Voidrazor said:
Nephtys - Sure, although some clients may not wish to do business with someone who is known to keep military grade hardware around. It wouldn't be a big deal to people who want to buy ordanance. But there are some refined clientele who would overlook the fact that some of your business is in arms sales, so long as you don't have mecha bodyguards. Easily availiable weapon scanners would be able to tell the difference between regular robots and robotically operated mechs.
Good point, I guess I have to diversify then. (I need something to protect myself from all those min-maxed pcs after all
)
Followers:
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Worker Robot (Biodroid)
Purchase DC:
Restriction:
Maintenance Robot: CR 1; small construct; HD 1/2d10+5; hp 10; Mas —; Init +1; Spd 30 ft.; Defense 12 (+1 size, +1 dex), touch 12, flatfooted 11; BAB +0; Grp -1; Atk N/A, FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, critical systems; SV Fort +0, Ref +1, Will +0; AP 0; Rep +0; Str 8, Dex 13, Con —, Int 14, Wis 10, Cha 5.
Skills: Computer Use 14 (12+2), Craft (Electronic) 14 (12+2), Craft (Mechanical) 14 (12+2), Repair 15 (12+1+2),
Feats:
Equipment:
Frame: Biodroid.
Locomotion: Legs (4).
Manipulators: Task Hands (2).
Armor:
Sensors: Class III sensor system.
Skill Software: Skill Net; (4x12)
Feat Software:
Ability Upgrades: Intelligence upgrade ( +4 ).
Accessories: AV transmitter, Fire Extinguisher, Internal Storage Unit (10 lb), Language Chip (x1), Magnetic Feet, Vocalizer.
Warrior/Pilot Robot: (Biodroid)
CR 8; Medium construct; HD 9d10+10; hp 64; Mas —; Init +9(+6+3*); Spd 35 ft.;
Defense 27 (+1 size, +6 dex +10 armor), touch 17, flatfooted 21; BAB +6; Grp +4; DR 5/energy, Energy resistance 10 (acid, cold, electr, fire)
Atk by weapon or mecha. Ranged +13+13+8, +14+14+9 within 30ft. Damage (Corona Microwave beam) 5d6 fire
FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, critical systems;
SV Fort +4, Ref +10(4+6), Will +4; AP 0; Rep +0;
Str 10, Dex 24, Con —, Int 14, Wis 10, Cha 5.
Skills: Computer Use 14 (12+2), Spot 16 (12+4*), Drive 20(12+7+1^), Pilot 20(12+7+1^), +10 to navigate checks.
Feats: Mecha Operation, Mecha Weapon Proficiency, Point Blank Shot, Rapid Shot.
Frame: Biodroid.
Locomotion: Legs (4).
Manipulators: Task Hands^ (2).
Armor: Integrated Megatanium Armor (+10)
Sensors: Nerve Web* (darkvision (out to 180+60 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors, and multiband radar.
Skill Software: Skill Net; (4x12).
Feat Software: Feat Net (4F) Mecha Operation, Mecha Weapon Proficiency, Point Blank Shot, Rapid Shot.
Ability Upgrades: Intelligence upgrade ( +4 ), Dexterity Upgrade (+14).
Accessories: AV transmitter, Fire Extinguisher, Language Chip (x1), Vocalizer, Survivor Array, Inertial Inhibitor (DR 5/energy), Integrated Cell Phone.
Equipment:
(Mecha Weapon Proficiency) Progress Level 6: Fusion Age, Res (+2)
Corona microwave beam (5d6 Fire 15 ft. Large 15 lb. Purchase DC 19)
Notes:
SURVIVOR ARRAY (PL 6)
Robots are often used to explore environments inhospitable to organic creatures. The survivor array enables the robot to better traverse harsh terrain and withstand hostile conditions. A survivor array includes the following units:
• Topographical and astronomical guidance systems that grant a +10 equipment bonus on Navigate checks.
• A gyroscopic unit that improves the robot’s base speed by +10 feet.
• A pressure-sealed, energy-resistant frame that allows the robot to function normally in low-gravity, high-gravity, and zero-gravity conditions, prevents oxidation and corrosion, and provides resistance to acid 10, cold 10, electricity 10, and fire 10.
• A nightvision amplifier that grants the robot darkvision out to a range of 60 feet or extends its normal darkvision range by +60 feet.
Purchase DC: 15 + one-half the base purchase DC of the robot’s frame.
Restriction: Licensed (+1).
INERTIAL INHIBITOR (PL 7)
The inertial inhibitor generates a thin magnetic field that radiates out from the robot, slowing the velocity of potentially damaging weapons and projectiles. The robot gains damage reduction 5/energy (the inertial inhibitor does not protect against attacks that deal acid, cold, electricity, fire, or sonic/concussion damage). The inertial inhibitor feeds on of the robot’s internal power source.
Purchase DC: 29.
Restriction: Military (+3).
NERVE WEB (PL 8)
The nerve web is an advanced sensor array that simulates the function of an organic nervous system. This sensor system includes a full-spectrum eye with darkvision (out to 180 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors, and multiband radar.
A robot with a Class IX sensor system gains the scent ability. It also gains a +4 equipment bonus on Demolitions, Disable Device, Forgery, Listen, Repair, Search, and Spot checks. All other skill checks are made without penalty. The robot also gains a +3 equipment bonus on initiative checks.
Type: Audio, Gustatory, Olfactory, Tactile, Visual.
Purchase DC: 28.
TASK HAND (PL 7)
Task hands function just like advanced hands, except that they are equipped with additional joints and often with additional or telescoping digits, enabling them to multitask, as well as to spread the robot’s grip strength over a slightly wider area.
A robot with a task hand gains a +1 equipment bonus on Climb, Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Pilot, Repair, Search, Sleight of Hand, and Treat Injury checks. This bonus improves to +2 if the robot has two or more task hands. At the GM’s discretion, the robot can gain this bonus when attempting certain Perform checks as well.
Damage: Nonlethal bludgeoning only.
Purchase DC: 10 + one-quarter the base purchase DC of the robot’s frame.
MEGATANIUM ARMOR (PL 8)
Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium represents the apex of robot armor. It is exceedingly hard and durable. Bioreplica robots and liquid-state robots cannot have integrated megatanium armor.
Equipment Bonus: +10.
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: –5 feet.
Purchase DC: 10 + one-half the base purchase DC of the robot’s frame.
Restriction: Licensed (+1).
LANGUAGE CHIP (PL 6)
This chip allows the robot the read, write, and speak one language as though it has the appropriate Read/Write Language and Speak Language skills.
Purchase DC: 12.
SKILL NET (PL 7)
A skill net consists of a series of interlocking programs that allow the robot to acquire ranks in multiple skills. The number of ranks in any given skill cannot exceed the programmer’s ranks in the skill being emulated. A factory-built skill net typically holds 4, 8, or 12 ranks in as many as four different skills. A robot can have multiple skill nets. Skill nets allow a robot to benefit from skill synergy.
A skill net can be reprogrammed one skill at a time. Replacing one skill with another or increasing the number of ranks of an already existing skill requires 1 hour of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
Purchase DC: 18 (four skills at 4 ranks each), 21 (four skills at 8 ranks each), or 23 (four skills at 12 ranks each).
FEAT NET (PL 7)
A feat net consists of a series of interlocking programs that allow the robot to emulate multiple feats. A feat net holds as many as four feats.
A robot can have multiple feat nets, but the total number of feats a robot can have installed cannot exceed 1 + one-third the robot’s Hit Dice (rounded down).
The biggest advantage of the feat net over the feat progit is that you only make one Wealth check to purchase a feat net, whereas buying individual feat progits requires separate Wealth checks. A feat net can be reprogrammed one feat at a time. Replacing one feat with another requires 12 hours of work and a successful Computer Use check (DC 30).
Purchase DC: 15 (one feat), 17 (two feats), 19 (three feats), 20 (four feats).
STRENGTH UPGRADE (PL 5)
Parts of the robot’s frame, including its joints and hydraulic components, are reinforced or replaced with similar components made of stronger materials. The upgrade provides a +2 bonus to Strength.
Purchase DC: 5 + one-half the base purchase DC of the robot’s frame + robot’s Strength modifier before the upgrade.
DEXTERITY UPGRADE (PL 6)
The robot receives replacement joints or ligaments that are more flexible, and the robot’s tactile sensors are modified to improve manual dexterity. The upgrade provides a +2 bonus to Dexterity.
Purchase DC: 5 + one-half the base purchase DC of the robot’s frame + robot’s Dexterity modifier before the upgrade.
INTELLIGENCE UPGRADE (PL 6)
Modifications to the robot’s artificial intelligence allow it to think more creatively. The upgrade provides a +2 bonus to Intelligence.
Purchase DC: 10 + one-half the base purchase DC of the robot’s frame + robot’s Intelligence modifier before the upgrade.
AV TRANSMITTER (PL 5)
A remote audio-visual unit consists of a video camera and microphone connected to the robot’s visual and audio sensors, with a transmitter to send the information to a computer or a remote control unit (see Remote Control Unit, below). The AV transmitter includes a transmitter with an effective range of 1,000 feet. This unit does not allow a remote operator to control the robot (but see Robolink, below). It merely allows the operator to see and hear what the robot sees and hears.
Purchase DC: 16.
Restriction: None.
FIRE EXTINGUISHER (PL 5)
This unit, available only to Small or larger robots, ejects enough extinguishing chemicals during a move action to put out a fire in a 10- foot-by-10-foot square. A robot’s extinguisher tank holds a number of shots of chemical spray based on the robot’s frame size: Small 2, Medium-size 4, Large 8, Huge 16, Gargantuan 32, Colossal 64.
Purchase DC: 5 + one-quarter the base purchase DC of the robot’s frame.
Restriction: None.
INTEGRATED CELL PHONE (PL 5)
An integrated cell phone enables the robot to make and receive telephone calls without resorting to the use of its manipulators (which may not be delicate enough to operate a standard cell phone, in any case).
Purchase DC: 11.
Restriction: None.
VOCALIZER (PL 5)
This unit enables a robot to speak any language it knows. It must have the appropriate Speak Language skill, either acquired through class levels (for heroic robots) or skill software (for nonheroic robots).
Purchase DC: 10.
Restriction: None.
MAGNETIC FEET (PL 6)
The robot comes with electromagnetic grippers that allow it to cling to ferrous surfaces, including iron and steel. The robot using its magnetic feet gains a climb speed of 20 feet and need not make Climb checks to scale ferrous surfaces.
Purchase DC: 12.
Restriction: None.
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If you approve or set new CRs I'll consider my character finished.