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[d20 Modern-Future-GT] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1794628" data-attributes="member: 9646"><p>#29 - <span style="color: Yellow"><strong>BIODROID "HAL" (STARSHIP'S AVATAR)</strong></span></p><p><strong>Smart Hero [CR5 / 5th level]</strong>; d20 Modern / d20 Future</p><p></p><p>This biodroid is the "avatar" of a starship. That is: a starship has been equipped with an artificial intelligence, and thus can pilot itself, take some initiatives, and interact with its crew just as a biodroid could. Then, the starship also has a biodroid that is linked to its artificial intelligence. As such, when need be the starship can act in ways a normal character could, like performing repairs for example. </p><p></p><p><u>Starting occupation</u>: none. <u>Allegiance</u>: its starship, and the starship's owner. <u>Reputation</u>: +2 (registered with the starship)</p><p></p><p><strong>Starship's Avatar:</strong> Biodroid, Smart 5th-lvl. (hero)</p><p><strong>Combat:</strong> Hit-points: 43; MAS —; Initiative: +3; Speed: 30 ft.; Defense 14 (touch 14, flat-footed 12); BAB +2; Grap +3; Atk +3 melee (1d3+1, non-lethal unarmed strike), or +4 ranged (2d8, firearm); AP: 4.</p><p><strong>Saves:</strong> Fort +1, Ref +3, Will +3.</p><p><strong>Abilities:</strong> Str 12 (+1), Dex 14 (+2), Con —, Int 14 (+2), Wis 10 (+0), 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, energy drain, or the effects of massive damage. </p><p><strong>Skills:</strong> Computer use +17, Craft (mechanical) +10, Craft (electronics) +10, Disable device +6, Drive +6, Knowledge (technology) +10, Listen +4, Navigate +15, Pilot +8, Repair +17, Search +10, Spot +4.</p><p><strong>Feats and Talents:</strong> Gearhead, Personal firearms proficiency, Simple weapons proficiency, Starship operation, Vehicle expert; Savant (Computer use, Navigate, Repair).</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 comlink (linked with starship), 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: 1794628, member: 9646"] #29 - [COLOR=Yellow][B]BIODROID "HAL" (STARSHIP'S AVATAR)[/B][/COLOR] [B]Smart Hero [CR5 / 5th level][/B]; d20 Modern / d20 Future This biodroid is the "avatar" of a starship. That is: a starship has been equipped with an artificial intelligence, and thus can pilot itself, take some initiatives, and interact with its crew just as a biodroid could. Then, the starship also has a biodroid that is linked to its artificial intelligence. As such, when need be the starship can act in ways a normal character could, like performing repairs for example. [U]Starting occupation[/U]: none. [U]Allegiance[/U]: its starship, and the starship's owner. [U]Reputation[/U]: +2 (registered with the starship) [B]Starship's Avatar:[/B] Biodroid, Smart 5th-lvl. (hero) [B]Combat:[/B] Hit-points: 43; MAS —; Initiative: +3; Speed: 30 ft.; Defense 14 (touch 14, flat-footed 12); BAB +2; Grap +3; Atk +3 melee (1d3+1, non-lethal unarmed strike), or +4 ranged (2d8, firearm); AP: 4. [B]Saves:[/B] Fort +1, Ref +3, Will +3. [B]Abilities:[/B] Str 12 (+1), Dex 14 (+2), Con —, Int 14 (+2), Wis 10 (+0), 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, energy drain, or the effects of massive damage. [B]Skills:[/B] Computer use +17, Craft (mechanical) +10, Craft (electronics) +10, Disable device +6, Drive +6, Knowledge (technology) +10, Listen +4, Navigate +15, Pilot +8, Repair +17, Search +10, Spot +4. [B]Feats and Talents:[/B] Gearhead, Personal firearms proficiency, Simple weapons proficiency, Starship operation, Vehicle expert; Savant (Computer use, Navigate, Repair). [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 comlink (linked with starship), 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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