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[d20 Modern-Future-GT] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1782307" data-attributes="member: 9646"><p>--------------------------------------------------------------------------</p><p></p><p>#24 - <span style="color: Yellow"><strong>BIODROID "ROBOCOP"</strong></span></p><p><strong>Dedicated/Fast/Strong Hero [CR9 / 9th level]</strong>; d20 Modern / d20 Future</p><p></p><p>The robocop is a metallic android operating as a rare experimental police officer, in near future societies, or as a more common unit of elite guard or police officer. The robocop is unmistakably a biodroid with its aluminum covering and a humanoid design that doesn't try to replicate a human being. </p><p></p><p><u>Starting occupation</u>: none. <u>Allegiance</u>: the law and police corp. <u>Reputation</u>: +2 (known and registered in some restricted access, police database)</p><p></p><p><strong>Robocop:</strong> Biodroid, Dedicated 3rd-lvl./ Fast 3rd-lvl./ Strong 3rd-lvl. (hero)</p><p><strong>Combat:</strong> Hit-points: 56; MAS —; Initiative: +3; Speed: 25 ft.; Defense 25 (touch 25, flat-footed 25); BAB +7 /+2; Grap +10; Atk +12 /+7 melee (1d8+5, non-lethal unarmed strike), or +9 /+4 ranged (2d8, firearm); AP: 5.</p><p><strong>Saves:</strong> Fort +5, Ref +6, Will +6.</p><p><strong>Abilities:</strong> Str 17 (+3), Dex 15 (+2), Con —, Int 14 (+2), Wis 14 (+2), Cha 8 (–1).</p><p><strong>Racial Traits:</strong> <em>Biodroid</em> They are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead (but again, see below).</p><p><strong>Skills:</strong> Balance +8, Climb +5, Drive +8, Investigate +8, Jump +5, Knowledge (civics) +11, Knowledge (streetwise) +6, Listen +10 (12 vs surprise), Profession (cop) +8, Repair +6, Sense motive +8, Spot +10 (12 vs surprise), Treat injury +8.</p><p><strong>Feats and Talents:</strong> Advanced firearms proficiency, Brawl, Improved brawl, Improved disarm, Improved trip, Personal firearms proficiency, Simple weapons proficiency; Melee smash, Improved melee smash, Evasion, Uncanny dodge 1, Skill emphasis (knowledge - civics), Aware.</p><p><strong>Sensors:</strong> Class VI: includes hi-res video sensors with darkvision (out to 120 feet), hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and short-range radar that allows them to not only perceive their surroundings but also target more effectively. They also gain a +2 equipment bonus on Listen and Spot checks, and a +1 equipment bonus on initiative checks (already counted above).</p><p><strong>Equipment:</strong> Integrated alumisteel armor, integrated cell phone, firearm.</p><p><strong>Note:</strong> Biodroids cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a biodroid, and each check represents 1 hour of work. Biodorids do not need to sleep, eat, or drink, but need to recharge their energy cell (either the normal way, see SRD, or by recharging from energy source once per month; at DM's preference).</p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1782307, member: 9646"] -------------------------------------------------------------------------- #24 - [COLOR=Yellow][B]BIODROID "ROBOCOP"[/B][/COLOR] [B]Dedicated/Fast/Strong Hero [CR9 / 9th level][/B]; d20 Modern / d20 Future The robocop is a metallic android operating as a rare experimental police officer, in near future societies, or as a more common unit of elite guard or police officer. The robocop is unmistakably a biodroid with its aluminum covering and a humanoid design that doesn't try to replicate a human being. [U]Starting occupation[/U]: none. [U]Allegiance[/U]: the law and police corp. [U]Reputation[/U]: +2 (known and registered in some restricted access, police database) [B]Robocop:[/B] Biodroid, Dedicated 3rd-lvl./ Fast 3rd-lvl./ Strong 3rd-lvl. (hero) [B]Combat:[/B] Hit-points: 56; MAS —; Initiative: +3; Speed: 25 ft.; Defense 25 (touch 25, flat-footed 25); BAB +7 /+2; Grap +10; Atk +12 /+7 melee (1d8+5, non-lethal unarmed strike), or +9 /+4 ranged (2d8, firearm); AP: 5. [B]Saves:[/B] Fort +5, Ref +6, Will +6. [B]Abilities:[/B] Str 17 (+3), Dex 15 (+2), Con —, Int 14 (+2), Wis 14 (+2), Cha 8 (–1). [B]Racial Traits:[/B] [I]Biodroid[/I] They are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead (but again, see below). [B]Skills:[/B] Balance +8, Climb +5, Drive +8, Investigate +8, Jump +5, Knowledge (civics) +11, Knowledge (streetwise) +6, Listen +10 (12 vs surprise), Profession (cop) +8, Repair +6, Sense motive +8, Spot +10 (12 vs surprise), Treat injury +8. [B]Feats and Talents:[/B] Advanced firearms proficiency, Brawl, Improved brawl, Improved disarm, Improved trip, Personal firearms proficiency, Simple weapons proficiency; Melee smash, Improved melee smash, Evasion, Uncanny dodge 1, Skill emphasis (knowledge - civics), Aware. [B]Sensors:[/B] Class VI: includes hi-res video sensors with darkvision (out to 120 feet), hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and short-range radar that allows them to not only perceive their surroundings but also target more effectively. They also gain a +2 equipment bonus on Listen and Spot checks, and a +1 equipment bonus on initiative checks (already counted above). [B]Equipment:[/B] Integrated alumisteel armor, integrated cell phone, firearm. [B]Note:[/B] Biodroids cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a biodroid, and each check represents 1 hour of work. Biodorids do not need to sleep, eat, or drink, but need to recharge their energy cell (either the normal way, see SRD, or by recharging from energy source once per month; at DM's preference). -------------------------------------------------------------------------- [/QUOTE]
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