User:Eiji-kun/Robots

Summary::Go into battle with your robot companion and your skill with machines. Length::20 Minimum Level::0 Base Attack Bonus Progression::Moderate Fortitude Save Progression::Poor Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Prepared Arcane Spellcasting Class Ability Progression::Separate

Roboticist
A behemoth walks onto the battlefield, gears cranking and steam spewing out as water superheats at the giant's joints and internal systems. Beside it, a human holding a heavy crossbow over his shoulder shouts up to it. The behemoth lumbers forward at a faster pace as it heads towards its first target and the human takes aim. ..

Roboticists are mechanics and engineers who have imbued one of their creations with their own life force, creating a link between the person and the product. This also breathes a sort of life into the robot, ready to follow its master's commands. Each roboticist is unique, and so is their companions. This mastery allows the roboticist knowledge of mechanical systems as a whole, and thus able to use mechanical weapons with ease and allows him better knowledge of Constructs.

Making a Roboticist
Abilities: A roboticist values a high Intelligence for his spells and skill points, yet also requires Constitution to survive in combat, and Dexterity to avoid being hit in the first place. Strength is only important if the roboticist wishes to join his robot in melee, or uses the robot to augment his own abilities, while Wisdom and Charisma are least important, focused on skills and a good Will save.

Races: Any, though races of mechanical proficiency and curiosity, such as gnomes and humans, seem to favor it especially.

Alignment: Any.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As wizard.

Class Features
All of the following are class features of the Roboticist.

Weapon and Armor Proficiency: A roboticist is proficient with all simple weapons, plus the greatclub, light hammer, light and heavy picks, warhammer, and all forms of crossbows (including exotic crossbows). Roboticists are proficient with light armor and shields (except tower shields). A roboticist can cast roboticist spells while wearing light armor or using shields (but not tower shields) without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a roboticist wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass roboticist still incurs the normal arcane spell failure chance for arcane spells received from other classes.

A roboticist must choose and prepare his spells ahead of time like a wizard. To learn, prepare, or cast a spell, the roboticist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a roboticist's spell is 10 + the spell level + the roboticist's Intelligence modifier. Like other spellcasters, a roboticist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Roboticist. In addition, he receives bonus spells per day if he has a high Intelligence score. Unlike a bard or sorcerer, a roboticist may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the roboticist decides which spells to prepare.

0&mdash;amanuensisSpC, arcane mark, caltropsSpC, dancing lights, detect magic, launch boltSpC, launch itemSpC, mage hand, mending, open/close, prestidigitation, read magic, resistance, silent portalSpC

1st&mdash;alarm, animate rope, backbiterSpC, beget bogunSpC, burning swordSpC, cutting handSpC, deafening clangSpC, detect secret doors, dispel magic, erase, fist of stoneSpC, flaming sphere, floating disk, force ladderSpC, foundation of stoneSpC, gembombSpC, golem strikeSpC, guided shotSpC, guiding lightSpC, grease, greater mage handSpC, hold portal, hurlSpC, identify, instant locksmithSpC, instant searchSpC, iron silenceSpC, irongutsSpC, lesser energized shieldSpC, locate object, mage armor, magic mouth, magic weapon, marked objectSpC, master's touchSpC, mechanus mindSpC, minor creation, mount, mountain stanceSpC, obscure object, persistent bladeSpC, repair light damageSpC, resist energy, scatterspraySpC, shatter, shield, shieldbearerSpC, sonic weaponSpC, spiritual weapon, spontaneous searchSpC, targeting raySpC, unseen servant, weapon shiftSpC, whirling bladeSpC 2nd&mdash;absorb weaponSpC, arcane eye, arcane lock, arcane sight, bands of steelSpC, bear's endurance, bloodstarSpC, body bladesSpC, bull's strength, cat's grace, crumbleSpC, dark waySpC, diamondsteelSpC, dolorous blowSpC, eagle's splendor, earth lockSpC, earthen graceSpC, earthen graspSpC, earthfastSpC, energized shieldSpC, entangling staffSpC, eradicate earthSpC, explosive runes, fearsome grappleSpC, fire trap, flame whipsSpC, flight of the dragonSpC, force chestSpC,force clawSpC, fox's cunning, girallon's blessingSpC, glowing orbSpC, greater alarmSpC, greater floating diskSpC, greater mage armorSpC, greater magic weapon, greater resistanceSpC, hamatula barbsSpC, hawkeyeSpC, jaws of the wolfSpC, keen edge, knock, mage's faithful hound, magic vestment, major creation, manyjawsSpC, mass mage armorSpC, mass resist energySpC, nature's rampartSpC, owl's wisdom, phantom steed, phantom trap, protection from energy, ray of deanimationSpC, repair moderate damageSpC, ring of bladesSpC, rust raySpC, secret page, sepia snake sigil, servant hordeSpC, shatterfloorSpC, sign of sealingSpC, shrink item, skull watchSpC, spectral hand, spectral weaponSpC, spell vulnerabilitySpC, steeldanceSpC, stone sphereSpC, stony graspSpC, sudden stalagmiteSpC, suppress glyphSpC, weapon of impactSpC, web, wood rotSpC 3rd&mdash;analyze dweomer, animate objects, antimagic field, black tentacles, control water, create magic tattooSpC, fabricate, fantastic machineSpC, find the gapSpC, graymantleSpC, greater dispel magic, greater sign of sealingSpC, gutsnakeSpC, hardeningSpC, hidden lodgeSpC, illusory wall, indomitabilitySpC, interposing hand, lesser globe of invulnerability, lesser ironguardSpC, listening coinSpC, metal meltSpC, move earth, passwall, permanency, prying eyes, repair serious damageSpC, resilient sphere, secret chest, shadow handSpC, shadowy grapplerSpC, shade stormSpC, sheltered vitalitySpC, spell resistance, stone shape, stone shatterSpC, stoneholdSpC, stoneskin, thunderlanceSpC, tortoise shellSpC, transcribe symbolSpC, transmute mud to rock, transmute rock to mud, tunnel swallowSpC, vortex of teethSpC, vulnerabilitySpC, wall of dispel magicSpC, wall of gearsSpC, wall of force, wall of stone, xorn movementSpC 4th&mdash;brilliant bladeSpC, disintegrate, flesh to stone, forceful hand, globe of invulnerability, greater arcane sight, greater stone shapeSpC, howling chainSpC, instant summons, mage's sword, mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, mass spell resistanceSpC, maw of stoneSpC, repair critical damageSpC, superior resistanceSpC, statue, stone bodySpC, stone spidersSpC, stone to flesh, submerge shipSpC, wall of iron

5th&mdash;awaken constructSpC, body of warSpC, brilliant auraSpC, disable constructECS, excavateSpC, forcecage, gemjumpSpC, grasping hand, greater fantastic machineSpC, greater prying eyes, heart of stoneSpC, iron body, ironguardSpC, mage's disjunction, maze, mind blank, refuge, spell turning, sphere of ultimate destructionSpC, total repairECS, true creation, wall of greater dispel magicSpC

Tweaks prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

 : The animating force for the roboticist's robotic companion is not an elemental or bound spirit, but his own. As a result, whenever the robotic companion takes enough damage to destroy it the roboticist can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the robotic companion. This can prevent the robotic companion from being destroyed.

In addition the robotic companion and roboticist must remain within 100 ft of each other to remain at full strength. Beyond 100 ft but closer than 1000 ft, its current and maximum hp is reduced by 50%. At 1000 ft away but closer than 10,000 ft, its current and maximum hp are reduced by 75%. Greater than 10,000 ft away, and the robotic companion falls to -1 hp, stable and inert (see robotic companion on how it interacts with death and dying). Current hp lost this way are not restored when the robotic companion gets closer to the roboticist, but its maximum hp does return to normal.

It acts in a manner similar to an animal companion or a familiar, aiding the roboticist in battle and other situations and maintaining a close spiritual link with the roboticist. A robotic companion has the same alignment as its creator, and can understand all languages its creator knows. If it has an Int score of at least 3 it can also speak. They are constructs, but unlike most constructs they are not destroyed when they hit 0 hp, but instead are staggered at 0 hp, inert at -1 to -9, and dead at -10 like a living creature. They automatically stabilize and still lack a Con score, as they are not living constructs. Initially creating a robotic companion takes 24 hours and inexpensive but plentiful raw materials, typically wood, stone, and iron lashed together into a composite being as simple as astatue or as complex as a robot with gears, pipes, pistons, and pulleys. The physical appearance is up to the roboticist, but many choose humanoid forms. Regardless of form, the appearance is always clearly mechanical in nature. The robotic companion bears a glowing rune visible to detect magic that the roboticist also bears which is a visible mark of their link. This rune can be hidden through mundane means or covered if need be.

For full details on how robotic companions, see below.

It is similar to a Use Magic Device check, but is his class level + his Int modifier, and having 5 ranks in Knowledge Engineering gives a +2 bonus to his roll.

As a general rule, DC 10 is for simple unknown devices such as a gun, a simple vehicle, or determining what exposed gears and wires connect to. DC 20 is for complex devices such as trying to drive a car, operating a machine with three or more complex functions, determining where gears or wires go with only indirect or partial evidence, or understanding what a complex machine does (but not how it does it). DC 30 is for really complicated devices, alien technologies, machines with non-visible parts (such as many microscopic electronics), or extremely multifunctional items.

Checks to see if you know what it is off the bat take no longer than a Knowledge check, but checks to figure out what something does generally take 1 minute of study. It can be rushed to 1 round by increasing the DC by +10.

A natural 1 on a check may or may not have lasting consequences depending on the machine. Failing to operate a coffee machine rarely results in poor results, but a natural 1 while tinkering with a bomb may have it activate.

' PS undefined:''' At 2nd level the roboticist has figured out how to create simple, short lived automations out of various gears and bits of scrap metal he keeps in his bags. Treat this as him casting summon nature's ally I, but the summoned creature is of the construct type (do not change BAB, HD, or saves), the living construct subtype (retaining its Con score), and is mindless, giving it Int - and no skill points. It retains any racial skills, such as a bonus to swim checks. As a construct, it is immune to critical hits and sneak attacks, low-light vision, darkvision, immunity to mind-affecting effects, immunity to poison, sleep, paralysis, stunning disease, death, ability damage, ability drain, fatigue, exhaustion, energy drain, and massive damage. It does not have an immunity to nonlethal damage or necromancy effects, nor immune to effects that require Fortitude saves. It cannot heal damage on its own (unless the creature has fast healing) and is immediately destroyed at 0 hp. It does not gain bonus hp based on its size. These "summons" are not actually summons and are created, and thus are unhampered by protection from evil. They last for 1 round/level and have a 1 round casting time, which provokes attacks of opportunity.

Create automation draws from the same energy store as your robotic companion. Whenever you have automations created by this power active, your robotic companion shuts down and becomes inert (but not helpless). When the automations are gone your robotic companion wakes back up.

At 4th level and every even level beyond (up to a maximum of 18th) you gain the next level summon nature's ally available, to summon nature's ally XI. You may use any combination of create automation up to your Int modifier/day (minimum 1).

 : Starting at 2nd level, a roboticist can, as a standard action, share the senses of his robotic companion; hearing, seeing, smelling, tasting, and touching everything the robotic companion does. He can use this ability a number of rounds per day equal to his roboticist level. There is no range to this effect, but the roboticist and the robotic companion must be on the same plane. The roboticist can end this effect as a free action.

 : A 2nd level roboticist gains trapfinding as a rogue.

He gains the Craft Construct feat as a bonus feat.



 : The 3rd level roboticist makes well with whatever scrap he can find. He can break down a destroyed construct into raw components and store it in storage, gaining scrap worth half the creation cost and half the xp cost of the destroyed construct. For example, an iron golem (80,000gp + 5600 xp) gives 40,000 gp and 2800 xp in scrap. Scrap cannot be used for anything other than assisting in the creation of another construct, reducing material and xp costs appropriately. Recycling a construct takes 30 minutes and requires a successful Knowledge Arcana or Knowledge Engineering check (DC 20), it is a delicate process and cannot be rushed.

 : At 4th level, whenever a roboticist is within his robotic companion's reach, the roboticist receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the robotic companion is grappled, helpless, paralyzed, stunned, or inert.

ADD TO LIST.

 : Never build something you don't know how to take apart. A 5th level roboticist gains +2 attack and +2d6 damage against any creatures of the construct type, and against objects.

 : The bond between roboticist and robotic companion improves at 6th, and they gain telepathy with each other out to a range of 100 ft. The roboticist is always aware of the robotic companion's condition (hp totals, status effects, or feelings of danger) and vice versa.

' :''' It turns out carrying around several tons of scrap metal and constructs is really hard. A 7th level roboticist discovers the secrets of material compression and can turn any of his constructs (created temporarly or not) into small spheres the size of sling bullets. He may convert one or more of his constructs in 100 ft into a sphere as a standard action. Constructs of any size can be compressed into spheres, and in sphere form can only move 30 ft as a move action. Spheres are diminutive sized orbs with an AC of 18 (+8 size), negligible weight, and ability scores, saves, and hp of the compressed construct. Specifically this ability is used for transportation, but sometimes it is used to squeeze a construct through a tight space. Objects which are a light load for the roboticist can also be turned into spheres, but do not animate.

A roboticist can have a number of compressed spheres equal to his HD. He may dismiss the sphere form of the item as a standard action, with unlimited range.

 : An 8th level roboticist is under a constant effect of speak with constructs. Treat as speak with animals but limited to creatures of the construct type. Unfortunately many constructs are mindless and thus have little to nothing to say.

' :''' A 9th level roboticist knows how to hack the system of technological and arcane machines. They can use charm person and suggestion, but only on constructs (bypassing racial immunities such as being mindless, but not other immunities such as mind blank or being immune to magic). They may use a combination of either effect up to their Int modifier/day (minimum 1), and the saving throws are DC 10 + 1/2 HD + Int modifier.

If the construct is in control of another owner within 60 ft, the owner may make an opposed Charisma check with you as a standard action to break your compulsion and restore control over his construct.

He gains 25% Fortification, and may count as a construct for the purposes of magic items and pre-requisites.

At 14th level the fortification rises to 50% and he no longer needs to eat or sleep (becoming immune to sleep effects as well). It becomes 75% at level 17th, and the roboticist no longer needs to breath, nor does he age. His maximum lifespan is now unlimited. At 20th level the roboticist is completely immune to sneak attacks and critical hits, and becomes immune to poison and disease.

Constructs with magic immunity, such as most golems, only treat it as spell resistance equal to its CR + 10 instead. This allows the roboticist to apply buffs to his own golems, or debuffs to others.

' :''' Why stop at simple hacking when you can completely control the system? A 13th level roboticist can use dominate person, but only on constructs, using the same rules and times per day as influence construct. Unlike influence construct, a roboticist can only have one dominate construct at a time. Dominating another construct frees the first of its compulsion.

' :''' At 15th level, a roboticist branches out a bit to apply his technology to transportation methods. Over the casting time of 1 round he can put together a series of gadgets that will tear a hole in time and space, allowing him to transport himself great distances at will. This acts as shadow walk, and the transporter breaks at the end of the journey. Unlike shadow walk, his transporter cannot be used on unwilling targets.

If the roboticist dies and his robotic companion is still alive, his spirit moves to the robotic companion and he may possess it and speak through it. As long as the robotic companion exists, he will live, and will typically arrange himself to be revived (which costs no gold or experience loss, only time and a spell).

If the robotic companion is destroyed, but the roboticist lives, the robotic companion can be rebuilt free of charge (costing only the time to rebuild).

If the roboticist is subject to an effect which would steal his soul or otherwise imprison him, he has a 50% chance of transfering to his robotic companion instead. For all effects, the robotic companion must be within 100 ft for this to work.

Robotic Companion
HERE

Epic Roboticist


Epic Roboticist Bonus Feat List: PENDING.

Gnome Roboticist Starting Package
Weapons: Light Crossbow.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Improved Initiative.

Gear: Studded Leather.

Gold: 70 gp.

Playing a Roboticist
Religion: Roboticists, as tinkerers and mechanics, worship deities of engineering and the sciences, or may pursue other gods for other facets of their life. If they have the time to devote to worshiping outside of their tinkerings.

Other Classes: Roboticists enjoy watching especially melee fighters, possibly to become enlightened and better their companions. As prepared arcane spellcasters, they enjoy debates with wizards, but more often than not tend to steer it towards Constructs and the like. Due to their obsession with the unnatural Construct, they tend to be looked down upon by nature loving classes as druids and rangers, but not hated as if they were using the undead.

Combat: Roboticists tend to sit in the back with other spellcasters while they order their companions into combat. Some decide to join their companions in the thick of things.

Advancement: Roboticists are generally uninterested in taking other classes, but those that do either take arcane classes to increase their range and support magic, or they take martial classes in order to increase attack power in either their melee attacks or with their crossbows.

Roboticists in the World
"Drop the crossbow, scumbag!"

Daily Life: Their life involves tinkering and tweaking their robots for whatever specific purpose they have programmed them for, as well as going out and collecting scrap metal and other materials for such improvements.

Notables: Ratchet, with his companion Clank, are more widely known purveyors of the class.

Organizations: They tend to not gather, but when they do, usually it is to test their companions against one another, comment and praise workmanship and the like.

NPC Reactions: On their own, a Roboticist seems like any ordinary mad scientist or the like. But with their companion, they strike a mixture of fear and awe by their fearsome allies, combined with their own power.

Roboticist Lore
Characters with ranks in Knowledge Engineering can research Roboticists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Roboticists in the Game
Adaptation: FLUFF.

Sample Encounter: An unusual construct is rampaging along the countryside, wreaking havoc among the farmers in the area, who are losing crops to sell in the market, and sending prices up for those that can sell.

EL 10: PENDING