User:ThunderGod Cid/Subtypes

Programmable Subtype
As the name suggests, programmable creatures do not think for themselves. They have not even the capacity for the slightest bit of processing ability, and are little more than shambling automatons that obey the orders of their creators as best as their limited comprehension allows.

A programmable creature left to its own devices typically has a deactivated form; when deactivated, it is indistinguishable from an inanimate object (whether it be a statue or a corpse). Once activated, a programmable creature has a set of instructions coded instilled into it by its creator (or its last commander, if it is a different being) hereafter referred to as a program. But programmable creatures are usually unable to reach the full potential indicated by their Challenge Rating unless a sentient creature (with an Intelligence score of 3 or higher) assumes direct control over them to enhance their abilities and coordinate their attacks.

Programmed
A programmed creature can obey the commands that its creator gives them. These commands can be as simple or complex as the creator desires, but are obviously limited by what the creature can actually do (for example, a creature commanded to go through a pit of acid may attempt to do so but will likely not survive, and a creature ordered to negotiate peace terms is not going to be able to do so when it cannot speak). It is not unreasonable, however, to direct your skeleton army to scale the enemy battlements with a pulley system and a winch or to alternatively set explosive charges and blast them straight to hell. The ability to perform such tasks is embedded in the creature’s programming; it just isn’t consciously aware of its knowledge.

Commanded
Command of programmable creatures is normally the right of their creator, but through appropriate abilities (rebuking attempts and control undead being two of the most notable) character can assume control of programmable creatures.

By default, a character can control a number of programmable creatures that have a total combined Challenge Rating equal to his Hit Dice -2. Any others that they cannot control directly are automatically subject to their regular programming.

If a programmable creature is already under someone else’s command, anyone attempted to wrest control of the creature must make a caster level check which opposes that of the original controller. If the challenger’s check is higher, control over the creature(s) is transferred to them.

A commanded creature gains a +1 bonus to attack rolls and a +2 to damage rolls for every four Hit Dice its current commander possesses. In addition, he may directly govern the actions of the creatures on their turns (their place in the initiative count is unchanged). Additional bonuses vary according to the creature’s original type and are noted in the creature‘s specific entry. In order to receive and maintain these benefits, the current commander must spend a swift action at the beginning of each of their turns, after which commanding any creatures under their control is a free action.

Programmable Traits

 * A creature must be mindless in order to be programmable.