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.
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.