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Expedition to the Barrier Peaks: Androids, Robots, Assorted Flora and Fauna
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<blockquote data-quote="VorpalBunny" data-source="post: 1459389" data-attributes="member: 4772"><p>I've lost my mind and started a coversion of EttBP, and think I've worked out the androids and robots. I'm trying to keep everything as strictly D&D - I don't intend on using skills and feats or equipment from the d20 Modern SRD unless absolutely necessary.</p><p></p><p>So, any feedback?</p><p></p><p><strong>ANDROID</strong></p><p></p><p><strong>Medium Construct</strong></p><p><strong>Hit Dice:</strong> 7d10+20 (58 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>AC:</strong> 18 (+4 Dex, +4 natural), touch 14, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +5/+8</p><p><strong>Attack:</strong> Slam +8 melee (1d6+3)</p><p><strong>Full Attack:</strong> 2 slams +8 melee (1d6+3), or by weapon.</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> -</p><p><strong>Special Qualities:</strong> Construct traits, low-light vision, darkvision 60 ft., cold immunity, immunity to magic, acid and fire resistance 10</p><p><strong>Saves:</strong> Fort +2, Ref +6, Will +4</p><p><strong>Abilities:</strong> Str 16, Dex 18, Con –, Int 11, Wis 14, Cha 10 </p><p><strong>Skills:</strong> Craft (any) +6, Diplomacy +4, Listen +9, Profession (any) +8, Spot +9</p><p><strong>Feats:</strong> Alertness, Skill Focus (Craft), Skill Focus (Profession)</p><p><strong>Environment:</strong> Barrier peaks</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> -</p><p><strong>Level Adjustment:</strong> -</p><p></p><p>This is the basic "run of the mill" android. Different models may have different ability scores, skills, and feats, depending on the andoid's purpose.</p><p><strong>Immunity to Magic (Ex):</strong> An android is only affected by spells and spell-like abilities that can affect objects. Additionally the <em>heat metal</em> spell will deal damage as normal to an android.</p><p></p><p></p><p><strong>POLICE ROBOT</strong></p><p></p><p><strong>Medium Construct</strong></p><p><strong>Hit Dice:</strong> 10d10+20 (75 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 40 ft. (8 squares), 60 ft. emergency speed</p><p><strong>AC:</strong> 22 (+4 Dex, +8 natural), touch 14, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +7/+13</p><p><strong>Attack:</strong> Slam +13 melee (1d6+6), or tentacle +13 melee touch (grapple) or laser pistol +11 ranged (3d6), or grenade launcher +11 ranged, or paralysis pistol +11 ranged</p><p><strong>Full Attack:</strong> 2 slams +13 melee (1d6+6), or 2 tentacles +13 melee touch (grapple), or laser pistol +11/+6 ranged (3d6), or grenade launcher +11 ranged, or paralysis pistol +11/+6 ranged</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Tractor/repulsor beam (DC 15), improved grab</p><p><strong>Special Qualities:</strong> Construct traits, low-light vision, darkvision 120 ft., force screen, cold immunity, acid and fire resistance 10.</p><p><strong>Saves:</strong> Fort +3, Ref +7, Will +6</p><p><strong>Abilities:</strong> Str 23, Dex 18, Con –, Int –, Wis 16, Cha 10 </p><p><strong>Skills:</strong> -</p><p><strong>Feats:</strong> - </p><p><strong>Environment:</strong> Barrier peaks</p><p><strong>Organization:</strong> Solitary, pair, or patrol (3-6)</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always lawful neutral</p><p><strong>Advancement:</strong> -</p><p><strong>Level Adjustment:</strong> - </p><p></p><p><strong>Immunity to Magic (Ex):</strong> A police robot is only affected by spells and spell-like abilities that can affect objects. Additionally the <em>heat metal</em> spell will deal damage as normal to a police robot.</p><p></p><p><strong>Laser Pistol:</strong> 3d6 (M)/x2; 40 ft. range increment; wt. 2 lbs, requires Exotic Weapon Proficiency (futuristic) to use properly. ROF equals attacker’s number of attacks. Changing power cell is a move action. (from DMG)</p><p><strong>Grenade Launcher:</strong> Dmg by grenade, 70 ft. range increment, 7 lbs. requires Exotic Weapon Proficiency (firearms) to use properly. (from DMG)</p><p><strong>Explosive grenade:</strong> 3d6 slashing over 10 ft.</p><p><strong>Incendiary grenade:</strong> 2d6 fire over 10 ft. DC 15 Reflex save or catch fire.</p><p><strong>Smoke grenade:</strong> as d20 Modern RPG</p><p><strong>Paralysis Pistol:</strong> DC 15 Fort save.</p><p><strong>Tractor beam:</strong> as <em>telekinesis</em> and <em>repulsion</em> spells.</p><p></p><p></p><p><strong>WORKER ROBOT</strong></p><p><strong></strong></p><p><strong>Large Construct</strong></p><p><strong>Hit Dice:</strong> 7d10+30 (68 hp)</p><p><strong>Initiative:</strong> +0 </p><p><strong>Speed:</strong> 30 ft.</p><p><strong>AC:</strong> 15 (-1 size, +6 natural), touch 9, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +5/+17</p><p><strong>Attack:</strong> Slam +12 melee (1d8+8)</p><p><strong>Full Attack:</strong> 2 slams +12 melee (1d8+8)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Tractor/Repulsor beam (DC 13)</p><p><strong>Special Qualities:</strong> Construct traits, darkvision 90 ft., cold and vacuum immunity, magic immunity, acid and fire resistance 10.</p><p><strong>Saves:</strong> Fort +2, Ref +2, Will +2</p><p><strong>Abilities:</strong> Str 27, Dex 11, Con –, Int –, Wis 10, Cha 10 </p><p><strong>Skills:</strong> -</p><p><strong>Feats:</strong> -</p><p><strong>Environment:</strong> Barrier peaks</p><p><strong>Organization:</strong> Solitary, pair, or gang (3-6)</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 8 HD (Large), 9-12 HD (Huge)</p><p><strong>Level Adjustment:</strong> - </p><p></p><p>Huge size worker robots have 2 extra cargo moving tentacles that they may use to make grapple attacks with.</p><p></p><p><strong>Immunity to Magic (Ex):</strong> A worker robot is only affected by spells and spell-like abilities that can affect objects. Additionally the <em>heat metal</em> spell will deal damage as normal to a worker robot.</p></blockquote><p></p>
[QUOTE="VorpalBunny, post: 1459389, member: 4772"] I've lost my mind and started a coversion of EttBP, and think I've worked out the androids and robots. I'm trying to keep everything as strictly D&D - I don't intend on using skills and feats or equipment from the d20 Modern SRD unless absolutely necessary. So, any feedback? [b]ANDROID[/b] [b]Medium Construct[/b] [b]Hit Dice:[/b] 7d10+20 (58 hp) [b]Initiative:[/b] +4 [b]Speed:[/b] 30 ft. (6 squares) [b]AC:[/b] 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 [b]Base Attack/Grapple:[/b] +5/+8 [b]Attack:[/b] Slam +8 melee (1d6+3) [b]Full Attack:[/b] 2 slams +8 melee (1d6+3), or by weapon. [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] - [b]Special Qualities:[/b] Construct traits, low-light vision, darkvision 60 ft., cold immunity, immunity to magic, acid and fire resistance 10 [b]Saves:[/b] Fort +2, Ref +6, Will +4 [b]Abilities:[/b] Str 16, Dex 18, Con –, Int 11, Wis 14, Cha 10 [b]Skills:[/b] Craft (any) +6, Diplomacy +4, Listen +9, Profession (any) +8, Spot +9 [b]Feats:[/b] Alertness, Skill Focus (Craft), Skill Focus (Profession) [b]Environment:[/b] Barrier peaks [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 6 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] - [b]Level Adjustment:[/b] - This is the basic "run of the mill" android. Different models may have different ability scores, skills, and feats, depending on the andoid's purpose. [b]Immunity to Magic (Ex):[/b] An android is only affected by spells and spell-like abilities that can affect objects. Additionally the [i]heat metal[/i] spell will deal damage as normal to an android. [b]POLICE ROBOT[/b] [b]Medium Construct[/b] [b]Hit Dice:[/b] 10d10+20 (75 hp) [b]Initiative:[/b] +4 [b]Speed:[/b] 40 ft. (8 squares), 60 ft. emergency speed [b]AC:[/b] 22 (+4 Dex, +8 natural), touch 14, flat-footed 18 [b]Base Attack/Grapple:[/b] +7/+13 [b]Attack:[/b] Slam +13 melee (1d6+6), or tentacle +13 melee touch (grapple) or laser pistol +11 ranged (3d6), or grenade launcher +11 ranged, or paralysis pistol +11 ranged [b]Full Attack:[/b] 2 slams +13 melee (1d6+6), or 2 tentacles +13 melee touch (grapple), or laser pistol +11/+6 ranged (3d6), or grenade launcher +11 ranged, or paralysis pistol +11/+6 ranged [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Tractor/repulsor beam (DC 15), improved grab [b]Special Qualities:[/b] Construct traits, low-light vision, darkvision 120 ft., force screen, cold immunity, acid and fire resistance 10. [b]Saves:[/b] Fort +3, Ref +7, Will +6 [b]Abilities:[/b] Str 23, Dex 18, Con –, Int –, Wis 16, Cha 10 [b]Skills:[/b] - [b]Feats:[/b] - [b]Environment:[/b] Barrier peaks [b]Organization:[/b] Solitary, pair, or patrol (3-6) [b]Challenge Rating:[/b] 9 [b]Treasure:[/b] None [b]Alignment:[/b] Always lawful neutral [b]Advancement:[/b] - [b]Level Adjustment:[/b] - [b]Immunity to Magic (Ex):[/b] A police robot is only affected by spells and spell-like abilities that can affect objects. Additionally the [i]heat metal[/i] spell will deal damage as normal to a police robot. [b]Laser Pistol:[/b] 3d6 (M)/x2; 40 ft. range increment; wt. 2 lbs, requires Exotic Weapon Proficiency (futuristic) to use properly. ROF equals attacker’s number of attacks. Changing power cell is a move action. (from DMG) [b]Grenade Launcher:[/b] Dmg by grenade, 70 ft. range increment, 7 lbs. requires Exotic Weapon Proficiency (firearms) to use properly. (from DMG) [b]Explosive grenade:[/b] 3d6 slashing over 10 ft. [b]Incendiary grenade:[/b] 2d6 fire over 10 ft. DC 15 Reflex save or catch fire. [b]Smoke grenade:[/b] as d20 Modern RPG [b]Paralysis Pistol:[/b] DC 15 Fort save. [b]Tractor beam:[/b] as [i]telekinesis[/i] and [i]repulsion[/i] spells. [b]WORKER ROBOT Large Construct[/b] [b]Hit Dice:[/b] 7d10+30 (68 hp) [b]Initiative:[/b] +0 [b]Speed:[/b] 30 ft. [b]AC:[/b] 15 (-1 size, +6 natural), touch 9, flat-footed 15 [b]Base Attack/Grapple:[/b] +5/+17 [b]Attack:[/b] Slam +12 melee (1d8+8) [b]Full Attack:[/b] 2 slams +12 melee (1d8+8) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Tractor/Repulsor beam (DC 13) [b]Special Qualities:[/b] Construct traits, darkvision 90 ft., cold and vacuum immunity, magic immunity, acid and fire resistance 10. [b]Saves:[/b] Fort +2, Ref +2, Will +2 [b]Abilities:[/b] Str 27, Dex 11, Con –, Int –, Wis 10, Cha 10 [b]Skills:[/b] - [b]Feats:[/b] - [b]Environment:[/b] Barrier peaks [b]Organization:[/b] Solitary, pair, or gang (3-6) [b]Challenge Rating:[/b] 5 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 8 HD (Large), 9-12 HD (Huge) [b]Level Adjustment:[/b] - Huge size worker robots have 2 extra cargo moving tentacles that they may use to make grapple attacks with. [b]Immunity to Magic (Ex):[/b] A worker robot is only affected by spells and spell-like abilities that can affect objects. Additionally the [i]heat metal[/i] spell will deal damage as normal to a worker robot. [/QUOTE]
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