Hero Companions

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UNDER CONSTRUCTION!!! <- ALPHA TWO READY!!!

Some heroes can have companions in the form of pet animals or robots. This page focuses on the rules around having an Animal or Robot Pet and how to level the companion and teach it new abilities.

The two common Advance Classes that can have companions are the Xenophile and the Technosavant. To learn more about these classes please review their respected pages.

Robot & Animal Companion Stats

Both Robotic and Animal companions are set up with similar rules. They both have a set of Base Stats associated with there Chassis or Alien Type and they both have the same leveling structure. Companions have stats just like Characters do. For example, they all have 6 ability scores, Hit Points, Initiative, and so on. There are two sources for these stats. The first is either the Chassis or Alien Type which sets up there Size, Speed, AC, Affinities, Skills and Initial Talents. The second source is through the unique way that the Alien Animal or Robotic Chassis is raised or modified respectively. In other words, customization that is given as the companion levels up.

Robot & Animal Companion Leveling

Companions level up in relation too there owners. The only way to have a pet or companion is through the Companionship Feat or through one of the Advance Classes that provides the ability. The Feat only allows the Animal Companion to be 1/4th the level of the Character Level roundup. However, the Improved Companionship allows this to go up to 1/2 Character level round down. The Technosavant and Xenophile Advance Classes allow the Companion to have a 1 to 1 level.

When leveling up an Animal Companion a Character can instantly improve upon there stats, choose new feats if applicable, and apply any new specials. However, if the companion can learn a new trick or function the Character must take 24 hours of training or modification to teach/install the new trick/function to the Companion. During this time the Character acts as if crafting.

Animal Type Base Stats

Animal Maturity usually happens at 7. Then the Animal companion may have some stat changes such as increased size.

All Animal Companions have d6 as there Hit Die.

Ability Affinity is shown with a '*' next to the ability.

Canine

Starting Statistics:

Size: Small; Speed: 40 ft.; AC: +2 Natural Armor; Attack[s]: Bite (1d6 + Str Mod); Ability Scores: Str 13, Dex* 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities: +4 to Passive Perception, Advantage on Survival and Perception checks.

Maturity At 8th Level:

Size Medium; Attack[s]: Bite (1d8 + Str Mod) + Trip; Ability Scores: Str +2, Dex –1, Con +2, Cha -2.
Feline

Starting Statistics:

Size: Small; Speed: 40 ft.; AC: +1 Natural Armor; Attack[s]: Bite (1d6 + Str Mod), 2 Claws (1d4 + Dex Mod); Ability Scores: Str 13, Dex* 17, Con 13, Int 2, Wis 15, Cha 12; Special Qualities: low-light vision, +1 to Passive Perception, Advantage on Survival and Perception checks.

Maturity At 8th Level:

Size Large; AC +2 natural armor; Attack Bite (1d8 + Str Mod), 2 Claws (1d6 + Dex Mod) + 1d4 Bleed for 1d4 turns; Ability Scores Str +2, Dex –1, Con +2
Beast of Burden

Starting Statistics:

Size: Large; Speed: 50 ft.; AC: +4 Natural Armor; Attack[s]: Bite (1d4 + Str Mod), 2 Hooves (1d6 + Str Mod); Ability Scores: Str 16*, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities: Can hold tree times the normal amount of weight for there strength.

Maturity At 8th Level:

Ability Scores: Str +2, Con +2; Special Qualities: Can assist in a charge if it has a rider. The assist provides +2 to accuracy and +1 to the critical damage multiplier. Max is 4.
Avian

Starting Statistics:

Size Small; Speed 10 ft., Fly 60 ft.; Attack[s]: Peck (1d4 + Dex Mod) DR1; Ability Scores: Str 8, Dex 13*, Con 10, Int 2, Wis 15*, Cha 7; Special Qualities: Advantage on Survival and Perception checks.

Maturity At 8th Level:

AC: +1 Natural Armor; Attack[s]: Peck (1d6 + Dex Mod) DR3 x3 Critical; Ability Scores: Str +2, Dex +2, Con +2.
Reptilian

Starting Statistics:

Size: Small; Speed: 20 ft., Climb 30 ft., Swim 30 ft.; AC: +3 Natural Armor; Attack[s]: Bite (1d4 plus Poison (Conn Save DC14, Lasts 4 rounds, Nauseated, 1 Conn Damage per round); Ability Scores: Str 10, Dex 16*, Con 11, Int 2, Wis 12, Cha 6; Special Qualities: low-light vision 60ft

Maturity At 8th Level:

Size Medium; Attack[s]: Bite (1d6 plus poison), 2 claws (1d6 + Str Mod); Ability Scores: Str* +4, Dex* –2, Con +2.
Insect

Starting Statistics:

Size Small; Speed 30 ft., Fly 30 ft.; AC +2 natural armor; Attack[s]: Bite (1d4 + Str Mod), Spit (1d4 + Dex Mod) Chemical Damage; Ability Scores: Str 10, Dex 12, Con 15*, Int —, Wis 12, Cha 8; Special Qualities: low-light vision 120ft.

Maturity At 8th Level:

Size Medium; Attack[s]: Bite (1d8 + Str Mod), Spit (1d4 + Dex Mod) Chemical Damage, Sting 1d6 + poison (Conn Save DC15, Lasts 6 rounds, Nauseated, 1 Conn Damage per round); Ability Scores: Str +4, Dex –2, Con +2, Cha -2;

Animal Companion Leveling


Companion Base Stats Table
Class Level Advantage
Bonus
Skill Points Feats Tricks Special Base Cost
Procure Diff
1st - 2 - +1 One with Trainer +1 $250 / 0
2nd 1d2 3 - - - $1,000 / 0
3rd 1d2 4 - - Ability Score +1 $5,000 / 0
4th 1d4 5 +1 +1 - $10,000 / 0
5th 1d4 6 - - - $20,000 / 0
6th 1d6 7 - - One with Trainer +2 $40,000 / 0
7th 1d6 8 - - Extra Damage, Ability Score +1 $90,000 / 1
8th 1d8 10 +1 +1 - $180,000 / 1
9th 1d8 11 - - - $320,000 / 1
10th 1d10 12 - - One with Trainer +3 $650,000 / 1
11th 1d10 14 - - Ability Score +1 $1,200,000 / 1
12th 1d10 15 +1 +1 - $2,500,000 / 1
13th 1d12 16 - - Extra Damage $5,000,000 / 2
14th 1d12 17 - - - $10,000,000 / 2
15th 1d12 18 - - Ability Score +1, One with Trainer +4 $20,000,000 / 2
16th 2d8 20 +1 +1 - $40,000,000 / 2
17th 2d8 21 - - - $60,000,000 / 2
18th 2d8 22 - - - $120,000,000 / 2
19th 2d10 23 - - Extra Damage, Ability Score +1 $340,000,000 / 3
20th 2d10 24 +1 +1 One with Trainer +5 $680,000,000 / 3
Class Level
This level is based on the Advanced Class or Character level of the Companion's owner. With the Technosavant or Xenophile it is associated with there Character level. It usually is just 1/4th the Character level round up. The Improved Companionship feat can change this to 1/2th the Character level.
Advantage Die
The Animal Type will specify what Ability scores it has an affinity with. They also have an affinity with all their natural attacks.
Skill Points
The Companion has skills just like a normal Character. However, the number of skills available is limited. Below is the list of available skills for Animal Companions:
Athletics (Str), Acrobatics (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis).
  • NOTE: All of these Skills are considered Class Skills. And the Animal cannot learn any other skills only these.
Feats
Just like Character's Companion's can utilize feats. However, not all feats are available. Below is a list of all the available feats.
Normal Character Feats:
Categories: Combat Martial Arts, Melee Weapon Combat and Two-Weapon Fighting (Threat there natural attacks as weapons in these cases. As for Two Weapon fighting only animals with an attack that is two handed for example (2 Claws))
Others: Acrobatic, Athletic, Athletic Prowess, Endurance, Lightning Reflexes, Stealthy, Track, Wild Talent
Animal Companion Specific Feats: (Feats that are special to just Animal Companions, found only on this page)
Jumper, Narrow Frame, Stable Gallop, Sure Footed, Valiant Steed, Improved Natural Attack, Improve Natural Armor, Advanced Combat Techniques
Tricks
Animal Companions can be taught Tricks. For example the Combat Techniques can be taught as Tricks to an animal.
The section below titled Tricks & Functions has more on this.
Special
One with Trainer
This is a special ability that allows the 'Trainer' to be able to communicate with the animal companion up to 60ft without using sound. Instead as long as they can see each other the Trainer can pass hand gestures to the animal which the animal has been trained to understand. The animal also gains a +1 to accuracy checks if they preform an attack on the same target as there Trainer. This +1 goes up over time.

Robotic Chassis Base Stats

All Robotic Chassis have a d6 as there Hit Die.

Ability Affinity is shown with a '*' next to the ability.

Combat Assistance Chassis

Starting Statistics

Size: Small; Speed: 30 ft.; AC: +4 Natural Armor; Attack[s]: Advanced Cannon +2 (1d8); Ability Scores: Str 16, Dex* 18, Con 12, Int 10, Wis -, Cha 4; Special Qualities: Gain Bonus Attack action.
Support Chassis

Starting Statistics

Size: Small; Speed: 30 ft.; AC: +2 Natural Armor; Attack[s]: Basic Cannon +1 (1d6); Ability Scores: Str 10, Dex 14, Con 16, Int 18*, Wis -, Cha 10; Special Qualities: Treat Injury Skill (Uses Int instead of Wisdom), As a mobile Medical Kit built into it, 20 uses, can be replaced when it runs out of uses.
Range Finding Chassis

Starting Statistics

Size: Small; Speed: 60 ft.; AC: +3 Natural Armor; Attack[s]: Basic Cannon +1 (1d6); Ability Scores: Str 10, Dex 18*, Con 12, Int 16, Wis -, Cha 4; Special Qualities: Gains the Survival Skill, Advantage on Perception. Has the Flying Accessory pre installed. Fly 60ft.

Robotic Companion Leveling


Robotic Companion Base Stats Table
Class Level Advantage
Bonus
Skill Points Feats Functions Specials Base Cost
Procure Diff
1st - 1 - +1 Robotic Sync +1 $250 / 0
2nd 1d2 2 - +1 - $1,000 / 0
3rd 1d2 3 - - - $5,000 / 0
4th 1d4 4 - - - $10,000 / 0
5th 1d4 5 +1 +1 Extra Damage $20,000 / 0
6th 1d6 6 - - Robotic Sync +2 $40,000 / 0
7th 1d6 7 - - - $90,000 / 1
8th 1d8 8 - +1 - $180,000 / 1
9th 1d8 9 - - - $320,000 / 1
10th 1d10 10 +1 - Robotic Sync +3 $650,000 / 1
11th 1d10 11 - +1 Extra Damage $1,200,000 / 1
12th 1d12 12 - - - $2,500,000 / 1
13th 1d12 13 - - - $5,000,000 / 2
14th 1d12 14 - +1 - $10,000,000 / 2
15th 2d8 15 +1 - Robotic Sync +4 $20,000,000 / 2
16th 2d8 16 - - - $40,000,000 / 2
17th 2d8 17 - +1 Extra Damage $60,000,000 / 2
18th 2d10 18 - - - $120,000,000 / 2
19th 2d10 19 - - - $340,000,000 / 3
20th 2d10 20 +1 +1 Robotic Sync +5 $680,000,000 / 3
Class Level
This level is based on the Advanced Class or Character level of the Companion's owner. With the Technosavant or Xenophile its associated with there Character level. Normally it is just 1/4th the Character level roundup. The Improved Companionship feat can change this to 1/2th the Character level.
Advantage Die
The Robotic Chassis will specify what Ability scores it has an affinity with. They also have an affinity with all there attacks.
Skill Points
The Companion has skills just like a normal Character. However, the number of skills available is limited. Below is the list of available skills for Robotic Companions: (All Wisdom has been replaced with Inelegance)
Acrobatics (Dex), Computer Use (Int), Disable Device (Int), Perception (Int), Stealth (Dex)
  • NOTE: All of these Skills are considered Class Skills. And the Robot cannot learn any other skills unless a special Function or Accessory allows it too.
Feats
Just like Character's Companion's can utilize feats. However, not all feats are available. Below is a list of all the available feats.
Normal Character Feats:
Categories: Combat Martial Arts, Melee Weapon Combat and Two-Weapon Fighting (Threat there natural attacks as weapons in these cases. As for Two Weapon fighting only animals with an attack that is two handed for example (2 Claws))
Others: Lightning Reflexes, Stealthy, Track
Animal Companion Specific Feats: (Feats that are special to just Animal Companions, found only on this page)
Jumper, Narrow Frame, Sure Footed
Functions
Robotic Companions can be programmed new Functions as they advance. For example the Combat Techniques can be taught as a Function to a Combat Chassis Robot.
The section below titled Tricks & Functions has more on this.
Special
Robotic Sync
This is a special ability that allows the owner to be able to communicate with the Robot up to 60ft via a tiny wireless comms device. The robotic also gains a +1 to accuracy checks if they perform an attack on the same target as there Trainer. This +1 goes up over time.

Companion Tricks/Functions

If the Companion has the 'Advanced Combat Technique' feat then it can learn Advance Combat Techniques as Tricks or Functions. Some Tricks and Functions are for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.

Shared Tricks/Functions


Aid
The Companion can use the 'Aid Another' action to aid a specifically. They can only aid in Skill checks and only in skill checks that they themselves can preform.
Attack On Sight
The master can instruct the companion to attack particular people or things on sight.
Entertain
The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. This gives the Companion the Profession skill with the sole purpose of 'Performance' checks. The skill is considered a Class skill and starts out with 1 rank in it.
Flank
Sense the Companion normally attacks with the Character the Companion doesn't gain the Flanking bonus for itself nor can the master benefit from the Flank. However, with the Flank trick/function the Companion can benefit from a Flank and provide the Flanking bonus to the owner even if it just the two of them attacking.
Guard
The Companion stays in place and prevents others from approaching and/or passing. Characters treat the animal or robot as a neutral NPC with an obvious possibility of becoming hostile. If combined with the 'Attack On Sight' trick/function then the companion can aggressively guard the place,thing or person and is considered instantly hostile to any passersby.
Combat Technique
The Companion is trained to use a specific Combat Technique on command. All animals must learn Combat Techniques and cannot learn Advance Techniques without the Advance Technique Feat. Robots chassis have to specify either or not they can learn Combat Techniques.
Watch
The Companion can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. Similar to Guard accept the Companion can, if able, go into stealth and can patrol the area. While Guard has to be a specific thing and the Companion makes themselves known.

Animal Tricks


Animals have a sense of self and a primal intelligence which can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of there owners. This is both in part because they simply may not want to and also that they may not understand. Getting them to understand what you want and instilling the knowledge that you the owner knows best is all part of training an animal companion new tricks.

Bombard
A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often nade or land mine or some other incendiary) on a designated point or opponent. The animal cannot throw the object and must be able to fly directly over the target. The Player must roll an Acrobatics check of DC15 + Misc Mods to see if the Bombard was successful.
Bury
An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried. The idea here is to teach the pet to hid an important object for safe keeping. The easiest way to do that for an animal is to simply tell them to 'hide' or 'bury' the object. To track down the object make an opposing Survival check against the animal's Survival check. If they do not have Survival then use Wisdom.
Deliver
The animal takes an object (once you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)
Detect
The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way. They gain an advantage with Perception and Study checks when attempting to detect something about a place or object.
Fetch
The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Flee
The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so or if it thinks its safe. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
Get Help
With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
Hunt
This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.
Menace
A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking but continues to menace.
Stay
The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track
The animal tracks the scent presented to it.
Throw Rider
The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat technique that applies to all creatures riding the animal. An animal that knows the thrown rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.
Improve Attack
The owner trains the animal night and day for weeks to gain this Trick. This enhances any 1 Natural Attack with a +1 to accuracy and +1 to damage. This can only be done 3 times to any single Natural Attack.
Aggressive Attacking
The owner trains the animal night and day for weeks to gain this Trick. This enhances any one Natural Attack by increasing the Critical multiplier for it by +1. Max x4.

Robot Functions


Robot's are selfless mechanic thinking machines. They may have sophisticated AI that can even at times appear sentient but at the end of the day they just follow a series of predetermined coding with learning algorithms. They have no sense of self and they obey without question. Commanding a Robot around is simple, they will obey until they can no longer. Robots have no Wisdom so any Wisdom based check is associated instead with Intelligence.

Disguise
This Robot can attempt to act as if its true purpose was not its own. Meaning that someone may think this Robot is specified/configured to do some other specific task like garbage collection or food dispenser. This grants the Robot the Disguise (Cha) skill as a Class Skill with +3 Misc Bonus and 1 Rank.
Distract
This Robot can attempt to grab the attention of a target opponent using the 'Feint' Combat Technique.
Fake Malfunction
This Robot will attempt to pretend that it is non-operational. This gives the robot the ability to Disguise itself as being damaged in some way that will make the onlooker not consider it a threat. To see threw this deception it is a Wisdom check DC12 + (1/4th Level Robot round down)
Identify
This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots have extensive databases of information so it has access to all known as if they where Trained with 2 ranks. This also includes Crafting skills for the sake of identifying the object.
Lie
Normally Robots cannot lie. All A.I. is built in with certain rules and one of them is that they cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie function. This provides the Bluff skill as a Class Skill with a +2 Misc Bonus and 1 Rank.
Medical Assist
The Robot can now act as a Medical-Kit and can also provide assistance. Robotic assistance is an auto-success which means you do not need to roll to see if the Robot is able to assist a person in using the Treat Injury skill. This provides the Treat Injury skill as a Class Skill with a +1 Misc Bonus and 1 Rank. The Treat Injury skill uses Intelligence instead of Wisdom.
Monitor
The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. This acts like a Perception check. However, if communications are encrypted then the Robotic can only be aware that they exist.
Urban Tracking
The robot gains a moderate +2 bonus to Survival checks while in an urban environment.
Hide Item
The robot is instructed to attempt to hide this item via any means possible. To attempt to find the object hidden do an opposing Intelligence check. The Robot will permanently remember where the object is unless told to forget and can go and get the item if asked.
Enhanced Combat Programming
Generally considered illegal or at least restricted this provides a robot with a +1 to accuracy and +1 to damage for its main attack function. This can be applied up to 3 times.
Weapon's Programming
Generally considered illegal this allows the robot to be fitted with customized weapons outside of its normal scope of programming. This can allow the Robot to be fitted with any Small or Medium sized weapon, or any weapon that only requires 6 or fewer Proficiency points to wield.

Companion Accessories

Animal Accessories

Animal Companion Accessories
Object Size Weight Cost
Procure Diff
Animal Battle Armor Med 5 lb. ~$1,000+ / 0+
Animal Battle Claws Small 1 lb. ~$500+ / 1+
Bite Enhancer Small 1 lb. ~$1,000+ / 1+
Saddle Med 10 lb. $350 / 0
Saddle Bag Small 2 lb. $50 / 0
Shield Saddle Med 25 lb. ~$30,000+ / 1+

An Animal cannot have any more then 1 of any time of Accessory.

Animal Battle Armor
It is difficult to find armor for all the different alien types in existence so armor bonus only ranges from +1 to +5. +1 is $1,000 with 0 Procure Difficulty. However +2 is $4,000 / 0. +3 is $12,000 / 1. +4 is $48,000 / 2. +5 is $192,000 / 3. There are no Tech levels for the armor and thus there are no Customization bonuses. However, Masterwork customization points still apply and customization still follows the same rules as they do in the Armor section. This includes price changes but not any change to the procure difficulty.
Animal Battle Claws
These are considered illegal so there default Procure Difficulty is +1. These Claws provide a +1 to accuracy and +1 to damage. They start out as Tech Level 1. If crafted at a higher Tech level or Masterworked they gain a customization point. Each Customization point can be used to either provide +1 to accuracy (Max +5), +1 to damage (Max +5), AP Damage, improved Critical multiplier (costs two points, Max x4), or improved Critical Range (costs two points, Max 17-20). This only works for Animals that have the 'Claw' attack.
Bite Enhancer
These are considered illegal just as the Battle Claws. All the same, rules apply. By default, this provides a +1 to accuracy and +1 to damage. They start out as Tech Level 1 and customization points can be earned for every Masterworked Level or Tech level.
Saddle
This allows a player to ride the animal as long as the animal has at least 4 legs and is at least one size bigger.
Saddle Bag
This allows the animal in question to carry extra equipment around. This acts as the 'Backpacks' in the General Equipment page. An animal has to carry the Pack size associated with there size and can carry up to two of them if they have a Saddle or 4 if they have no Saddle.
Shield Saddle
This is extremely rare and often considered illegal. This acts like a 'Personal Force Field' that can only be activated by the owner. It provides a shield for the animal and the rider. If there is no rider then just the animal. This is so big however that it negates the ability for any 'Saddle Bags'.

Robotic Accessories

Robot Companion Accessories
Object Size Weight Cost
Procure Diff
Professional Kit Mod Med 5 lb. ~
Flying Mod Small 30 lb. $10,000 / 0
Cargo Bin Large 15 lb. $150 / 0
Mobile Shield Unit Med 2 lb. ~$35,000+ / 1+
Weapon Mount Med 5 lb. $5,000 / 1
Weapon Extender Med 2 lb. $4,000 / 1
Multi-Terrain Upgrade Med 2 lb. $500 / 0
Knowledge Hub Mod Med 2 lb. $1,000 / 0
Skill Booster Med 2 lb. $2,000 / 1
Self Repair Mod Small 1 lb. $1,000 / 0

A Robot can only have a limited number of mods. However mods can be removed or upgraded over time. The number of mods a Robot can have is 1 + 1 for every 10 levels. So in other words 1 Mod at level 1, 2 Mods at level 10, and 3 Mods at 20th level.

Professional Kit Mod
This allows for the Robot to act like it was a Professional Kit. This item costs triple whatever the normal price is for it. And you can buy any version of the kit in its 'mobile' form for a Robot to have. This doesn't allow the robot to directly use the kit. Only means that the robot can now serve as a Professional Kit. This can be applied more than once.
Flying Mod
This allows the robot to fly. Small sized versions of these can be considered 'drones' and it only costs $10,000. However Medium costs $100,000 and Large costs $1,000,000. They can fly up to twice there normal movement speed. However, they cannot fly into space at escape velocity the flying mod can serve as RCS to control the robot in the vacuum of space.
Cargo Bin
This allows the robot to carry extra equipment. This acts like a Container with its size being associated with the size of the robot. IE: A small Container for a small robot. This Container has to be specially made to fit with whatever Chassis the robot is and thus its price is double that of a normal Container.
Mobile Shield Unit
This acts like the Personal Force Field except it can extend around an adjacent Small or Medium sized target instead of itself. The Robot can use this on themselves or use it to protect a target. That target cannot move or else they leave the protection of the Force Field. All other rules for using the 'Personal Force Field' still apply.
Weapon Mount
This provides an additional weapon which can be used as a Bonus Attack weapon. This weapon has to be a light only weapon. This Mod can only be applied once.
Weapon Extender
This either extends the extra 'Weapon Mount' if available or extends the main weapon allowing it to one size larger. This Mod can only be applied once.
Multi-Terrain Upgrade
This allows the robot to ignore difficult terrain as well as other environmental hazards.
Knowledge Hub Mod
This grants any Knowledge skill as a Class Skill to the robot with a +2 Misc Bonus and 1 Rank. Masterworking the 'Knowledge Hub Mod' grants an additional +1 Misc bonus for each Masterworked level.
Skill Booster
This provides a +2 Misc bonus to any already available skill. Masterworking the 'Skill Booster' grants an additional +1 Misc bonus for each Masterworked level.
Self Repair Mod
This allows the robot the ability to self-repair similar to a Character naturally healing while resting.

Healing and Death

Animal's can naturally heal like a Character and follows all the same rules with Treat Injury and healing concoctions. However, Robots cannot self-repair. At least not without the 'Self Repair Mod.' They will need to be repaired using the Crafting skill and either an Electrical or Mechanical Tool Kit. The Crafting repair check will act just like a Treat Injury except it will require the use of the Professional Kit. This can only be done during combat by an Engineer or Technosavant. In order to completely heal it will require multiple uses of a Professional Kit.

Animal's become Unconscious if their health goes to zero and then they start to bleed out. This identical to the rules for Characters. However, robots stop functioning once they become damaged and will not start to function again until more than 1/2 there health is repaired.

Dying is terrible. Animals are lost. However Robots parts can be recovered and rebuilt. So long as the Robot parts are not completely destroyed. This can happen if the robot is targeted after they have reached 0 hit points and more then 1/2 their total health in damage is dealt. E.I: A Robot with 100 Hit Pits is brought down to 0 and the enemy keeps firing at the Robot till its Hit Pits is -51. At that point, the robot is unrecoverable and is only salvageable for scrap.

Animals can be cloned though. Although it won't have the same memories it will be mostly the same animal starting at 1st level. The GM can allow for 'Fast' leveling where each level gained by the Player the Animal gains multiple levels allowing them to quickly catch up too there expected level. The rate can be set by the GM. But a good rule of thumb is to make it so they are at the normal level before reaching level 20 if at all possible.