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Automaton Feats


Arcane Communication Feat 1


Source Pathfinder Guns & Gears

You can deliver silent messages. You gain touch telepathy, allowing you to communicate silently and mentally with any creature you're touching, as long as you share a language.

Enhancement You can send your messages even further. Your telepathy gains a range of 10 feet, but you still have to share a language with your target.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Arcane Eye Feat 1


Source Pathfinder Guns & Gears
Prerequisites low-light vision

Your eye has been magically enhanced to pierce darkness. You gain darkvision.

Enhancement Your eye can see Invisible creatures in brief spurts. You can cast see invisibility as an arcane innate spell once per hour.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Automaton Armament Feat 1


Source Pathfinder Guns & Gears

You've been provided a body part designed for combat. You gain either a claw or pincer unarmed attack. The claw deals 1d4 slashing damage, is in the brawling group, and has the agile, finesse, and unarmed traits. The pincer deals 1d6 piercing damage, is in the brawling group, and has the grapple and unarmed traits. Your body can be reconfigured; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain.

Enhancement Your attacking part is reinforced. Increase the damage die of the unarmed attack you gain from this feat by one step (from 1d4 to 1d6, or from 1d6 to 1d8).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Automaton Lore Feat 1


Source Pathfinder Guns & Gears

You have come to better understand the process that made your body and the magic that powers it. You gain the trained proficiency rank in Arcana and Crafting. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Automaton Lore.

Enhancement Your gain greater understanding. Increase your proficiency rank in either Arcana or Crafting, as well as Automaton Lore, to expert. If you were already an expert in the chosen skill, increase your rank to master instead.


Note: If you are already trained in the skill provided by this feat, you need to manually select an alternative skill. You also need to manually enter the granted Lore skill.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Energy Beam Feat 1


Source Pathfinder Guns & Gears

You can channel your core's power through the magical gem that serves as your eye. You gain an energy beam ranged unarmed attack that deals 1d4 fire damage. The energy beam has a range increment of 20 feet. On a critical hit, the target takes persistent fire damage equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects.

Enhancement You channel greater power. Increase the damage die of your energy beam by one step, from 1d4 to 1d6.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Reinforced Chassis Feat 1


Source Pathfinder Guns & Gears

Your body is designed to be particularly resilient. Your chassis is medium armor in the plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of -2, a speed penalty of -5 feet, and a Strength value of 16. You can never wear other armor or remove your chassis; however, you still don't become Fatigued from sleeping. Finally, you can etch armor runes onto your chassis as normal.

Enhancement Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Arcane Safeguards Feat 5


Source Pathfinder Guns & Gears

The magic powering you makes it difficult for outside magic to affect you. You gain the Resist Magic reaction.

Enhancement Your safeguards improve. When you Resist Magic, you gain a number of temporary Hit Points equal to the spell level of the triggering effect.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Integrated Armament Feat 5


Source Pathfinder Guns & Gears

Your mechanical body houses a weapon or shield that you can quickly draw and stow, leaving you prepared for combat at all times.

You can use a 1-minute activity, which has the manipulate trait, to integrate a single, one-handed weapon or shield into one of your arms. You can draw or stow this item as an Interact action. Creatures don't automatically see this integrated item when it's stowed and must actively Seek in order to find it. They take a -2 circumstance penalty to any checks to do so. While you are wielding the item, it can't be Disarmed and you can't drop or Release it; you must Interact to store the weapon and free that hand. A creature determined to retrieve the item can do so, but it requires either 1 minute to remove it or extreme violence to your arm-such as physically removing portions of the limb. You can only have one integrated armament at a time, though you can use the 1-minute activity to replace the item or swap the arm in which it's stored.

Enhancement Your body has more space for integration. You can now either integrate two one-handed weapons, a one-handed weapon and a shield, or a single two-handed weapon which is split across both arms. You can use a single Interact action to draw or store both integrated armaments. When you draw a single weapon, you can choose to hold it with either one hand or both hands.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Magical Resistance Feat 5


Source Pathfinder Guns & Gears

Your animating magic provides some defense. Choose one of the following energy damage types: cold, electricity, or sonic. You gain resistance 5 to that damage type.

Enhancement You tap deeper into your animating magic, and your resistances improve. Choose one of the following benefits: you gain resistance 5 to the remaining two damage types from the above list, or your chosen resistance increases to a value equal to 1 + half your level.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Arcane Camouflage Feat 9


Source Pathfinder Guns & Gears
Prerequisites Hunter automaton

You have developed magical techniques to aid you with stalking your prey. You can cast Blur and Invisibility each once per day as 2nd-level arcane innate spells.

Enhancement Your camouflage is more potent. Your blur spell now lasts 10 minutes and when you cast invisibility, you can choose to gain the effects of the 4th-level version of the spell. In addition, you can now cast blur and invisibility each twice per day.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Arcane Propulsion Two ActionsFeat 9


Source Pathfinder Guns & Gears

Frequency once per day


You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time. You can maintain this redirected energy for 5 minutes. You gain a fly Speed equal to your Speed while redirecting the energy.

Enhancement You can maintain your flight for longer. You can redirect your energy at all times, allowing you to fly whenever you want, rather than just once per day for 5 minutes.

Effect: Arcane Propulsion


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Arcane

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.

Automaton

A creature with this trait is a member of the automaton ancestry.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.

Arcane Slam Two ActionsFeat 9


Source Pathfinder Guns & Gears
Prerequisites Warrior automaton

Requirements You have a creature Grabbed or Restrained.


You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground. Attempt an Athletics check against the foe's Fortitude DC. You take a -2 circumstance penalty to your check if the target is one size larger than you and a -4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that.


Critical Success You slam the foe down and the magical energy overwhelms it. The creature is knocked Prone, becomes Dazzled for 1 round, and takes damage equal to 2d6 plus your Strength modifier. The foe is no longer grabbed or restrained by you.

Success You slam the foe down. The creature is knocked prone and takes damage equal to your Strength modifier. The foe is no longer grabbed or restrained by you.

Failure You are unable to slam the creature, but your hold on the creature remains.

Critical Failure The creature breaks free and is no longer grabbed or restrained by you.


Enhancement Your arms better channel your core's power. You no longer take penalties for attempting to slam larger foes. Your foe takes damage equal to 2d6 plus your Strength modifier on a success (or double that on a critical success).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Core Attunement Feat 9


Source Pathfinder Guns & Gears
Prerequisites Mage automaton

Your core allows you to draw more power from it. Select one 1st-level arcane spell and one 2nd-level or lower arcane spell, to which you have access. You can cast your chosen spells as arcane innate spells each once per day.

Enhancement Your attunement grows stronger. Select one 5th-level or lower arcane spell and one 6th-level or lower arcane spell, to which you have access. You can cast them as arcane innate spells each once per day, in addition to the original spells.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Lesser Augmentation Feat 9


Source Pathfinder Guns & Gears

You've focused on enhancing yourself and have received an improvement to one of your existing abilities. You gain the enhancement benefits of one of your 1st- or 5th-level automaton ancestry feats.

You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat.

Enhancement You gain the enhancement benefits of another 1st- or 5th-level automaton ancestry feat. Also, your reconfigurations take less time. You only need to spend 1 day of downtime to change any of your enhancements. If you have multiple enhancements, changing each one requires a separate day.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Rain of Bolts Two ActionsFeat 9


Source Pathfinder Guns & Gears
Prerequisites Sharpshooter automaton

Frequency once per day


Throughout the day, your body produces powerful projectiles within your chassis. You fire them all at once in either a 30-foot cone or a 10-foot emanation. Foes in the area take 6d6 piercing damage. This increases to 7d6 at 12th level, 8d6 at 15th level, and 9d6 at 18th level.

Enhancement The projectiles regenerate quicker, they are much more powerful, and you can refine the metallic content to harm certain creatures. You can use Rain of Bolts once per hour instead of once per day. The damage increases to 12d6 and each time you use the action, you can choose adamantine, cold iron, or silver. The damage from Rain of Bolts is treated as the metal you chose. At 20th level, the damage increases to 13d6.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Arcane Locomotion Feat 13


Source Pathfinder Guns & Gears

You've modified your body to allow you to augment your movement. You gain either a climb Speed of 20 feet or a swim Speed of 20 feet, your choice.

Enhancement Your body allows for even further forms of movement. You can either select the option from this feat you haven't chosen yet (climb Speed or swim Speed), or you can increase your land Speed by 5 feet and increase the Speed you chose from this feat increase to be equal to your adjusted land Speed.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Astral Blink Feat 13


Source Pathfinder Guns & Gears

You've attuned your core to allow you to phase in and out of the Astral Plane, allowing you to teleport periodically. You can cast Dimension Door once per hour as a 4th-level innate arcane spell.

Enhancement Your attunement allows you to teleport in a series of quick jumps rather than in one big leap. You can expend your hourly use of dimension door as a free action when you begin your turn. If you do, your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Speed instead of traversing normally to the location. While augmented, your Strides gain the conjuration and teleportation traits. Your augmented Strides don't trigger reactions that can be triggered by move actions or upon leaving or entering a square, unless those reactions trigger on teleportation.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Core Rejuvenation Free ActionFeat 13


Source Pathfinder Guns & Gears

Frequency once per day

Trigger You have the dying condition and are about to attempt a recovery check.


Your soul taps into your core's power to push against the grasp of death and allow you to recover consciousness. You're restored to 1 Hit Point, lose the dying and Unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal when losing the dying condition in this way.

Enhancement Your soul can draw even more power from your core, granting you additional benefits. When you use Core Rejuvenation, you also gain a number of temporary Hit Points equal to three times your level. These Hit Points remain for 1 minute.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Enlarged Chassis Feat 13


Source Pathfinder Guns & Gears
Prerequisites Medium or Small size

You've empowered your core to support a larger body, granting you size and additional reach. You gain the effects of Enlarge constantly.

Enhancement Your core's empowerment has stabilized, allowing for greater support. You are no longer Clumsy due to the effects of enlarge.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.

Axial Recall Feat 17


UncommonAutomaton
Source Pathfinder Guns & Gears

You have reconfigured the magical resonance of your core to attune to the planar energies of Axis. You can cast Plane Shift twice per week as an arcane innate spell that can only target yourself; you can travel only to Axis or the Material Plane, and your body serves as the focus component.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Automaton

A creature with this trait is a member of the automaton ancestry.

Core Cannon Two ActionsFeat 17


Source Pathfinder Guns & Gears

Frequency once per day


Your body transforms into a powerful magical cannon. While immobile as a cannon, you can fire blasts of energy directly from your core, devastating your foes. You become Immobilized until you use an Interact action to revert back to your standard form. While in your cannon form, the only actions you can use are to Strike with an energy blast unarmed attack or to Interact to revert back to your standard form. You can remain in your cannon form for up to 1 minute or until you take the action to revert back to your standard form, whichever comes first.

Energy blasts are a special ranged unarmed attack. You can only make energy blast Strikes while you're in your cannon form. Your energy blasts deal 3d8 fire damage and 3d6 force damage, which increases to 4d8 fire damage and 3d6 force damage at level 20. You gain the item bonus to attack rolls with your energy blasts from the highest potency rune on any Handwraps of Mighty Blows you are wearing or any weapon you are wielding, but striking and property runes have no effect on your energy blasts. Energy blasts have a range increment of 120 feet. On a critical hit with an energy blast, the target takes 10 persistent fire damage. Your energy blast doesn't add critical specialization effects. If it matters for an effect dependent on weapon damage dice, an energy blast's number of weapon damage is three, or four at level 20.

Effect: Core Cannon


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Arcane

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.

Automaton

A creature with this trait is a member of the automaton ancestry.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Polymorph

These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.

Greater Augmentation Feat 17


Source Pathfinder Guns & Gears

You've greatly improved your abilities and your core can support further augmentations. You gain the enhancement benefits of one of your 1st-, 5th-, 9th-, or 13th-level automaton ancestry feats. You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Automaton

A creature with this trait is a member of the automaton ancestry.