All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Champion Automaton

The artificers of Jistka crafted warrior automatons to fight on the front lines of their armies, and in this goal they succeeded admirably. Brutal, effective combatants, champion automatons contain the souls of the best of the Imperium's armies, its most dedicated soldiers and respected officers, all rendered deadlier than ever before in their bodies of metal and magic.

Recall Knowledge - Construct (Arcana, Crafting): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Champion AutomatonCreature 11

Rare Large Automaton Construct 
Source Monster Core 2 pg. 49
Perception +20; darkvision
Languages Common; one other language the champion knew in life (usually Jistkan); telepathy 60 feet
Skills Athletics +24, Diplomacy +20, Intimidation +20, Warfare Lore +21
Str +6, Dex +5, Con +5, Int +3, Wis +4, Cha +4
AC 31; Fort +23, Ref +21, Will +19
HP 190; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; Resistances physical 10 (except adamantine)
Speed 25 feet, climb 15 feet
Melee [one-action] pincer +25 [+20/+15] (magical), Damage 2d12+2+12 piercing plus Grab (page 361)Ranged [one-action] energy beam +25 [+20/+15] (fire, magical, range 60 feet), Damage 2d10+2+10 fireArcane Slam [one-action] (arcane) Requirements The champion has a creature grabbed; Effect The champion channels supernatural energy through its pincers, then slams its foe against the ground. The grabbed creature takes 3d6 bludgeoning and 3d6 fire damage, is knocked prone and must attempt a DC 31 Fortitude save. On a failure the target is enfeebled 1 (enfeebled 2 on a critical failure) from the force of the slam. At the end of the Arcane Slam, the grapple ends.Spinning Toss [two-actions] Frequency once per round; Requirements The champion has a creature grabbed; Effect The champion spins on its axis, using the creature it's holding as an impromptu bludgeon before tossing it aside. The champion attempts an Athletics check against the grabbed creature's Fortitude DC.
Critical Success The champion flings its victim. The grapple ends. The grabbed creature is thrown into a space within 10 feet, takes 8d6 bludgeoning damage, and falls prone. All creatures adjacent to the champion take the same amount of bludgeoning damage (DC 31 basic Reflex save).
Success As critical success, except the grabbed creatures is thrown into a space within 5 feet, and creatures take 4d6 bludgeoning damage.
Failure The champion tosses its victim aside. The grapple ends. The grabbed creature falls prone.
Critical Failure The champion fumbles its grasp on its victim and the grapple ends.

All Monsters in "Automaton"

NameLevel
Champion Automaton10
Stalker Automaton5

Automaton

Source Monster Core 2 pg. 48
Automatons are magical constructs that house the soul and mind of a person. Making use of magical techniques now mostly lost to time, ancient artisans created mechanical bodies powered by magical cores with the potential for a limitless lifetime. Most automatons were created millennia ago but remain alive and active thanks to their nigh immortal bodies and unlimited power supplies.

The first automatons were born in the time of the ancient Jistka Imperium. The empire was in the midst of a war and used their magical prowess to create powerful constructs to serve as soldiers. Eventually, the great artificers of Jistka mastered the final technique needed to create automatons: the transmigration of souls. They learned how to pry a mortal's mind and soul from their nest of organ and sinew, to be replanted into gleaming cylinders of metal and crystal. These cylinders could then be implanted into bodies of arcane construction, perfect and implacable—automatons.

After the war, the remaining automatons, left without a home or a means to achieve their own deaths, scattered to the winds. Some wandered the world searching for a purpose, while others simply vanished, and yet others found their faculties degrading after centuries alone. Reports of automatons crop up occasionally throughout history, most of them detailing an construct's arrival in battle to join combat, only for the automaton to vanish after the battle is over.

In modern day, artisans have been able to recreate most of the necessary techniques for fabricating new automatons. This process remains imperfect, though, and creating automatons in mass quantities remains unachievable. Regardless, the nation of Eihlona in southern Garund continues their automaton studies, and the nation of Nex now seeks to learn these techniques as well.

Sidebar - Additional Lore Automaton Cores

As impressive as their bodies are, the real marvel of automatons are their cores, which at once house their souls and provide an effectively eternal source of supernatural energy. One automaton's core can be placed into the body of another, though this isn't recommended, as the soul and mind of an automaton are spread across both their body and their core. Introducing a foreign core causes a clash of personalities, typically ending with one personality dominating the other.

Sidebar - Additional Lore The Artificer Conclave

The artificers who designed the automatons are still around—no fools, they built bodies for themselves as well, masterful automatons meant to survive the passing of their world. Their names echo through the margins of history to this day: Enoh of the Seven, the Impostor Inperantike, the Alkahest Sage, and more.