Automita
The Maker, The Machine Goddess
Intermediate Deity
Symbol:
Gear
Home Plane: Mechanus
Alignment: Neutral
Portfolio: Technology, crafts, alchemy
Cleric Alignments: N, LN, NG, CN, NE
Domains: Craft, Earth, Fire, Knowledge
Favored Weapon: Firearms

Automita, goddess of technology, appears as a large beautiful woman of metal colors with six arms.  She stands about 9 feet tall, with skin the color of copper and hair made of gold.  Her eyes shine with the purist silver.
     Automita is a new deity, one bound to the ideas of progress and technology.  It is said she is somehow related to Primus and the modrons, and she definitely shares their habit of repairing the cogs of Mechanus.

Dogma
Automita seeks to expand her clergy throughout the cosmos.  She desires to lead people to new creations and ideas and teaches that technology is the answer to the world�s ills.  Skill in a craft is good and invention is better still.  The specific path for the betterment of the world is left for mortals to decide.

Clergy and Temples
Automita�s clerics are expected to invent and create new machines.  All is secondary to the need to create.  Their attire though ranges from the simple to bizarrely utilitarian.
     Temples to Automita are large structures incorporating clocks and other machines.  They often serve as craft shops for firearms and other advanced technology.

Automita
Wizard 20/Cleric 20
Large Outsider (Earth, Fire)
Divine Rank:
15
Domains: Craft, Earth, Fire, and Knowledge
Hit Dice: 20d8+160 (outsider) plus 20d4+160 (Wiz) plus 20d8+160 (Clr) (880 hp)
Initiative: +6 (Dex)
Speed: 80 ft.
AC: 68 (-1 size, +6 Dex, +10 deflection, +28 natural, +15 divine)
Attacks: +5 keen vorpal falchion +69/+64/+59/+54 melee, 5 +5 great swords +69/+64; melee touch +66/+61/+56/+51; range touch +60/+55/+50/+45
Damage: +5 keen vorpal falchion 2d4+17, +5 great sword 2d6+17
Face/Reach: 5 ft. by 5 ft. /10 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 13/day
Special Qualities: Divine immunities, damage reduction 50/+4, fire resistance 35, SR 47, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, spontaneous casting, familiar (construct), divine aura (1,500 ft. DC 33).
Saves: Fort +59, Ref +53, Will +59
Abilities: Str 34, Dex 22, Con 26, Int 42, Wis 34, Cha 30
Skills: Alchemy +92, Appraise +61, Bluff +45, Concentrate +86, Craft (armorsmithing) +94, Craft (mechanics) +94, Craft (metalsmithing) +94, Craft (traps) +94, Craft (weaponsmithing) +97, Diplomacy +65, Disable Device +61, Jump +47, Knowledge (arcana) +94, Knowledge (architecture and engineering) +94, Knowledge (religion) +94, Listen +47, Open Lock +51, Profession (architect) +90, Profession (engineer) +90, Scry +90, Search +61, Sense Motive +47, Spellcraft +94, Spot +47
Feats: Multi-Dexterity, Cleave, Craft Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Energy Substitution, Eschew Materials, Expertise, Eyes in the Back of Your Head, Forge Ring, Great Cleave, Greater Spell Penetration, Improved Multi-Weapon Fighting, Improved Sunder, Improved Trip, Knock Down, Power Attack, Reach Spell, Scribe Scroll, Spell Penetration, Spell Mastery, Sunder, Multi-Weapon Fighting.
   
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
 
Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery, Automatic Metamagic (Quicken), Call Creatures (golems), Control Creatures (constructs), Craft Artifact, Create Object, Create Greater Object, Divine Earth Mastery, Divine Fire Mastery, Divine Recall, Divine Spellcasting, Extra Domain, Master Crafter, Shift Form (constructs), Spontaneous Wizard Spells, and Sunder and Disjoin
    Domain Powers: Turn Water and Air creatures as a 20th level Cleric 13/day, rebuke Fire and Earth creatures as a 20th level Cleric 13/day, cast creation spells at +1 caster level
    Spell-Like Abilities: Automita uses these abilities as a 25th level cleric, except creation spells which are cast as a 26th level cleric. The save DC 45 + spell level. Animate rope, burning hands, clairaudience/clairvoyance, detect secret doors, detect thoughts, discern location, divination, earthquake, elemental swarm, fantastic machine, find the path,  fire seeds, fire shield, fire storm, foresight, forcecage, greater fantastic machine, incendiary cloud,  iron body, legend lore, magic stone, major creation, minor creation, produce flame, resist elements, soften earth and stone, spike stones, stone shape, stoneskin, true seeing, wall of fire, wall of stone, and wood shape.
    
Cleric Spells/Day: 6/8+1/8+1/8+1/8+1/7+1/6+1/6+1/6+1/5+1; base DC 22 + spell level
    
Wizard Spells/Day: 4/8/8/8/8/7/7/7/7/6; base DC 26 + spell level
    Possessions: Automita has a +5 keen vorpal falchion called Cutting Edge.  It ignores the hardness of any item.
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