Automatons (Apath)

From Action
Revision as of 10:18, 11 June 2016 by Starfox (talk | contribs) (→‎Construction Flaws: No Control Apparatus)
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

An automaton is a purely mechanical creature controlled by a clockwork mechanism that serves as its brain. It has no soul or spirit animating it, which makes it an abomination to animists. Automatons differ from clockwork creatures, that are also mechanical but powered by magic. They share the clockwork subtype, but work quite differently and are generally cheaper and less reliable than their magical cousins.

An automaton has a very limited intelligence, able to act only on specific instructions. The skills used with automatons are Craft (clockwork) to create the machinery and Knowledge (engineering) to control and understand their mechanical logic.

Automaton Body

Table:
Crafting Automatons
Size Hit Dice CP Cost
Tiny 1d10 1
Small 2d10+10 3
Medium 3d10+20 4
Large 4d10+30 7
Huge 7d10+40 10
Gargantuan 10d10+60 13
Colossal 13d10+80 16

Automatons use all the rules for animated objects and also gains the advantages and disadvantages of the clockwork subtype. Unlike an object animated by animate objects, an automaton is purpose-built to be animated, and generally looks like a mechanical version of a living creature.

An animate clockwork is built from construction points. Each animate construct must have a basic frame, that determines its size code and base attributes. Additional construction points can be used to purchase various abilities and tricks. There are also construction flaws, that reduces the construction point cost. Except for the additional construction point abilities and flaws listed below, this is the same as the construction points outlined for [www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects].

New Construction Abilities

These new construct abilities and flaws are available to automaton.

Ability Increase (Ex, 1 CP): Increase one attribute by 4 points. This can be increased to a +6 bonus at the cost of an additional cp. This cannot be applied to Int or Con.

Abstract Engine (Ex, 1 CP) The clockwork controlled by an abstract engine can have its tricks exchanged by being inserted with a mechanical information record, such as a punch card. It does not come with any tricks. The mechanical information record for a trick is made using Knowledge (engineering) and costs gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a Knowledge (engineering) check with a DC equal to the DC of teaching an animal that trick.

Armor (Ex, 1 CP) The construct gains an integral armor bonus of +5. This can be increased to +8 for another cp. Automatons cannot wear armor.

Brass (Ex, 1 CP) A lesser version of the metal construction point ability, the clockwork is made of a soft metal like brass or bronze. It gains Hardness 8 and a +2 increase to its natural armor bonus.

Skilled (Ex, 1 CP) The automaton gains a +5 bonus and counts as trained with one specific skill. The automaton has integral limbs and tools that allows it to perform the skill and gains neither bonuses or penalties from tools. Expending 2 cp increases the bonus to +8.

Hand (Ex, 1 CP) Turns one slam attack into a fist, that can either strike as a normal slam attack, or be used for fine manipulation or to wield a weapon. The automaton is considered proficient with all simple melee weapons. For one additional cp, it can use all martial melee weapons. For one cp, it can use simple ranged weapons. The additional proficiencies applies to all the automaton's hands.

Pilot (Ex, 1 CP) A subtype of mechanical control apparatus, an automaton can incorporate an interior piloting compartment for a creature at least two size categories smaller than the automaton. A pilot with hands (or equivalent manipulative limbs) can pilot an automaton of any shape; a creature lacking hands can only pilot an automaton that mimics its basic shape, such as quadruped or serpentine. A piloted automaton functions just as if it was an intelligent creature. The pilot spends a full-round action each turn to pilot the automaton. When a piloted automaton takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the automaton. Mind-affecting effects targeting the automaton may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise be affected from outside.

Strong Structure (Ex, 1 CP) Double the hit point bonus constructs receive from size.

Construction Flaws

Immobile (Ex, +2 CP) The automaton lacks all movement speeds and must be transported around.

Jam Prone (Ex, +1 CP) Whenever the automaton takes damage, it must make a Fortitude save (DC 10 + number of tricks it knows) to avoid being staggered for 1 round.

No Control Apparatus (Ex, +2 CP) The automaton cannot be programmed with any tricks.

Poor Senses (Ex, +1 CP) The clockwork is deaf and lacks both low-light and darkvision. It can only be ordered to perform tricks by an adjacent creature.

Primitive Mechanism (Ex, +2 CP) The automaton is powered by a primitive winding mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the automaton; it has no special key.

Simple Control Apparatus (Ex, +1 CP) The automaton can only be programmed with a maximum of three tricks.

Weak Mechanism (Ex, +1 CP) The automaton has a weak power source. After winding, it retains power for only one hour per Hit Dice.

Creating and Maintaining Automatons

An automaton is made using Craft (clockwork). The base price for an automaton is 50 gp times the number of construction points, squared. The minimum price is 25 gp.

Gosh is an apprentice with Craft (clockwork) +5. He wants to craft his first automaton, a tiny automaton with a challenge rating of 1/2. 1/2 squared is 1/4, giving a base price of 25 gp. With a Craft DC of 15 and taking 10, Gosh produces 22.5 gp worth of automatons per week using the Craft rules, so this automaton takes just over a week to build.

The total number of construction points and halve this number (round all fractions down, as usual); this is the final challenge rating of the clockwork creature.

Damage and Repair An automaton body can be repaired with abilities that repair constructs or using Craft (clockwork) at DC 10. A full repair costs 25% of the cost of the automaton, partial repairs proportionally less. Automatons are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice.

Winding The mechanism that powers an automaton must be recharged periodically, a process known as winding the automaton. This is a physically demanding process; winding an automaton requires as much strength as lifting it, and takes one minute for each Hit Dice the auromaton has. It is not uncommon to see capstans, water wheels, or even magical devices set up to wind big automatons.

Control Apparatus

Automatons are controlled my a mechanical clockwork "brain". Automatons never have an intelligence score. They are mindless creatures incapable of independent thought or action; they only react as their maker instructs them to. An automaton has no survival instinct and must be instructed to defend itself. An automaton can run certain automated routines (called tricks), or it can be instructed in detail how to deal with a certain situation (called pushing). This works much like controlling an animal using Handle Animal.

Tricks: An automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. Automatons are normally made with six tricks, but more primitive control mechanisms are capable of fewer tricks.

Unlike an animal, an automaton that is not activated by a trick will do nothing. Automatons never move around on their own or continue fighting when no target of their attack order is present.

Ordering an automaton to perform a trick it is capable of is a move action that can be made up to 30 ft away, and requires a Knowledge (engineer) check, DC 10.

Pushing: An automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the automaton, usually mounted in back. This method of controlling an automaton corresponds roughly to pushing an animal using Handle Animal.

Orders to an automaton must be exact; they apply only to a specific situation.

Pushing an automaton is a full-round action performed when adjacent to the automaton, that requires a Knowledge (engineering) check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the Knowledge (engineering) check.

Automaton Tricks

Automatons generally use the same tricks as the Handle Animal skill, but certain tricks are modified.

Attack: The automaton attacks one unique creature pointed out to it. If the attack is to cover several creatures with one command, this trick must be taken two times.

Detect, Flee, Get Help, Hunt, Seek, Serve: Automatons cannot perform these tricks.

Mount The automaton has an integral saddle and can carry a humanoid rider of any size category smaller than itself. This works like an animal mount.

Stay: An automaton always does nothing unless it is executing a trick or being pushed. An automaton with the stay trick is capable of stopping its winding mechanism while waiting for some other trick to activate. It must remain absolutely still, but senses still functions. This allows the automaton to be a guardian, conserving its energy for when it is needed. A powered-down automaton is considered helpless.

Work: This trick also lets the automaton use any skills it has (see construction abilities).