The auttaine present a peculiar circumstance even in a multiverse full of strangeness. Many years ago, they existed as an isolated human population on a desert planet ravaged by millennia-spanning magical storms. For survival, they initiated a program to graft clockwork implants into their bodies—an unusually complex combination of magic and technology. Though this assured their adaptation to the rapidly changing environment of their homeworld, over time, the eldritch energies of the storms began to alter the magic of these devices. This caused auttaine parents to naturally pass such gears and prosthetics to their offspring, many of them born with replacement implants already attached. And, with the passing of centuries, we eventually arrive at the self-made auttaine of the current day.
Physical Description: Amalgamations of man and machine, it is rare for one auttaine to look strikingly similar to another.
Their human ancestry still runs the full gamut of ethnicity and follows much the same rules of nature prior to receiving their implants. Their gear, however—the term they use to describe their clockwork augmentations—is much more highly personal and stylized, uniquely grown and tailored to their environmental needs. Auttaine also further customize this gear with adaptations of their own design, and their coming of age is usually marked by the moment they install the final piece to see them through the rest of their lives.
Society: Free from the need for sustenance or sleep, the auttaine thrive in situations where other races would wither and die. They left their original homeworld many centuries ago, and, while they’ve explored and settled many planets over the years, their largest strongholds lie in the Shattered Zone. This broken planet represented by a string of asteroids plays home to many different factions of auttaine, all vying for valuable resources. A Geargiver rules over their well-organized cities, elected from the auttaine’s master technicians and clockworkers.
In addition to overseeing the needs of each city and its controlling faction, a Geargiver administers the creation of customized gear for auttaine still coming of age.
Relations: While they have slightly longer life cycles than their human ancestors, auttaine still remain keenly aware of irrevocability of death, and they place high value in life. Most feel a certain kinship with shorter lived races such as humans and ysoki. Androids and auttaine also share a strong respect for one another due to the constructed nature of both, and androids can often be found within the safer environmental districts of auttaine cities.
Alignment and Religion: Owing to their mechanical aspects, auttaine have strong tendencies towards lawful alignments. The majority of auttaine fall along the neutral axis, however, with respect to good or evil, with outliers leaning more towards evil due to the superiority some feel their implants grant them. Their patron deity is an ascended auttaine who proved instrumental in leading the auttaine from their magical hazards of their original homeworld and into the greater multiverse. Worship services generally focus on industriousness and the exploration of new frontiers, always celebrating the many aspects of transformation which technology can bring.
Male Names: Aruk, Stret, Rukrer, Trybur, Nill, Draum
Female Names: Siz, Ytis, Aurk, Kal, Kethas, Rele
- Ability Score Modifiers +2 to one ability score: Auttaine gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Half-Construct: Auttaine are humanoids with the half-construct and human subtypes.
- Size: Auttaine are Medium creatures and receive no bonuses or penalties due to their size.
- Speed: Auttaine have a base speed of 30 feet.
- Build Points: Auttaine receive a number of build points equal to 3 + their initial Constitution modifier, which they may use to customize the artificial components comprising their half-construct nature. These build points may be spent on a one for one basis as additional racial points (RPs). Auttaine may only spend these RPs on the following enhancements: breath weapon, desert runner, energy resistance, fleet-footed, gifted linguist, jumper, natural armor, skill bonus, skill training, sprinter, stability, weapon familiarity. In addition, auttaine may also select from the following special racial traits as part of their gear:
Concealed Weapon (2 RP): This artificial component provides an internal, deployable weapon contained within a single arm. It may only include a light melee weapon weighing less than 3 lbs, and the initial weapon cannot be made from any special materials. While internalized, the weapon receives a +4 bonus on Sleight of Hand checks to conceal it. The weapon can be changed with 4 hours of work and a new qualifying weapon.
Hidden Storage Compartment (1 RP): This artificial component provides an internal storage compartment within the torso, holding up to 1 cubic foot of material. Access is secured with a simple combination lock (DC 20 Disable Device to open).
Integrated Spell Component Pouch (2 RP): This artificial component provides an internal storage compartment in one of the auttaine’s hands which acts as a spell component pouch. Special slots in each finger allows the use of material components stored within even when they have no free hands.
Integrated Toolset (2 RP): This artificial component provides a customized toolset for granting a +2 circumstance bonus to one of the following skills: Climb, Craft, Disable Device, Escape Artist, Heal, Perception, Perform, Swim.
- Languages: Auttaine begin play speaking Common. Auttaine with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Orc, Undercommon. See the Linguistics skill page for more information about these languages.
Auttaine Body Modifications
Body modifications can be equipped on top of existing limbs or body parts, and don’t require the wielder to forfeit the functionality of their original body part to use. Auttaine body modifications often bestow magical abilities, though mechanical body modifications that alter bodily functions exist as well.
Like prostheses, body modifications occupy an item slot on the body. However, certain abilities, such as the Body Modification Attunement feat (see below), may allow modified individuals to wear magic items in the same slot as a body modification. Refer to the rules for each specific body modification for more information.
Body modifications cannot be easily attached or removed like prostheses. A creature cannot install or remove a body modification on its own body; body modifications must be installed or removed by another creature adjacent to the target.
A character can augment an unconscious or willing humanoid with a body modification by succeeding at a Heal check. For mundane body modifications, the DC of this check is equal to the Craft DC of the item (see below); for magical body modifications, the DC is equal to 15 + the CL of the magic item. The check to remove an installed body augmentation is the same.
A failed check to install or remove a body augmentation deals a number of points of damage equal to the difference between the rolled check and the check DC to the augmented creature, plus 1d6 points of bleed damage. For example, if an augmenter rolls a 14 on a DC 20 Heal check to install a body modification onto an adjacent host, the surgery fails and the host takes 6 points of damage plus 1d6 points of bleed damage.
Any time a new body modification is installed or removed, there is a chance that the host’s body gets an infection. In order to avoid infection, the creature must succeed at a Fortitude save with the same DC as the Heal check DC to install or remove the modification (see above).
The following mundane and magical body modifications can be purchased for installation from skilled auttaine body grafters. Mundane body modifications may be crafted by succeeding at a Craft (body modifications) check against the DC listed.
- Iron Knuckles: These fine metal plates are inserted beneath the user’s hand’s skin and wrap around the knuckles and finger bones. This modification allows you to inflict lethal damage with your unarmed strikes. The price listed is for a pair of iron knuckles.
- Magnetic Fingers: Small magnets installed in the tips of your fingers grant you a +2 competence bonus on Sleight of Hand checks with metallic objects, and you gain a +2 competence bonus to your CMD against disarm attempts while wielding a metal weapon. However, you take a –1 penalty on attack rolls with ranged weapons that have metal components (including all crossbows and arrows with metal arrowheads).
- Nictitating Membrane: This translucent “third eyelid” protects and moistens your eyes while allowing you to maintain vision. With this body modification, you gain a +4 competence bonus on Fortitude saving throws against non-magical items, attacks, and effects that would blind you or impair your vision, and your range of vision is unhindered by murky water (see Stealth and Detection Underwater). This modification does not protect you against spells and magical effects that affect your vision.
- Rubber Joints: This modification encases the joints in your knees and ankles with a synthetic rubber that reduces the impact of falls and tumbles. You may ignore up to 3 points of damage any time you take falling damage (reducing the damage taken to a minimum 0 points of damage).
- Steel Dentures: This modification replaces the user’s teeth with an artificial set that spans both the upper and lower jaw. If the creature does not have a natural bite attack (such as in the case of most humanoids), the wearer gains a natural bite attack that deals damage as a creature one size smaller than the wearer (see the Natural Attacks table). If the wearer already has a natural bite attack, the damage dealt by this attack is increased by one step (for example, from 1d4 points of damage to 1d6 points of damage).
|Body Modification||Price||Craft DC|
|Iron knuckles||200 gp||20|
|Magnetic fingers||500 gp||20|
|Nictitating membrane||1,000 gp||30|
|Rubber joints||300 gp||??|
|Steel dentures||500 gp||30|
|Adaptable scales||15,000 gp|
|Filtering gills||3,000 gp|
|Hand of all trades||2,500 gp|
|Hand of the Manticore||29,000 gp|
|Honing ear||7,500 gp|
|Instrumental limb||10,000 gp|
|Iron gut||1,000 gp|
|Legs of springing||2,000 gp|
|Legs of springing, greater||6,000 gp|
|Lucky eye||15,000 gp|
|Silver tongue||4,500 gp|
Price 15,000 gp; Aura faint abjuration; CL 4th; Slot body; Price 15,000 gp; Weight —
These shining metal fish scales cover the wearer’s body and defy description, shimmering a rainbow of colors depending on how the light hits them. The scales help regulate the wearer’s body temperature in hot and cold environments, granting him the effects of a constant endure elements spell.
At will as a swift action, the wearer can force his scales to expand or contract to reflect different types of energy. The wearer gains energy resistance 5 against cold or fire energy damage. This effect lasts for 5 minutes. During this time, if the wearer selected cold energy resistance, the scales’ endure elements effect does not protect against hot environments and conditions; if the wearer selected fire energy resistance, the endure elements effect does not protect against cold environments or conditions.
Price 3,000 gp; Aura moderate transmutation; CL 7th; Slot neck; Weight 1 lb.
This augmentation allows the user to breathe both underwater and on land at will, as the water breathing spell. In addition, the wearer can extract oxygen from poisonous gasses while filtering out toxins, making him immune to inhaled poisons.
This does not protect the wearer from magical gases or vapors, nor does it allow the wearer to breathe in a vacuum.
Hand of all Trades
Price 2,500 gp; Aura moderate conjuration; CL 9th; Slot hand; Weight 3 lbs.
This body modification integrates a number of small tools into the wearer’s palm and fingers and makes the wearer’s hand look like a patchwork of overlapping metal plates. A hand of all trades has 4 charges. Each day at sunrise, it regains 2 charges.
As long as she is not holding anything in the hand, the wearer can expend 1 or more charges as a standard action to cause the hand of all trades to transform into one of the following tools. The tool remains extended for 9 minutes or until the wearer dismisses it as a free action. While using a tool created by the hand of all trades, the wearer cannot hold or wield other items or weapons in that hand.
- 1 Charge: Masterwork thieves’ tools
- 1 Charge: Grappling hook
- 2 Charges: Masterwork instrument
- 3 Charges: Healer’s kit
Hand of the Manticore
Price 29,000 gp; Aura moderate evocation; CL 7th; Slot hands; Weight 3 lbs.
This mechanical prosthetic hand is made of finely crafted steel and hardened brass, and complex machinery connects the digits, palm, and wrist. Once per day, the wearer may activate the hand to transform the prosthesis into a +1 axiomatic hand crossbow for 7 rounds.
The wearer also gains the following spell-like abilities, usable the indicated number of times per day whether or not the hand is activated:
Price 7,500 gp; Aura moderate transmutation; CL 7th; Slot headband; Weight —
A honing ear is an enchanted prosthetic ear that gives its wearer supernatural control over their hearing distance and ability to tune out distracting sounds. At will as a swift action, the wearer can tune out distracting sounds—such as a bustling marketplace or nearby roaring waterfall—and train her ear to single out other sounds—such as an ally whispering to her or a conversation across the river. This action gives the wearer a +4 competence bonus on sound-based Perception checks to hear sounds she is trying to amplify and prevents her from hearing sounds related to the source she has deemed distracting. For example, using the honing ear, she may be able to hear the conversation across the river by tuning out the sounds of the water, but she would then also not be able to hear a log hurdling downriver toward her. This effect persists until the wearer ends it as a free action.
Price 10,000 gp; Aura moderate divination; CL 5th; Slot hands or feet; Weight 4 lbs.
An instrumental limb is a magical arm or leg prosthesis (chosen at the time of creation) that grants a +2 competence bonus on Perform (string) checks and may be played as a string instrument for the purpose of Perform (string) checks.
A compartment built into the limb allows the wearer to store a bow to play with the instrument.
Three times per day, the wearer can slide a bow along the highest end of the instrumental limb to create a high-pitched note that allows any allies within 60 feet to enter a state of deep concentration. As long as the wearer holds the note (a standard action each round), his allies gain a +2 circumstance bonus on skill checks and may take 10 on skill checks even if in immediate danger. If an ally attacks or takes damage during this time, the effect ends for that ally; once the effect is broken for an ally, she cannot reenter the state of deep concentration until the next time the instrumental limb’s wearer activates this ability.
Price 1,000 gp; Aura faint transmutation; CL 1st; Slot belt; Weight 5 lbs.
By replacing the wearer’s stomach and intestines with this aramid sack of intricate machinery and self-sustaining microbes, the wearer becomes immune to food-borne illnesses. An iron gut grants the user immunity to ingested poisons as well as the effects of food poisoning and spoiled food or water. The user must still eat and drink to live (assuming she needed to do so before installing the iron gut), but she can stomach food that has significantly expired or rotted, as well as most food goods that usually require cooking or processing before consumption (such as curdled milk or raw meat). This does not grant the user the ability to chew foods she could not otherwise.
Legs of Springing
Price 2,000 gp; Aura faint transmutation; CL 1st; Slot feet; Weight 5 lbs.
This durable yellow elastic fuses with the muscle tissue in the wearer’s legs, making the limbs look impressively lean but slightly sallow as well. Legs of springing allow the wearer to leap to greater heights and survive the impact of some falls. The wearer gains a +5 competence bonus on Acrobatics checks to jump. The wearer takes no damage from falls of 50 feet or less and takes half damage from falls from greater than 50 feet.
Legs of Springing, Greater
Price 6,000 gp; Aura moderate transmutation; CL 6th; Slot feet; Weight 5 lbs.
The elastic in greater legs of springing is so strong and physically taxing to implement that it turns the wearer’s legs a sickly shade of green. This body modification function as legs of springing, except the wearer gains a +10 competence bonus on Acrobatics checks to jump, takes no damage from falls of 100 feet or less, and takes one-quarter damage from falls from greater than 100 feet.
Price 15,000 gp; Aura strong divination; CL 15th; Slot eyes; Weight —
This magical prosthetic glass eye is painted to look like a simple clock face rather than an iris. Once per day, the wearer can wink as a standard action to activate the lucky eye, causing the hand on the clock’s face to spin and point toward a random number (roll 1d4 to determine the number).
The wearer gains a +5 luck bonus on a specific action on his next turn, as determined by the randomly rolled number. The wearer forfeits the luck bonus if he does not take the specified action during his next turn.
- Skill check
- Saving throw
- Damage roll
- Attack roll
Price 4,500 gp; Aura moderate transmutation; CL 7th; Slot —; Weight —
This body modification allows the wearer to speak with greater versatility in languages she knows, effectively enhancing her persuasive, coercive, and diplomatic skills. At will, the wearer can emulate any accent or dialect she knows, as long as the accent or dialect is in a language she can speak. The wearer cannot emulate accents or dialects she has never heard before; she must spend at least 1 minute listening to the accent or dialect, whether by overhearing townsfolk or speaking directly with someone, in order to emulate it using the silver tongue.
Price 8,000 gp; Aura faint transmutation; CL 3rd; Slot wrist; Weight 4 lbs.
This leather-wrapped prosthetic arm is made of flexible metallic alloys that look and feel like human flesh, granting the wearer the benefits of the Lifelike Prostheses feat for this prosthesis only.
The wearer of a strongarm gains a +4 bonus to Strength for the purpose of determining the maximum amount of weight he can lift, drag, and push (see Carrying Capacity).
Favored Class Options
The following options are available to all auttaine who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Cleric: Add a +1/2 bonus on Knowledge (engineering) checks relating to constructs.
- Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
- Inquisitor: Add a +1/2 bonus on Perception checks and Knowledge checks to identify creatures.
- Investigator: Add a +1/2 bonus when using inspiration on any Knowledge or Linguistics check.
- Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
- Samurai: Add +1/4 to the samurai’s initiative when adjacent to an ally (maximum bonus of +4). This bonus does not stack with Improved Initiative.
- Sorcerer: Add a +1/2 bonus to all Spellcraft checks and all check made with the sorcerer’s bloodline class skill.
- Swashbuckler: Add +1/6 to the swashbuckler’s nimble bonus.
- Vigilante: Gain 1/6 of a new vigilante talent.
Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.