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<blockquote data-quote="kronos182" data-source="post: 6857123" data-attributes="member: 6668634"><p>Hailstorm (PL6/7)</p><p></p><p>The Hailstorm was designed to win major government military contracts during a design contest, however it proved to be more expensive than the government wanted to spend on a front line unit that's supposed to be 'expendable'. Although it proved to be quite an effective combat unit, the price tag does make it a rare sight amongst mercenary and private armies.</p><p>Armed with advanced weapon systems, including pulse lasers, rapid-fire mini grenade and rocket launchers, well armoured and comes with the ability to climb over obstacles and walls to give it impressive mobility and ambush capabilities.</p><p></p><p>Hailstorm</p><p>Type: Construct</p><p>CR: </p><p>Size: Large</p><p>Hit Points: 5d10 +20 (50)</p><p>Init: +2</p><p>Speed: 30 ft, climb 20 on ferrous surfaces</p><p>Defense: 18 (+6 equipment, +3 dex, -1 size)</p><p>Hardness: 15</p><p>BAB/Grp: +10/+17</p><p>Attack: +12 ranged Pulse laser 3d10 and +7 ranged pulse laser 3d10, or +12 ranged rocket varies and +7 ranged rocket varies, or +12 ranged pulse laser 3d10 and +7 ranged rocket varies, or +8 ranged pulse laser 3d10 and +8 ranged pulse laser 3d10 and +3 ranged rocket varies, or +17 melee slam 1d6+7</p><p>FS/Reach: 10 ft/10 ft</p><p>Special Qualities: Construct qualities/immunities, reinforced construction</p><p>Special Attacks: Barrage</p><p>Saves: Fort +2, Reflex +5, Will +2</p><p>Abilities: Str 23, Dex 16, Con -, Int , Wis 10, Cha 1</p><p>Skills: Balance +9, Hide +8, Listen +6, Navigate +6, Search +6, Spot +6 </p><p>Feats: Personal Firearms Proficency, Advanced Firearms Proficency, Exotic Firearms Proficency (rocket launcher), Two weapon fighting, Strafe, Dodge, Point Blank Shot, Precise Shot</p><p></p><p>Frame: Armature</p><p>Locomotion: Legs (Multiple 4)</p><p>Superstructure: Duralloy</p><p>Manipulators: None</p><p>Armour: Resilium</p><p>Sensors: Class V Sensors</p><p>Skill Software: Spot 6 ranks, Search 6 ranks, Listen 6 ranks, Balance 6 ranks, Navigate 6 ranks, Hide 6 ranks</p><p>Feat Software: Firearms Proficency, Advanced Firearms Proficency, Exotic Firearms Proficency (rocket launcher), Two weapon fighting, Strafe, Dodge, Point Blank Shot, Precise Shot</p><p>Accessories: Skill Progit x6, Feat Progit x2, Weapon mount x2, magnetic feet, chaff launcher (10 bundles), Oracle Targeting System mk III, pulse lasers x2, multi-launch mini-rocket launcher x2 (20 frag and 5 explosive rockets each launcher), Dexterity Upgrade X4, intergrated power supply</p><p>PDC: 32 Mil (+3)</p><p></p><p>New Equipment</p><p>Chaff Launcher</p><p>A scaled down version of chaff launchers used by aircraft. </p><p>Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff is a move action. The chaff fills a 50 foot square with these strips or particles. Sensor scans directed at anything within the square take a -10 penalty, and scanning something on the direct opposite side of the chaff field to reach incurs a -5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment)</p><p>Purchase DC 19 for chaff launcher and one chaff bundle, 14 for each additional chaff bundle</p><p>Restriction: Licensed (+1)</p><p></p><p>Multi-Launch Mini-Rocket Launcher</p><p>This rocket launcher is designed to launch multiple rockets at once for barrages and heavy suppression and area denial attacks. The multi-launch system is fully capable of firing a single rocket at one target.</p><p>Barrage: Target a square and it launches five rockets surrounding it to overlap the explosive areas of the warheads to maximize damage potential.</p><p>Blast radius is 2.5 times the radius of one rocket. So if rocket has a 20 ft blast radius, barrage radius is 50 ft.</p><p>Anyone caught in the blast radius takes 1.5 times normal rocket damage, Reflex save DC is increased by +5. A rocket's ability to ignore hardness/DR is ignored unless target within takes up half or more of the blast radius.</p><p>Purchase DC 25</p><p>Holds 25 mini rockets</p><p></p><p>Intregrated Power Supply</p><p>This accessory allows robots to tie an intregrated weapon system be powered by the robot's power supply giving it unlimited ammunition. This only works on energy weapons, such as lasers or plasma weapons.</p><p>PDC 15 </p><p></p><p>[HR][/HR]</p><p></p><p>VX3 Scout Robot</p><p></p><p>Small, quick, quiet and smart. The VX3 is perfect for your scouting needs. Only about the size of a dog, the VX3 can be air dropped and allowed to roam around scouting out your targets, relaying all its data live or in bursts to prevent it from being detected as quickly. Although unarmed, the VX3 has advanced sensors to detect and avoid enemies before they can find it. Plus it comes with advanced stealth systems, plus it can hide in virtually any place, including the ceiling of caves and can disguise itself to look like rocks or even a large bat, for instance. Thrusters in the legs add to its maneuverability and ability to reach areas some people may not think to look for a small four legged droid. For stealthy movement, the VX3 has a new experimental flight system that allows it to move very quietly, although slowly.</p><p></p><p>VX3 Scout Robot (PL6)</p><p>Type: Construct</p><p>CR: 1/2</p><p>Size: Small</p><p>Weight: 100 lbs</p><p>Hit Points: 2 1/2d10 +5+3, 23 hp</p><p>Init: +5</p><p>Speed: 40 ft, 20 ft climb ferrous surfaces, 60 ft (good) fly Flight system, 20 ft flight (poor) stealth flight system</p><p>Defense: 18 (+3 equipment +4 dex +1 size)</p><p>BAB/Grp: +1/+1</p><p>Attack: +1 melee (1d2 piercing lethal, bludgeoning nonlethal, 2 tentacles)</p><p>FS/Reach: 5 ft, 10 ft with tentacles extended</p><p>Special Qualities: construct traits, Darkvision 180 ft, energy resistance acid 10, cold 10, electricity 10, fire 10, </p><p>Special Attacks: none</p><p>Saves: Fort +0, Reflex +4, Will +3</p><p>Abilities: Str 10, Dex 19, Con -, Int 16, Wis 16, Cha 1</p><p>Skills: +7 Balance, +4 Bluff, +4 Climb, +11 Computer Use, +11 Disable Device, +7 Disguise, +10 Escape Artist, +12 Hide (+20 when Optic Camouflage engaged), +7 Knowledge Tactics, +7 Knowledge Technology, +13 Listen, +8 Move Silently, +13 Navigate, +11 Search, +13 Spot, +11 Survival, +6 Tumble</p><p>Feats: Track, Urban Tracking</p><p></p><p>Frame: Biodroid</p><p>Locomotion: Legs Multiple (4)</p><p>Manipulators: Retractable Tentacles x2</p><p>Armour: Duraplastic</p><p>Sensors: Class VI Sensor System</p><p>Skill Software: Language Chip (English), Skill Progit (Balance 4 ranks, Bluff 4 ranks, Climb 4 ranks, Computer Use 8 Ranks, Disable Device 8 ranks, Disguise 4 ranks, Escape Artist 4 ranks, Gather Information 8 ranks, Hide 4 ranks, Knowledge Tactics 4 ranks, Knowledge Technology 4 ranks, Listen 8 ranks, Move Silently 4 ranks, Research 4 ranks, Search 8 ranks, Spot 8 ranks, Survival 8 ranks)</p><p>Feat Software: Feat Progit (Track, Urban Tracking)</p><p>Accessories: AV Recorder, AV Transmitter, Dex Upgrade x3, Str Upgrade x1, Magnetic Feet, Self-Destruct System, Survivor Array, Extendable Sensor, Flight System, Gimbaled Joints, Int Upgrade x3, Robot Scale Chrysanthemum Laser Array, Anchoring Spikes, Optic Camouflage, Advanced Construction, Stealth Flight System, Wis Upgrade x3, Modified Programming</p><p>PDC: 42</p><p></p><p>New Equipment</p><p></p><p>Flight System</p><p>The VX3 uses a series of vectored thrust jets mounted in the legs to provide it with flight. These are also used to allow the VX3 to land safely when being air dropped. </p><p>Benefit: The system provides a fly speed of 60 ft with good maneuverability, with about 10 minutes of continuous flight time, requiring about an hour to recharge. Alternately, the flight system can be used instead to make jet assisted jumps instead, adding a +10 to jump checks, with no limit to length or height limited by the robot's size.</p><p>PDC 24</p><p></p><p>Robot Scale Chrysanthemum Laser Array</p><p>This is a robot scaled version of the mecha system. Not quite as powerful, but still quite useful for defensive purposes. The system is also designed to not burn out after each use, allowing for multiple discharges.</p><p>Benefit: As an attack, the robot can deal 4d8 damage from lasers (fire in RAW or whatever type you have lasers as) to everything within 30 ft of it. Reflex DC 25 for half</p><p>PDC 23 Mil (+3)</p><p></p><p>Anchoring Spikes</p><p>These are spikes used to anchor the robot into place. Equipted with laser drills, these anchors can drill quickly into almost any surface to fasten the robot to.</p><p>Benefit: Grants +8 bonus against being bullrushed/overruned. This makes the robot immobile while the anchors are deployed, but allows it to hang upside down from any surface that isn't ferrous.</p><p>PDC 4 plus one-half robot base price </p><p></p><p>Enhanced Communications System</p><p>The VX3 comes with an enhanced communication system, which allows it to transmit and receive data to a range of orbit. It's recording systems also record of up to 72 hours. This system also includes cryptography decryption and encryption software and other ECM and ECCM system. Grants +5 bonus to any checks relating to counting jamming, encrypting and decrypting transmissions, and radio communications. PDC 21</p><p></p><p>Stealth Flight System</p><p>The VX3 comes with a secondary flight system which it uses for stealth movement. Using the new GMR technology, the VX3 floats anywhere from 1 inch to 5 feet above the ground. This system is completely quiet, and is doesn't activate land minds, even those designed to be triggered by GEV (gravity effect vehicles, such as hover jets and forced air duct systems) as there is no air movement. Unfortunately the system is draining on the VX3 and can only be used for 5 minutes at a time, requiring an hour to recharge. However if used in short stints in conjunction with jumping, can double or triple the time between recharging. The GMR system doesn't provide forward or directional movement, just the ability to float. Thus the VX3 uses a series of tiny maneuvering air jets to provide thrust, along with pushing off against objects with its legs and retractable tentacles. For space movement the air jets can be replaced with tiny thrusters or just have a container of compressed air which provides about 30 minutes of continuous thrust. Fly speed of 20 with poor maneuverability, PDC 41</p><p></p><p>Retractable Tentacle</p><p>Based on those used on armours, these highly flexible tentacles can be used to manipulate most objects. A -2 penalty for tasks involving manual dexterity and have a 10 ft reach. Use Pincer on the manipulator damage chart on page 182 of d20 Future. PDC 6 + one-quarter base purchase DC of robot's frame.</p><p></p><p>Modified Programming</p><p>The VX3 can use its Wisdom instead of Cha for Gather Information and Disguise checks. PDC 15</p><p>New Technology</p><p></p><p>GMR PL 7, experimental usage in PL6</p><p>GMR, or Gravi-Magnetic Resist systems use special room-temperature super conductor plates which have a magnetic repulsion, or levitation, against the Earth's magnetic field, which allow for a reactionless and thrustless form of anti-gravity. These devices are susceptible to fluctuations in the magnetic field of the Earth, which and cause erratic flight for the device, imposing a -4 to piloting checks. On smaller devices, such as hover carts, small robots, GMR systems usually only allow up to a couple of feet floating off the ground, and on larger devices like hover cars or aircraft and achieve far greater heights of hundreds of feet, which space craft can reach thousands before needing to engage their main drives. This allows for far 'greener' forms of flight, or at least lift than most drives. These systems do not create directional thrust, only lifting power by scaling up or down the power which increases or decreases the repulsion to the planet's magnetic fields. </p><p>If used on other planets than Earth, the system will have to be calibrated to the new planet's magnetic field. This can take about 3d20 minutes and a Computer Use DC 20 for planets not already programmed in the system. Most GMR drives if used on devices that expected to be used on multiple planets can store up to 5 different planet magnetic fields and just have to be told which one to use. If the drive is also tied into the sensors of the device, such as on starships or some robots, the time to calibrate to the new planet's magnetic field can be reduced to 3d10 minutes with a Computer Use DC 18. To shorten the time in half, must beat the DC by at least 10. PDC 10 + one quarter base PDC of device to be installed on for heights up to 1000 ft, 15 + one half device pdc.</p><p></p><p>[HR][/HR]</p><p></p><p>Dervish (PL6/7)</p><p></p><p>A woman in loose fitting clothing approaches you with a friendly smile on her face. She suddenly bursts forward impossibly fast, raising a hand which seems to split and reform into a blade, aimed directly for your face, while the other arm splits open and a barrel of a weapon extends from behind the wrist.</p><p></p><p>A Dervish is a very advanced combat robot, built for infiltration, assassinations and other covert ops, able to quickly blend in with the local populace after the mission is complete to escape. Using the most advanced neural nets and materials available, these robots are able to alter their physical appearance and shape, as well as create various weapons from their very bodies. With their advanced neural nets, a dervish can learn from its experiences, becoming all the better at what it does. Many pick up noncombat skills so that they may blend into crowds or find alternate methods of getting to their target without being discovered. On such incident of such a case is when a dervish assassinated a military leader while at a show. The dervish was part of the orchestra and at the climax of the show, leaped from it's chair playing a violin, up to the balcony and shot the military officer square between the eyes then quickly decapitate his guards before disappearing into the crowd. Some dervish have even taken their morphic abilities beyond what the original designers intended, making some of the more experienced units quite unique in their abilities.</p><p></p><p>Dervishes usually look like fairly average to above average women or men. Usually favouring easy to discard or flowing clothing that doesn't interfere with their morphic abilities. So simple pants, shirts, cloaks, robes are usually the norm for these robots.</p><p></p><p>Type: Construct</p><p>CR: 6</p><p>Size: Medium</p><p>Hit Points: 3d10 + 20 (37)</p><p>Init: +4</p><p>Speed: 50 ft, climb 20 ft</p><p>Defense: 19 (+6 equipment +3 dex)</p><p>Hardness: 15</p><p>BAB/Grp: +10/+5 / +13</p><p>Attack: +13/+8 melee morphic weapons 1d10+3, or +13/+8 ranged laser carbine 3d8 or any weapon carried.</p><p>FS/Reach: 5 ft / 5 ft (can get up to 10 ft)</p><p>Special Qualities: Darkvision 180 ft, resistance acid 10, cold 10, electricity 10, fire 10, morphic, morphic defense, blade defense, stealth shielding, adaptive neural net</p><p>Special Attacks: morphic weapons, self destruct (2d6)</p><p>Saves: Fort +2, Reflex +7, Will +2</p><p>Abilities: Str 16, Dex 17, Con -, Int 10, Wis 10, Cha 11</p><p>Skills: Balance +11, Bluff +8, Climb +9, Computer Use +8, Disable Device +8, Disguise +10, Drive +7, Escape Artist +5, Forgery +8, Gather Information +8, Hide +11, Jump +11, knowledge (tactics) +4, Listen +10, Move Silently +11, Navigate +10, Repair +8, Search +8, Spot +6, Survival +4, Tumble +9 (+13 when falling)</p><p>Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Mobility, Spring Attack, Point Blank Shot, Precise Shot, Power Attack, Cleave, Two-Weapon Fighting, Lightning Reflexes</p><p>Frame: Biodroid</p><p>Locomotion: Legs (pair)</p><p>Superstructure: Duralloy</p><p>Manipulators: Hands</p><p>Armour: Resilium</p><p>Sensors: Class VI</p><p>Skill Software: 2 skill nets 4 skills at 8 ranks, 1 skill net 4 ranks</p><p>Feat Software: 2 feat nets with 4 feats, 2 feat progits</p><p>Accessories: Internal storage unit (20 lbs), survivor array, oracle targeting system mk IV, gimbaled joints, advanced construction (+2 HD +100% bonus HP), reinforced construction, magnetic feet & hands, two weapon mounts holding laser carbines, feat web, feat net x2, skill web, skill net x2, core programming affinity (military), feat progit x2</p><p>PDC: 34</p><p></p><p>Morphic</p><p>The Dervish is built out several layers of metametals and materials, memory materials and stores of nanites, which allow it to alter its form into various shapes or tools. A dervish can alter its frame's size and shape, increasing or decreasing its height by up to 6 inches, and girth by just as many, going form a short larger frame to a tall and lanky if it so desired, can also alter the colour and tone of skin and hair. The dervish can also alter its voice at any time as well, or mimic other people or sounds, with a +10 equipment bonus to Bluff. It can alter its shape to better withstand an attack, or trim it for better maneuverability and speed. It can also form shields or melee weapons from its hands or feet. For altering its shape and size, the Dervish gains a +10 to Disguise checks to look like a different person. Takes a move-equivalent action for minor changes, and a full round action to do more drastic changes, like changing height and girth.</p><p>If the dervish happens to fall, it can extend a series of flaps to slow and control its decent somewhat. Treat any fall as being 30 ft less than it actually is when the dervish falls, and gains a +4 equipment bonus to Tumble checks to lessen the damage farther.</p><p>The dervish can alter its hands and feet to aid in climbing, giving it a climbing speed, even when not on a ferrous surface, also granting a +5 bonus to climb checks. The dervish can alter its hands and feet for climbing as a swift action.</p><p></p><p>Morphic Weapon</p><p>Due to the morphic design of the dervish, it is never without a weapon or defense. The dervish can alter its hands to various weapons, from small piercing knife like blades, to slashing sword like blades, or curved scythe blades or axe heads, or to skull crushing hammer heads. The dervish can extend its reach by 5 ft with bladed weapons but not with bludgeoning weapons. If it alters its hands to a weapon that has abilities like a flail's ability to disarm or trip, the dervish is able to do so as well. Takes a move-equivalent action to switch from a hand to any weapon, or back.</p><p></p><p>Morphic Defense</p><p>The dervish can expand armoured plating and thicken its outer shell, granting a +2 bonus to hardness and +4 Defense, but suffers a -2 penalty to Dex and speed reduced to 30 ft. Alternatively, the dervish could extend its legs, trim its frame, reducing its hardness by -2, reduce Defense bonus by -2 and increase speed by 20 ft, bringing it up to 70 ft. Takes a standard action to alter frame to either form or back. </p><p>The dervish can also form a shield on either arm, form a buckler to a large shield, or riot shield size. The hand is still available, but any penalties to attack from having a shield on the same hand still apply. </p><p></p><p>Blade Defense</p><p>The dervish can as a free action extend a series of small plates in a similar fashion to armour spikes, but are small blades, dealing slashing damage. If an enemy grapples or strikes the dervish with an unarmed or a light melee weapon, such as a knife, take 1d4 points of slashing damage.</p><p></p><p>Stealth Shielding</p><p>The Dervish is shielded against scans that detect weapons and electronics, gaining a +15 bonus to Hide and Sleight of Hand checks to conceal weapons. Of course this bonus only works when the morphic weapon or the lasers are not deployed, or the dervish isn't using it's morphic ability to alter its appearance or form with the morphic defense, or the blade defense.</p><p></p><p>Laser Carbines</p><p>Built into the arms of the dervish are a laser carbine, which are essentially laser rifles with reduced range, dealing 3d8 fire damage with a range increment of 50 ft. The laser carbine deploys by the top surface of the arm splitting open and the weapon raising slightly with the barrel extending from behind the wrist. If the hand is turned into a melee weapon, the laser carbine can not deploy, but can if a shield is created.</p><p></p><p>Adaptive Neural Net</p><p>The most advanced neural net for an advanced AI is installed in the dervish. This allows the dervish to learn and better adapt to situations in its career. A dervish is able to take on character classes, usually NPC ones, and gain experience, and learn new skills. This does create a wide variety in many dervishes that have been in service over the years. However this does make many of them much better at their jobs. A few dervishes who ended up losing their owners have become free agents, selling their services as bounty hunters or mercenaries. A few have even retired from such activities and have gone on to become actor or actresses or singers or artists. Each dervish develops its own personality over time, but will remain to its owner no matter what unless sold to another, which transfers its loyalty to the new owner, or becomes free when death of owner is proven with medical records and no transfer of ownership is found in any wills.</p><p>A dervish can also reprogram some of its feats, erasing and programming a new feat with a Computer Use check DC 20 and 30 minutes of work. If it removes a feat that is a prerequisite for another feat, it is unable to use that feat anymore. It can only do this once a week. </p><p>Designer Note:</p><p>The morphic ability looks kind of like how the Iron Man suit acted when it was testing the flight surfaces in Iron Man 1, or the suit that came out of the suit case in Iron Man 2, with plates shifting, lifting and the like, but when not active, looks like fairly normal human skin, but is artificially created.</p><p>Dervishes are built to be highly customizable, so if you imagine a dervish could shift into a quadraped form for greater speed in escapes or chasing, feel free to make a unique dervish do so. Or maybe give it the ability to shift its arms into wing like projections to allow it to glide, or add a jet pack to give it flight ability.</p><p></p><p>[HR][/HR]</p><p></p><p>Crystal Serpent (PL7)</p><p></p><p>The crystal serpent was built on commission to be used as guardians for important facilities by a large corporation. Just before delivery, the corporation was bought out and the order cancelled. In order to recoup their loses, the creators produced several more and made them available for the open market. The crystal serpent looks like a very large metallic snake, with scales that have a slight crystalline look to them due to the crystal carbon armour that coats it. It was built with a modified version of the self-repair system that would repair the crystal serpent when hit by an electrical attack, as the original corporation that commissioned the serpent used extensive electrical based defense systems, which would constantly heal the serpents while still damaging the intruders. The crystal serpent is designed to move just like a snake, including burrowing underground and climbing structures that will support its weight. It can also hold itself in an upright position, especially around a large pillar and stay there, looking like a statue to guard a room.</p><p>A few crystal serpents have seen use on off world colonies, especially near desert areas where they lay mostly submerged in the sand, warding off predators and other threats to the colony.</p><p>Type: Construct</p><p>CR: 7</p><p>Size: Huge</p><p>Hit Points: 10d10 +40 (106)</p><p>Init: +10 (+1 equipment +9 Dex)</p><p>Speed: 40 ft, Burrow 30 ft, Climb 20 ft</p><p>Defense: 25 (-2 size +9 dex +8 equipment)</p><p>BAB/Grp: +7/+25</p><p>Attack: +13 melee bite 1d8 piercing plus 1d8+16 electricity</p><p>FS/Reach: 10 ft by 20 ft / 10 ft</p><p>Special Qualities: Construct traits, electricity healing, electricity resistance 10</p><p>Special Attacks: Constrict 2d8+10, improved grab, shocking bite</p><p>Saves: Fort +5?, Reflex +14?, Will +6?</p><p>Abilities: Str 26, Dex 28, Con -, Int -, Wis 13, Cha 1</p><p>Skills: climb +12, hide +11, listen +4, move silently +11, spot +4</p><p>Feats: Improved Grab, Dodge, Mobility, Spring Attack</p><p>Frame: Biomorph</p><p>Locomotion: Slither</p><p>Manipulators: Jaws</p><p>Armour: Crystal Carbon Armour</p><p>Sensors: Class VI</p><p>Skill Software: Skill Net (hide, listen, move silently, spot) x4 ranks</p><p>Feat Software: feat web (improved grab, dodge, mobility, spring attack)</p><p>Accessories: weapon mount (GE shocker series blade in jaws), electrical repair unit, energy-resistant coating (electricity 10), feat web</p><p>PDC: 39</p><p>Constrict: With a successful grapple check, a crystal serpent can crush a grabbed opponent, dealing 2d8+10 of bludgeoning damage.</p><p>Improved Grab: If a crystal serpent hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +24). If it gets a hold, it can also constrict in the same round. Thereafter, the creature has the option to conduct the grapple normally, or simple use its jaws to hold the opponent (-20 penalty on grapple check, but the crystal serpent is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite and constrict damage.</p><p>Shocking Bite: A crystal serpent's bite deals 1d8+16 points of electricity damage in addition to the normal bite damage. The creature receives a +3 bonus on attack rolls against any opponent that is made out of metal, wearing metal armour, or carrying significant amount of metal.</p><p>Electric Healing: Because of the crystal serpent's electrical affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The crystal serpent gets no saving throw against electricity effects.</p><p></p><p>New Equipment</p><p>Electrical Repair Unit</p><p>A modified version of the self-repair unit, combined with the modified crystal carbon armour on the crystal snake, allows it to heal itself from an electrical attack. If a source of electricity isn't readily available, the crystal serpent will brush its fangs against its body to electrocute itself to initiate repairs. Any electricity attack directed at the robot cures it 1 point of damage for each 3 points of damage it would otherwise deal.</p><p>PDC: 25</p><p>Restriction: Res (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Securbot A1</p><p></p><p>The Automechanic Securbot A1 is a relatively simple, cheap but effective security robot. Mass produced to allow many corporations, law enforcement and militaries to fill out the need for greater man power in emergencies without having to pay for extra bodies when not needed. They are programed with basic tactics and local laws, they follow orders and do have extra memory space for more advanced programming if so needed. They come standard with two short ranged, pulse lasers with stun modules mounted in their arms. The wide red visor contains it's main optic system, but it also contains some in the back of the head, which makes it difficult to sneak up on the Securbot from behind. One of the drawbacks to the Securbot's design is its main processors are located in the head, which does improve reaction time from what it sees, but a shot to the head does have a high chance of disabling the robot. Although this does make repairs somewhat easy as all that is needed is to replace the whole head unit.</p><p></p><p>Securbot A1 (PL6)</p><p>CR: </p><p>Size: Medium</p><p>Hit Points: 2d10+10</p><p>Init: +2 Dex</p><p>Speed: 20</p><p>Defense: +3 armour +2 Dex</p><p>BAB/Grp: +1/+3</p><p>Attack: Laser +3 ranged (3d8 fire) and laser -2 ranged (3d8 fire); or Hand +3 (1d3 nonlethal)</p><p>FS/Reach: 5 ft by 5 ft/ 5 ft</p><p>Special Attacks: Stun</p><p>Special Qualities: Weak spot</p><p>Saves: Fort + 0, Reflex +2 , Will +0</p><p>Abilities: Str 14, Dex 14, Con -, Int -, Wis 10, Cha 1</p><p>Skills: Listen +4, Search +4, Spot +4</p><p>Feats: Personal Firearms, Dodge</p><p></p><p>Frame: Biomorph</p><p>Locomotion: Legs (pair)</p><p>Manipulators: Hands</p><p>Armour: Duraplastic</p><p>Sensors: Class III</p><p>Skill Software: Skill progit listen +4, skill progit search +4, skill progit spot +4</p><p>Feat Software: Feat progit personal firearms, feat progit dodge</p><p>Accessories: Dex upgrade x2, AV recorder, vocalizer, weapon mount x2, laser rifle with stun module x2, internal storage unit, skill progit x3, advanced construction (+1 HD)</p><p>PDC: 26</p><p></p><p>Weak Spot</p><p>The Securbot suffers from a small design flaw where the main processors are located in the head. Any critical hit that doesn't destroy the robot has a 25% chance of striking the head and disabling the main processor, shutting the robot down until it is repaired.</p><p></p><p>Stun</p><p>The Securbot's lasers have stun modules. On a successful hit, the target must make a Fort save DC 12 or be stunned for 1d4 rounds.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6857123, member: 6668634"] Hailstorm (PL6/7) The Hailstorm was designed to win major government military contracts during a design contest, however it proved to be more expensive than the government wanted to spend on a front line unit that's supposed to be 'expendable'. Although it proved to be quite an effective combat unit, the price tag does make it a rare sight amongst mercenary and private armies. Armed with advanced weapon systems, including pulse lasers, rapid-fire mini grenade and rocket launchers, well armoured and comes with the ability to climb over obstacles and walls to give it impressive mobility and ambush capabilities. Hailstorm Type: Construct CR: Size: Large Hit Points: 5d10 +20 (50) Init: +2 Speed: 30 ft, climb 20 on ferrous surfaces Defense: 18 (+6 equipment, +3 dex, -1 size) Hardness: 15 BAB/Grp: +10/+17 Attack: +12 ranged Pulse laser 3d10 and +7 ranged pulse laser 3d10, or +12 ranged rocket varies and +7 ranged rocket varies, or +12 ranged pulse laser 3d10 and +7 ranged rocket varies, or +8 ranged pulse laser 3d10 and +8 ranged pulse laser 3d10 and +3 ranged rocket varies, or +17 melee slam 1d6+7 FS/Reach: 10 ft/10 ft Special Qualities: Construct qualities/immunities, reinforced construction Special Attacks: Barrage Saves: Fort +2, Reflex +5, Will +2 Abilities: Str 23, Dex 16, Con -, Int , Wis 10, Cha 1 Skills: Balance +9, Hide +8, Listen +6, Navigate +6, Search +6, Spot +6 Feats: Personal Firearms Proficency, Advanced Firearms Proficency, Exotic Firearms Proficency (rocket launcher), Two weapon fighting, Strafe, Dodge, Point Blank Shot, Precise Shot Frame: Armature Locomotion: Legs (Multiple 4) Superstructure: Duralloy Manipulators: None Armour: Resilium Sensors: Class V Sensors Skill Software: Spot 6 ranks, Search 6 ranks, Listen 6 ranks, Balance 6 ranks, Navigate 6 ranks, Hide 6 ranks Feat Software: Firearms Proficency, Advanced Firearms Proficency, Exotic Firearms Proficency (rocket launcher), Two weapon fighting, Strafe, Dodge, Point Blank Shot, Precise Shot Accessories: Skill Progit x6, Feat Progit x2, Weapon mount x2, magnetic feet, chaff launcher (10 bundles), Oracle Targeting System mk III, pulse lasers x2, multi-launch mini-rocket launcher x2 (20 frag and 5 explosive rockets each launcher), Dexterity Upgrade X4, intergrated power supply PDC: 32 Mil (+3) New Equipment Chaff Launcher A scaled down version of chaff launchers used by aircraft. Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff is a move action. The chaff fills a 50 foot square with these strips or particles. Sensor scans directed at anything within the square take a -10 penalty, and scanning something on the direct opposite side of the chaff field to reach incurs a -5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment) Purchase DC 19 for chaff launcher and one chaff bundle, 14 for each additional chaff bundle Restriction: Licensed (+1) Multi-Launch Mini-Rocket Launcher This rocket launcher is designed to launch multiple rockets at once for barrages and heavy suppression and area denial attacks. The multi-launch system is fully capable of firing a single rocket at one target. Barrage: Target a square and it launches five rockets surrounding it to overlap the explosive areas of the warheads to maximize damage potential. Blast radius is 2.5 times the radius of one rocket. So if rocket has a 20 ft blast radius, barrage radius is 50 ft. Anyone caught in the blast radius takes 1.5 times normal rocket damage, Reflex save DC is increased by +5. A rocket's ability to ignore hardness/DR is ignored unless target within takes up half or more of the blast radius. Purchase DC 25 Holds 25 mini rockets Intregrated Power Supply This accessory allows robots to tie an intregrated weapon system be powered by the robot's power supply giving it unlimited ammunition. This only works on energy weapons, such as lasers or plasma weapons. PDC 15 [HR][/HR] VX3 Scout Robot Small, quick, quiet and smart. The VX3 is perfect for your scouting needs. Only about the size of a dog, the VX3 can be air dropped and allowed to roam around scouting out your targets, relaying all its data live or in bursts to prevent it from being detected as quickly. Although unarmed, the VX3 has advanced sensors to detect and avoid enemies before they can find it. Plus it comes with advanced stealth systems, plus it can hide in virtually any place, including the ceiling of caves and can disguise itself to look like rocks or even a large bat, for instance. Thrusters in the legs add to its maneuverability and ability to reach areas some people may not think to look for a small four legged droid. For stealthy movement, the VX3 has a new experimental flight system that allows it to move very quietly, although slowly. VX3 Scout Robot (PL6) Type: Construct CR: 1/2 Size: Small Weight: 100 lbs Hit Points: 2 1/2d10 +5+3, 23 hp Init: +5 Speed: 40 ft, 20 ft climb ferrous surfaces, 60 ft (good) fly Flight system, 20 ft flight (poor) stealth flight system Defense: 18 (+3 equipment +4 dex +1 size) BAB/Grp: +1/+1 Attack: +1 melee (1d2 piercing lethal, bludgeoning nonlethal, 2 tentacles) FS/Reach: 5 ft, 10 ft with tentacles extended Special Qualities: construct traits, Darkvision 180 ft, energy resistance acid 10, cold 10, electricity 10, fire 10, Special Attacks: none Saves: Fort +0, Reflex +4, Will +3 Abilities: Str 10, Dex 19, Con -, Int 16, Wis 16, Cha 1 Skills: +7 Balance, +4 Bluff, +4 Climb, +11 Computer Use, +11 Disable Device, +7 Disguise, +10 Escape Artist, +12 Hide (+20 when Optic Camouflage engaged), +7 Knowledge Tactics, +7 Knowledge Technology, +13 Listen, +8 Move Silently, +13 Navigate, +11 Search, +13 Spot, +11 Survival, +6 Tumble Feats: Track, Urban Tracking Frame: Biodroid Locomotion: Legs Multiple (4) Manipulators: Retractable Tentacles x2 Armour: Duraplastic Sensors: Class VI Sensor System Skill Software: Language Chip (English), Skill Progit (Balance 4 ranks, Bluff 4 ranks, Climb 4 ranks, Computer Use 8 Ranks, Disable Device 8 ranks, Disguise 4 ranks, Escape Artist 4 ranks, Gather Information 8 ranks, Hide 4 ranks, Knowledge Tactics 4 ranks, Knowledge Technology 4 ranks, Listen 8 ranks, Move Silently 4 ranks, Research 4 ranks, Search 8 ranks, Spot 8 ranks, Survival 8 ranks) Feat Software: Feat Progit (Track, Urban Tracking) Accessories: AV Recorder, AV Transmitter, Dex Upgrade x3, Str Upgrade x1, Magnetic Feet, Self-Destruct System, Survivor Array, Extendable Sensor, Flight System, Gimbaled Joints, Int Upgrade x3, Robot Scale Chrysanthemum Laser Array, Anchoring Spikes, Optic Camouflage, Advanced Construction, Stealth Flight System, Wis Upgrade x3, Modified Programming PDC: 42 New Equipment Flight System The VX3 uses a series of vectored thrust jets mounted in the legs to provide it with flight. These are also used to allow the VX3 to land safely when being air dropped. Benefit: The system provides a fly speed of 60 ft with good maneuverability, with about 10 minutes of continuous flight time, requiring about an hour to recharge. Alternately, the flight system can be used instead to make jet assisted jumps instead, adding a +10 to jump checks, with no limit to length or height limited by the robot's size. PDC 24 Robot Scale Chrysanthemum Laser Array This is a robot scaled version of the mecha system. Not quite as powerful, but still quite useful for defensive purposes. The system is also designed to not burn out after each use, allowing for multiple discharges. Benefit: As an attack, the robot can deal 4d8 damage from lasers (fire in RAW or whatever type you have lasers as) to everything within 30 ft of it. Reflex DC 25 for half PDC 23 Mil (+3) Anchoring Spikes These are spikes used to anchor the robot into place. Equipted with laser drills, these anchors can drill quickly into almost any surface to fasten the robot to. Benefit: Grants +8 bonus against being bullrushed/overruned. This makes the robot immobile while the anchors are deployed, but allows it to hang upside down from any surface that isn't ferrous. PDC 4 plus one-half robot base price Enhanced Communications System The VX3 comes with an enhanced communication system, which allows it to transmit and receive data to a range of orbit. It's recording systems also record of up to 72 hours. This system also includes cryptography decryption and encryption software and other ECM and ECCM system. Grants +5 bonus to any checks relating to counting jamming, encrypting and decrypting transmissions, and radio communications. PDC 21 Stealth Flight System The VX3 comes with a secondary flight system which it uses for stealth movement. Using the new GMR technology, the VX3 floats anywhere from 1 inch to 5 feet above the ground. This system is completely quiet, and is doesn't activate land minds, even those designed to be triggered by GEV (gravity effect vehicles, such as hover jets and forced air duct systems) as there is no air movement. Unfortunately the system is draining on the VX3 and can only be used for 5 minutes at a time, requiring an hour to recharge. However if used in short stints in conjunction with jumping, can double or triple the time between recharging. The GMR system doesn't provide forward or directional movement, just the ability to float. Thus the VX3 uses a series of tiny maneuvering air jets to provide thrust, along with pushing off against objects with its legs and retractable tentacles. For space movement the air jets can be replaced with tiny thrusters or just have a container of compressed air which provides about 30 minutes of continuous thrust. Fly speed of 20 with poor maneuverability, PDC 41 Retractable Tentacle Based on those used on armours, these highly flexible tentacles can be used to manipulate most objects. A -2 penalty for tasks involving manual dexterity and have a 10 ft reach. Use Pincer on the manipulator damage chart on page 182 of d20 Future. PDC 6 + one-quarter base purchase DC of robot's frame. Modified Programming The VX3 can use its Wisdom instead of Cha for Gather Information and Disguise checks. PDC 15 New Technology GMR PL 7, experimental usage in PL6 GMR, or Gravi-Magnetic Resist systems use special room-temperature super conductor plates which have a magnetic repulsion, or levitation, against the Earth's magnetic field, which allow for a reactionless and thrustless form of anti-gravity. These devices are susceptible to fluctuations in the magnetic field of the Earth, which and cause erratic flight for the device, imposing a -4 to piloting checks. On smaller devices, such as hover carts, small robots, GMR systems usually only allow up to a couple of feet floating off the ground, and on larger devices like hover cars or aircraft and achieve far greater heights of hundreds of feet, which space craft can reach thousands before needing to engage their main drives. This allows for far 'greener' forms of flight, or at least lift than most drives. These systems do not create directional thrust, only lifting power by scaling up or down the power which increases or decreases the repulsion to the planet's magnetic fields. If used on other planets than Earth, the system will have to be calibrated to the new planet's magnetic field. This can take about 3d20 minutes and a Computer Use DC 20 for planets not already programmed in the system. Most GMR drives if used on devices that expected to be used on multiple planets can store up to 5 different planet magnetic fields and just have to be told which one to use. If the drive is also tied into the sensors of the device, such as on starships or some robots, the time to calibrate to the new planet's magnetic field can be reduced to 3d10 minutes with a Computer Use DC 18. To shorten the time in half, must beat the DC by at least 10. PDC 10 + one quarter base PDC of device to be installed on for heights up to 1000 ft, 15 + one half device pdc. [HR][/HR] Dervish (PL6/7) A woman in loose fitting clothing approaches you with a friendly smile on her face. She suddenly bursts forward impossibly fast, raising a hand which seems to split and reform into a blade, aimed directly for your face, while the other arm splits open and a barrel of a weapon extends from behind the wrist. A Dervish is a very advanced combat robot, built for infiltration, assassinations and other covert ops, able to quickly blend in with the local populace after the mission is complete to escape. Using the most advanced neural nets and materials available, these robots are able to alter their physical appearance and shape, as well as create various weapons from their very bodies. With their advanced neural nets, a dervish can learn from its experiences, becoming all the better at what it does. Many pick up noncombat skills so that they may blend into crowds or find alternate methods of getting to their target without being discovered. On such incident of such a case is when a dervish assassinated a military leader while at a show. The dervish was part of the orchestra and at the climax of the show, leaped from it's chair playing a violin, up to the balcony and shot the military officer square between the eyes then quickly decapitate his guards before disappearing into the crowd. Some dervish have even taken their morphic abilities beyond what the original designers intended, making some of the more experienced units quite unique in their abilities. Dervishes usually look like fairly average to above average women or men. Usually favouring easy to discard or flowing clothing that doesn't interfere with their morphic abilities. So simple pants, shirts, cloaks, robes are usually the norm for these robots. Type: Construct CR: 6 Size: Medium Hit Points: 3d10 + 20 (37) Init: +4 Speed: 50 ft, climb 20 ft Defense: 19 (+6 equipment +3 dex) Hardness: 15 BAB/Grp: +10/+5 / +13 Attack: +13/+8 melee morphic weapons 1d10+3, or +13/+8 ranged laser carbine 3d8 or any weapon carried. FS/Reach: 5 ft / 5 ft (can get up to 10 ft) Special Qualities: Darkvision 180 ft, resistance acid 10, cold 10, electricity 10, fire 10, morphic, morphic defense, blade defense, stealth shielding, adaptive neural net Special Attacks: morphic weapons, self destruct (2d6) Saves: Fort +2, Reflex +7, Will +2 Abilities: Str 16, Dex 17, Con -, Int 10, Wis 10, Cha 11 Skills: Balance +11, Bluff +8, Climb +9, Computer Use +8, Disable Device +8, Disguise +10, Drive +7, Escape Artist +5, Forgery +8, Gather Information +8, Hide +11, Jump +11, knowledge (tactics) +4, Listen +10, Move Silently +11, Navigate +10, Repair +8, Search +8, Spot +6, Survival +4, Tumble +9 (+13 when falling) Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Mobility, Spring Attack, Point Blank Shot, Precise Shot, Power Attack, Cleave, Two-Weapon Fighting, Lightning Reflexes Frame: Biodroid Locomotion: Legs (pair) Superstructure: Duralloy Manipulators: Hands Armour: Resilium Sensors: Class VI Skill Software: 2 skill nets 4 skills at 8 ranks, 1 skill net 4 ranks Feat Software: 2 feat nets with 4 feats, 2 feat progits Accessories: Internal storage unit (20 lbs), survivor array, oracle targeting system mk IV, gimbaled joints, advanced construction (+2 HD +100% bonus HP), reinforced construction, magnetic feet & hands, two weapon mounts holding laser carbines, feat web, feat net x2, skill web, skill net x2, core programming affinity (military), feat progit x2 PDC: 34 Morphic The Dervish is built out several layers of metametals and materials, memory materials and stores of nanites, which allow it to alter its form into various shapes or tools. A dervish can alter its frame's size and shape, increasing or decreasing its height by up to 6 inches, and girth by just as many, going form a short larger frame to a tall and lanky if it so desired, can also alter the colour and tone of skin and hair. The dervish can also alter its voice at any time as well, or mimic other people or sounds, with a +10 equipment bonus to Bluff. It can alter its shape to better withstand an attack, or trim it for better maneuverability and speed. It can also form shields or melee weapons from its hands or feet. For altering its shape and size, the Dervish gains a +10 to Disguise checks to look like a different person. Takes a move-equivalent action for minor changes, and a full round action to do more drastic changes, like changing height and girth. If the dervish happens to fall, it can extend a series of flaps to slow and control its decent somewhat. Treat any fall as being 30 ft less than it actually is when the dervish falls, and gains a +4 equipment bonus to Tumble checks to lessen the damage farther. The dervish can alter its hands and feet to aid in climbing, giving it a climbing speed, even when not on a ferrous surface, also granting a +5 bonus to climb checks. The dervish can alter its hands and feet for climbing as a swift action. Morphic Weapon Due to the morphic design of the dervish, it is never without a weapon or defense. The dervish can alter its hands to various weapons, from small piercing knife like blades, to slashing sword like blades, or curved scythe blades or axe heads, or to skull crushing hammer heads. The dervish can extend its reach by 5 ft with bladed weapons but not with bludgeoning weapons. If it alters its hands to a weapon that has abilities like a flail's ability to disarm or trip, the dervish is able to do so as well. Takes a move-equivalent action to switch from a hand to any weapon, or back. Morphic Defense The dervish can expand armoured plating and thicken its outer shell, granting a +2 bonus to hardness and +4 Defense, but suffers a -2 penalty to Dex and speed reduced to 30 ft. Alternatively, the dervish could extend its legs, trim its frame, reducing its hardness by -2, reduce Defense bonus by -2 and increase speed by 20 ft, bringing it up to 70 ft. Takes a standard action to alter frame to either form or back. The dervish can also form a shield on either arm, form a buckler to a large shield, or riot shield size. The hand is still available, but any penalties to attack from having a shield on the same hand still apply. Blade Defense The dervish can as a free action extend a series of small plates in a similar fashion to armour spikes, but are small blades, dealing slashing damage. If an enemy grapples or strikes the dervish with an unarmed or a light melee weapon, such as a knife, take 1d4 points of slashing damage. Stealth Shielding The Dervish is shielded against scans that detect weapons and electronics, gaining a +15 bonus to Hide and Sleight of Hand checks to conceal weapons. Of course this bonus only works when the morphic weapon or the lasers are not deployed, or the dervish isn't using it's morphic ability to alter its appearance or form with the morphic defense, or the blade defense. Laser Carbines Built into the arms of the dervish are a laser carbine, which are essentially laser rifles with reduced range, dealing 3d8 fire damage with a range increment of 50 ft. The laser carbine deploys by the top surface of the arm splitting open and the weapon raising slightly with the barrel extending from behind the wrist. If the hand is turned into a melee weapon, the laser carbine can not deploy, but can if a shield is created. Adaptive Neural Net The most advanced neural net for an advanced AI is installed in the dervish. This allows the dervish to learn and better adapt to situations in its career. A dervish is able to take on character classes, usually NPC ones, and gain experience, and learn new skills. This does create a wide variety in many dervishes that have been in service over the years. However this does make many of them much better at their jobs. A few dervishes who ended up losing their owners have become free agents, selling their services as bounty hunters or mercenaries. A few have even retired from such activities and have gone on to become actor or actresses or singers or artists. Each dervish develops its own personality over time, but will remain to its owner no matter what unless sold to another, which transfers its loyalty to the new owner, or becomes free when death of owner is proven with medical records and no transfer of ownership is found in any wills. A dervish can also reprogram some of its feats, erasing and programming a new feat with a Computer Use check DC 20 and 30 minutes of work. If it removes a feat that is a prerequisite for another feat, it is unable to use that feat anymore. It can only do this once a week. Designer Note: The morphic ability looks kind of like how the Iron Man suit acted when it was testing the flight surfaces in Iron Man 1, or the suit that came out of the suit case in Iron Man 2, with plates shifting, lifting and the like, but when not active, looks like fairly normal human skin, but is artificially created. Dervishes are built to be highly customizable, so if you imagine a dervish could shift into a quadraped form for greater speed in escapes or chasing, feel free to make a unique dervish do so. Or maybe give it the ability to shift its arms into wing like projections to allow it to glide, or add a jet pack to give it flight ability. [HR][/HR] Crystal Serpent (PL7) The crystal serpent was built on commission to be used as guardians for important facilities by a large corporation. Just before delivery, the corporation was bought out and the order cancelled. In order to recoup their loses, the creators produced several more and made them available for the open market. The crystal serpent looks like a very large metallic snake, with scales that have a slight crystalline look to them due to the crystal carbon armour that coats it. It was built with a modified version of the self-repair system that would repair the crystal serpent when hit by an electrical attack, as the original corporation that commissioned the serpent used extensive electrical based defense systems, which would constantly heal the serpents while still damaging the intruders. The crystal serpent is designed to move just like a snake, including burrowing underground and climbing structures that will support its weight. It can also hold itself in an upright position, especially around a large pillar and stay there, looking like a statue to guard a room. A few crystal serpents have seen use on off world colonies, especially near desert areas where they lay mostly submerged in the sand, warding off predators and other threats to the colony. Type: Construct CR: 7 Size: Huge Hit Points: 10d10 +40 (106) Init: +10 (+1 equipment +9 Dex) Speed: 40 ft, Burrow 30 ft, Climb 20 ft Defense: 25 (-2 size +9 dex +8 equipment) BAB/Grp: +7/+25 Attack: +13 melee bite 1d8 piercing plus 1d8+16 electricity FS/Reach: 10 ft by 20 ft / 10 ft Special Qualities: Construct traits, electricity healing, electricity resistance 10 Special Attacks: Constrict 2d8+10, improved grab, shocking bite Saves: Fort +5?, Reflex +14?, Will +6? Abilities: Str 26, Dex 28, Con -, Int -, Wis 13, Cha 1 Skills: climb +12, hide +11, listen +4, move silently +11, spot +4 Feats: Improved Grab, Dodge, Mobility, Spring Attack Frame: Biomorph Locomotion: Slither Manipulators: Jaws Armour: Crystal Carbon Armour Sensors: Class VI Skill Software: Skill Net (hide, listen, move silently, spot) x4 ranks Feat Software: feat web (improved grab, dodge, mobility, spring attack) Accessories: weapon mount (GE shocker series blade in jaws), electrical repair unit, energy-resistant coating (electricity 10), feat web PDC: 39 Constrict: With a successful grapple check, a crystal serpent can crush a grabbed opponent, dealing 2d8+10 of bludgeoning damage. Improved Grab: If a crystal serpent hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +24). If it gets a hold, it can also constrict in the same round. Thereafter, the creature has the option to conduct the grapple normally, or simple use its jaws to hold the opponent (-20 penalty on grapple check, but the crystal serpent is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite and constrict damage. Shocking Bite: A crystal serpent's bite deals 1d8+16 points of electricity damage in addition to the normal bite damage. The creature receives a +3 bonus on attack rolls against any opponent that is made out of metal, wearing metal armour, or carrying significant amount of metal. Electric Healing: Because of the crystal serpent's electrical affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The crystal serpent gets no saving throw against electricity effects. New Equipment Electrical Repair Unit A modified version of the self-repair unit, combined with the modified crystal carbon armour on the crystal snake, allows it to heal itself from an electrical attack. If a source of electricity isn't readily available, the crystal serpent will brush its fangs against its body to electrocute itself to initiate repairs. Any electricity attack directed at the robot cures it 1 point of damage for each 3 points of damage it would otherwise deal. PDC: 25 Restriction: Res (+2) [HR][/HR] Securbot A1 The Automechanic Securbot A1 is a relatively simple, cheap but effective security robot. Mass produced to allow many corporations, law enforcement and militaries to fill out the need for greater man power in emergencies without having to pay for extra bodies when not needed. They are programed with basic tactics and local laws, they follow orders and do have extra memory space for more advanced programming if so needed. They come standard with two short ranged, pulse lasers with stun modules mounted in their arms. The wide red visor contains it's main optic system, but it also contains some in the back of the head, which makes it difficult to sneak up on the Securbot from behind. One of the drawbacks to the Securbot's design is its main processors are located in the head, which does improve reaction time from what it sees, but a shot to the head does have a high chance of disabling the robot. Although this does make repairs somewhat easy as all that is needed is to replace the whole head unit. Securbot A1 (PL6) CR: Size: Medium Hit Points: 2d10+10 Init: +2 Dex Speed: 20 Defense: +3 armour +2 Dex BAB/Grp: +1/+3 Attack: Laser +3 ranged (3d8 fire) and laser -2 ranged (3d8 fire); or Hand +3 (1d3 nonlethal) FS/Reach: 5 ft by 5 ft/ 5 ft Special Attacks: Stun Special Qualities: Weak spot Saves: Fort + 0, Reflex +2 , Will +0 Abilities: Str 14, Dex 14, Con -, Int -, Wis 10, Cha 1 Skills: Listen +4, Search +4, Spot +4 Feats: Personal Firearms, Dodge Frame: Biomorph Locomotion: Legs (pair) Manipulators: Hands Armour: Duraplastic Sensors: Class III Skill Software: Skill progit listen +4, skill progit search +4, skill progit spot +4 Feat Software: Feat progit personal firearms, feat progit dodge Accessories: Dex upgrade x2, AV recorder, vocalizer, weapon mount x2, laser rifle with stun module x2, internal storage unit, skill progit x3, advanced construction (+1 HD) PDC: 26 Weak Spot The Securbot suffers from a small design flaw where the main processors are located in the head. Any critical hit that doesn't destroy the robot has a 25% chance of striking the head and disabling the main processor, shutting the robot down until it is repaired. Stun The Securbot's lasers have stun modules. On a successful hit, the target must make a Fort save DC 12 or be stunned for 1d4 rounds. [/QUOTE]
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