinpoint creatures using scent is doubled.

*Customization benefit*: +5 HP

## **Wrecker**

The automaton’s natural attacks deal full damage to objects and ignore hardness up to 5 + its HD. It also gains a +10 bonus to Strength checks to break or burst objects.

Customization benefit: +1 Strength

# **Major**

## **Agile Attacker**

As a full-round action, the automaton can move up to its speed and make a single attack action without provoking any attacks of opportunity from the target of its attack for its movement. It can move both before and after the attack, but it must move at least 10 feet before the attack and the total distance that it moves cannot be greater than its speed.

*Customization benefit*: +2 Dexterity

## **Barrage**

*Prerequisite(s)*: Retort.

As a full-round action the automaton may make one ranged attack, as the retort customization, for every 3 HD it has. No more than two such attacks may target a single creature.

*Customization benefit*: +2 Dexterity

## **Colossus**

*Prerequisite(s)*: Hulk.

The automaton increases to Huge size. It gains a +6 bonus to Strength and a +4 bonus to its natural armor. It takes a

-4 penalty to its Dexterity. This size change also gives the creature a -2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a -4 penalty on Fly skill checks, and a -8 penalty on Stealth skill checks. If the automaton has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). These bonuses and penalties replace, and do not stack with, those gained from becoming Large. Its slam damage does not change.

## **Demolisher**

*Prerequisite(s)*: Wrecker.

Once per turn when the automaton’s movement (including a charge) is blocked by an object it may make a single slam attack against that object as a free action. If it successfully destroys the object it may continue moving. If it fails, it immediately stops.

## **Feat**

The automaton gains the benefit of one of the following feats without meeting its prerequisites, even though it is mindless: Agile Maneuvers, Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical, Improved Natural Attack, Improved Overrun, Improved Sunder, Improved Trip, Power Attack, Toughness, Weapon Finesse.

*Special*: This customization may be chosen multiple times, each time selecting a different feat.

*Customization benefit*: +2 Dexterity or Strength

## **Flight**

The automaton gains a flight speed equal to its land speed with average maneuverability.

*Customization benefit*: +2 Dexterity

## **Hemophage**

The automaton’s slam attacks deal 1d4 bleed damage, +1 per 3 Hit Dice. In addition, when it begins its turn with a creature taking bleed damage within its reach it gains 5 temporary HP and a +2 alchemical bonus to Strength until the beginning of its next turn.

*Customization benefit*: +2 Strength

## **Nanites**

The automaton gains the ability to disassemble itself into a cloud of microscopic fragments that move together. This functions as the *gaseous form* spell, except that it is non- magical in nature, the automaton keeps any damage reduction it may have, and it lasts for 10 minutes. The automaton may enter its cloud form as a standard action and leave it as a free action on its turn. Once it has returned to its normal form it may not enter its cloud form for 1 hour.

*Customization benefit*: +10 HP

## **Repair Drones**

The automaton gains fast healing 5, but this cannot bring its hit points above 75% of its maximum (rounded down).

*Customization benefit*: +2 Dexterity or Strength

## **Sensory Unit, Seismic**

The automaton gains tremorsense 30 feet. If it has the Proximity Sensory Unit customization the range increases to 60 feet.

*Customization benefit*: +10 HP

## **Size Change**

The automaton may transform between medium and small size, gaining the modifiers to ability scores, AC, attack rolls, CMB and CMD, reach, Fly skill checks, and Stealth skill checks appropriate to its new size. If it has the hulk customization, it may also transform between large size. If it has the colossus customization, it may also transform between huge size. If it has the behemoth customization, it may also transform between gargantuan size.

# **Fantastical**

## **Behemoth**

*Prerequisite(s)*: Colossus.

The automaton increases to Gargantuan size. It gains a +8 bonus to Strength and a +6 bonus to its natural armor. It takes a -6 penalty to its Dexterity. This size change also gives the creature a -4 size penalty to its AC and attack rolls, a +4 bonus to its CMB and CMD, 15-foot reach, a -6 penalty on Fly

skill checks, and a -12 penalty on Stealth skill checks. If the automaton has the biped base form, its reach increases to 20 feet (15 feet for all other base forms). These bonuses and penalties replace, and do not stack with, those gained from becoming huge. Its slam damage does not change.

In addition, as a standard action the automaton can stomp the ground, creating a shockwave. It makes a single trip check, comparing its roll to all valid targets within 30 feet. Any enemies that fall prone take damage as if struck by the automaton’s slam attack. Enemies not knocked prone cannot attempt to trip the automaton in return.

## **Eternal Reconstruction**

*Prerequisite(s)*: Repair drones.

The automaton’s fast healing becomes regeneration, overcome by any two of acid, cold, electricity, and fire. (If it has immunity to either of these two energy types, it loses it.) It is no longer limited to restoring to 75% of the automaton’s maximum hit points.

## **Hurtling Flight**

*Prerequisite(s)*: Flight.

The automaton’s flight speed increases to 100 feet (perfect). In addition, as a full-round action it may move up to ten times its speed. While moving overland this is equivalent to 115 miles per hour. Since it has no Constitution score, it may continue this pace indefinitely, covering 2725 miles in 24 hours.

The automaton also gains the benefit of one of the following feats, even though it is mindless: Flyby Attack, Hover, or Wingover.

## **Invade Host**

*Prerequisite(s)*: Nanites.

While in its cloud form, the automaton may spend a full round action to attempt to perfuse another creature and control it. This functions as the magic jar spell, except that a successful Fortitude saving throw (DC 10 + ½ the automaton’s

HD + its creator’s Intelligence modifier) negates the effect instead of a Will saving throw. This requires no focus; the automaton attempts to possess the target immediately upon using the ability and if it fails the automaton simply remains in its nanite form. A controlled creature remains in its body, fully aware of its surroundings. It may make a new Fortitude saving throw each hour; if successful, the automaton is expelled. The automaton’s control

While in control of another creature, the automaton is still limited to one move action per round unless commanded by its creator.

## **Orichalcum Shell**

The automaton’s damage reduction is no longer overcome by adamantine (becoming DR/-) and it becomes immune to acid, cold, and electricity damage.

## **Sensory Unit, Proximity**

The automaton gains blindsense 30 feet and blindsight 15 feet.