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Here are the rules for Robot Companions. Robot Companions are 1 of 3 types of [[Hero Companions]]. The other's are [[Animal Companions]] and [[ | Here are the rules for Robot Companions. Robot Companions are 1 of 3 types of [[Hero Companions]]. The other's are [[Animal Companions]] and [[Hero_Companions#NPCs|NPCs]] or Non-Playable Characters. | ||
The Character Sheet for Robot Companions is located [https://drive.google.com/file/d/1lTVPItaRrVrvc8kWDo2BhdEiC5XPYGRX/view?usp=sharing here!] | The Character Sheet for Robot Companions is located [https://drive.google.com/file/d/1lTVPItaRrVrvc8kWDo2BhdEiC5XPYGRX/view?usp=sharing here!] | ||
Revision as of 17:15, 4 May 2026
Here are the rules for Robot Companions. Robot Companions are 1 of 3 types of Hero Companions. The other's are Animal Companions and NPCs or Non-Playable Characters.
The Character Sheet for Robot Companions is located here!
Robot Attributes
To create a new customized Robotic companion you should select one option from each attribute in the order they displayed below. Then pick 3 skills to be favored skills from the skill list for Robots. Lastly, select 1 Feat from the Robotic Feats. If the Robotic companion is a higher level then level up the creature 1 level at a time.
Chassis Size
The chassis size refers to the overall size of the robot. In this case however large does not mean that the robot takes up 4 squares. It does mean, however, that even friendly combatants cannot move through a square occupied by a large robot.
| Size | AC Bonus | Hit Die | Ability Points |
|---|---|---|---|
| Tiny | +2 | d4 | 8 |
| Small | +1 | d6 | 8 |
| Medium | +0 | d8 | 9 |
| Large | -1 | d10 | 10 |
Robot Point Buy System
All robots start with the default Attribute points of Str 10, Dex 10, Con 10, Wisdom 3, Int 3, Cha 3. The Physical Attributes Strength, Dexterity, Constitution can be bought and sold normally using the point buy system. However, the mental based attributes such as Wisdom, Intelligence, and Charisma start at 3. During point by a 3 as the starting place as if it was a score of 10. This doesn't extend to the modifiers so a 3 would still be a -4 Mod this only accounts for the point buy. Example: To go from 3 to 4 would cost one point. To go from 4 to 5 would cost 2 points while going from 5 to 6 would cost 3 points and so on.
Technology
| Robot Level |
Advantage Die |
Bonuses |
|---|---|---|
| 1st | 1d2 | Robotic Feat, Software, Robotic Feature |
| 2nd | 1d2 +1 | Subroutine |
| 3rd | 1d4 +1 | Attack Improvement or Armor Improvment (AC+1) |
| 4th | 1d4 +2 | Ability Score +1 |
| 5th | 1d4 +2 | Subroutine, Feature Improvement |
| 6th | 1d6 +2 | Extra Damage, Robotic Feat |
| 7th | 1d6 +3 | Advanced Natural Feature, Software Program/Upgrade |
| 8th | 1d8 +3 | Attack Improvement or Armor Improvment (AC+1) |
| 9th | 1d8 +3 | Ability Score +2 *OR* Feature Improvement |
| 10th | 1d8 +4 | Feature Improvement *OR* new Robotic Feature |
| 11th | 1d8 +4 | Robotic Feat, Subroutine |
| 12th | 1d10 +4 | Extra Damage |
| 13th | 1d10 +5 | Attack or Armor Improvment, Software Program/Upgrade |
| 14th | 1d10 +5 | Ability Score +2 *OR* Feature Improvement |
| 15th | 1d12 +5 | Subroutine, Robotic Feat |
| 16th | 1d12 +6 | Feature Improvement |
| 17th | 1d12 +6 | Attack Improvement or Armor Improvment (AC+1) |
| 18th | 2d6 +6 | Extra Damage, Software Program/Upgrade |
| 19th | 2d6 +7 | Ability Score +1, Subroutine |
| 20th | 2d6 +7 | Attack or Armor Improvment, Feature Improvement |
This is similar to the Creature Type for Animal Companion rules. It provides Natural AC Modification, Ability Modifications and Special Features. It implies the underlying technologies involved in making the Robot move and computes its surroundings.
- Mechanical Tech:
- Description: This is the most common form of robotics. Powered by electricity it’s servos body are all made of metallic compounds and use artificial modern polymers, composites and alloys to build its usually rigid frame.
- Natural AC: +1
- Attribute Mods: +1 too Strength
- Specials: Gains a +1 DR for Kinetic and Thermal
- Synthetic Based Tech:
- Description: This uses bioengineering to create organic machinery. The device may still have metallic parts such as armor or even electronic components such as a computer although not required. However, most of its components and especially its servos and mod of motion is constructed using organic compounds and powered biologically.
- Natural AC: +1
- Attribute Mods: +1 too Dexterity and +1 too Constitution
- Specials: Gains a +1 DR for Electrical
- Cybernetic: (Biologic/Mechanical Hybrid)
- Description: Biologic/Mechanical Hybrid. A weird combination of Biological processes and mechanical systems. Often this implies that its servos and body are made of a combination of both metals and some organic (carbon-based) parts. This usually means that its movement is powered both by gears and motors and also organic chemical processes.
- Natural AC:
- Attribute Mods: +2 too either Strength or Dexterity. And +1 too Constitution
- Specials: Gain +1 DR too Kinetic
- Hydraulic Plasma Tech:
- Description: This is based on the ability to wield the 4th state of matter effectively. Using super accurate, fast and extremely strong hydraulics that for their size and wait go beyond normal hydraulic systems using normal matter. Issues with heat and pressure exist but that has always been a problem with hydraulics. A Plasma Tech Robot gains its movement and control from manipulating plasma. Anyone with the knowledge of doing such a thing in a compact robot will also have advanced knowledge of computational skills as well. These robots are generally the highest quality.
- Natural AC:
- Attribute Mods: +2 too Strength. +1 too Dexterity
- Specials: This requires Tech 3. If this is built at Tech 4 then add +1 to the AC. Gains +1 DR too Kinetic.
Locomotion
| Locomotion | Speed |
|---|---|
| Active Flight | 60ft |
| Gliding/Hoover | 40ft |
| Quadrupedalism | 40ft |
| Rolling | 40/20ft |
This is a description of how the Robot moves around in its space. And it can provide the base speed for movement in combat. Robots can be given more the one form of locomotion but only one is their primary form of location which also determines there combat speed. This is based on the Animal's Locomotion rules and is simply adds and modifies those existing rules.
- Active Flight: Flying in difficult terrain (ie: in a storm) has a lower base DC of 10 instead of 15.
- Gliding/Hoover: Unlike other most flying animals these machines can easily hoover in a place like a helicopter. They also like Active Flight have a lower DC when flying in difficult terrain.
- Rolling: This is normally 40ft but only in artificial situations such as a street or sidewalk. However, in an off-road situation, this is reduced to 20ft even if it isn't in difficult terrain.
Software Programs/Upgrades
Software Upgrades and Programs are similar to Natural Characteristics for Animals. These are abilities that do not in and of themselves improve over time but they can help define the intended function of the robot when it is built.
- Skill Programs
- (Make a new skill available) This adds the ability of a new skill to the Robot that is not part of the Starting Skills for Robots. With the exception of: Athletics or Profession. These skills a robot cannot learn.
- Skill Upgrade
- This provides a +1 Misc Bonus to the Skill check-in question at levels, 1, 5, 10, 15, 20. Apply Misc Bonus retroactively.
- Task Prioritizer Upgrade
- Allows a task/device to be prioritized giving more computational time to completing its function or objective successfully. Pick a Skill or Hard Point to improve. This can be selected more than once. Provide a +1 Misc Bonus to that check. If it is a Weapon then either pick +1 to accuracy *OR* +1 to damage.
- Assistance Protocol Upgrade
- Enables the Robot to provide and receive aid while doing skill checks. Without it, a Robot cannot be helped or provide help on skill checks.
- Medical Triage Program
- Unlocks the ‘Treat Injury’ skill if not already unlocked. Provides a +1 Misc Bonus to Treat Injury. Provides a +1 HP healed on successful Treat Injury checks per Robot level.
- Medical Support Program
- If the Robot is within 5ft of its owner when the owner does a Treat Injury check the Robot provides its Advantage die to the roll as a simple action. If successful it also provides a +1 to recovered HP per Robot level.
- Medical Upgrade
- (Requires either Medical Triage or Medical Support) Gain another Advantage Die to the associated check and if successful add that result to the HP recovered.
- Tactical Awareness Program
- The Robot’s passive perception now counts as the owner's passive perception if it is higher. A Robot’s successful perception check counts for the owner if the owner fails. This means that the Robot is not surprised or is made aware of an enemy the owner is also aware and not caught flat-footed.
- Tactical Defense Program
- The Robot has to be within 5ft of its owner. The robot can position itself to take the brunt of an area of effect damage such as a grenade as a reaction. This automatically means the owner only takes ½ damage and if they succeeded on a saving throw take no damage. This also means the owner can now do Dexterity saving throws even when the grenade lands on their own square. As long as the robot is within 5ft the owner also cannot be flanked.
- Tactical Offense Program
- The Robot gets to add its Advantage die to weapon damage. (Only once this doesn’t extend to Extra Damage)
- Tactical Support Program
- If the Robot is within 5ft of its owner, the Robot adds its Advantage die to the accuracy check of the owner as a Simple action.
- Infiltration Program
- The Robot gains the Skill ‘Stealth’. It can move stealthily without taking any penalties. It gains a +1 Misc bonus to Stealth checks. The Robot gains advantage on checks opposing or targeting unaware targets if successfully in stealth mode. This includes other machines.
- Infiltration Support Upgrade
- (Requires the skill Sleath) The Robot provides a Stealth bonus to all allies within a 10ft radius if it is successfully stealthy. The Bonus is +1 for every 2 it beats the opposing Perception check.
Hard Points
Hard Points are where Robots excel over Animal companions for their customization and reconfigurable abilities. These are mounting points on the chassis of the robot that can carry everything from a Weapon to a Medical Kit or even a scanner. The number and size of the hardpoints are determined by the size of the chassis.
| Chassis Size | Num and Size of Hard Points |
|---|---|
| Tiny | 1 Small |
| Small | 2 Small |
| Medium | 1 Small, 1 Medium or 3 Small |
| Large | 1 Small, 1 Large or 2 Medium |
- Weapon Hard Point
- Weapon size determines the max Weapon level that can be mounted to a Hard Point. Small (Levels 0 - 2), Medium (Levels 0 - 5), Large (Levels 0 - 8). Follow the Weapons rules for creating a weapon. A clunky weapon takes up two slots. (Whatever extra slot is available, the second slots size doesn't matter). A robot cannot use Archaic weapons. A Robot takes a -1 to both Accuracy and Damage on weapons with the Exotic attribute.
- Medical Hard Point
- This can be a specialized hardpoint that uses a Medical Kit/First Aid Kit as a sort of ammo. It requires physical contact with the target and gains the Skill Treat Injury. The Masterworked level of the Medical HardPoint + the Masterworked level of the Robot Chassis equals the Skill Rank Level. Dex is used in place of Wisdom as the Skills associated with Ability.
- Professional Kit Hard Point
- Medical Hard Point is an example of a Professional Kit Hard Point. This utilizes a Professional Kit to unlock a skill that can be used. Each time the skill is used the Kit takes one use like it was ammo. The Skill Rank is determined on the Masterworked Level of the Professional Kit HardPoint + the Masterworked level of the Robot Chassis. There are some kits that are not associated with a Skill but a task. This works the same but allows the task to act like a Skill check. This may result in combining multiple actual Skills into one special task/action skill for the robot. If the skills that are being combined have different Ability scores use the one that is highest for the Robot.
- Surveillance Hard Point
- This provides the Study/Perception skill and allows the Robot to perform basic surveillance operations and be able to report and/or react to what it sees.
- Scanner Hard Point
- This can be any of the Scanner Items in the General Equipment. This makes it the Robot that has access to the Skill[s] associated with the Scanner so it can assist another player doing the skill as a helper. It doesn’t grant the Robot the ability to do the Skill themselves.
- Single Use Item Hard Point
- Equipment such as medical equipment/poisons and so on. This acts as a delivery system for a Syringe or Grenade and is able to carry a number of rounds according to its Hard Point size. Small = 3, Medium = 5, Large = 7.
- Multi Use Item Hard Point
- This is Equipment ranging from a Container to a Force Field Emitter. It allows the item to be activated by the Robot. It can also be activated and used by the owner of the robot if the owner is adjacent to the Robot.
- Emulation of Animal Attack Hard Point
- This emulates a Natural Attack from the Animal Natural Attack section. If the attack includes Poison as a secondary effect then that will have to be supplied with the number of uses available equal to 3 for Small, 5 for Medium, and 7 for Large. Treat the Hard Point size as the Animal Size when determining the damage die.
Robotic Features
Robotic Features are passive bonuses to a Robot that improves over time due to the Feature specific A.I learning to utilize the feature within the provided chassis. Robots gain a Feature at level 1 and possibly more as they level up. All Robotic features improve at levels 1, 5, 10, 15, 20
| Robotic Feature | Requirements | Description |
|---|---|---|
| Improvements (1, 5, 10, 15, 20) | ||
| Sturdy Frame | a masterwork mechanical skill, or chemical for a Synthetic | +1 Kinetic DR per improvement. |
| Autonomous Repairing | Synthetic or Cybernetic | The ability to repair damage to Hit Points every round. +1 HP per round for every improvement. |
| Electrofied Movement | Mechanical, Cybernetic or Hydraulic | +1 to the Dexterity Score at every improvement. |
| Mechanized Procession | Mechanical or Cybernetic | +1 to weapon proficiency advantage rolls per improvement. |
| Artificial Strength | Mechanical or Hydraulic | +1 to Strength score at every improvement. |
| Advanced Sensors | - | +1 Misc Bonus to Perception. This also includes Passive Perception. |
| Reinforced Plating | - | +1 to AC on every other improvement starting at 1. So at 1, 10, 20. |
| Thermal Insulation | Mechanical, Cybernetic or Hydraulic | +1 to Thermal DR per improvement. |
| Corrosion Resistance | Masterwork Chemical Skill | +1 to Chemical DR per improvement. |
| Non-conductive Components | Synthetic | +1 to Electrical DR per improvement. |
| Resilient Tissue | Synthetic or Cybernetic | +1 to Constitution per improvement. |
Subroutines
These are similar abilities to robot Tricks. They can be 'learned' using the 'Adaptive Behavioral Learning Algorithm' that all general A.I. robots have.
- Aid
- The Companion can use the 'Aid Another' action. They can only aid in Skill checks and only in skill checks that they themselves can perform. They can also now be aided by there owner.
- Attack On Sight
- Unlike the normal attack command, this is similar to the Guard trick except that it is more simple. If the creature encounters a person or thing they do not know they instantly attack. If the owner is with the robot then they can roll an initiative check to stop the robot. This means that the robot may get a surprise round if they see the target before the target sees them.
- Guard
- Similar to Attack On Sight. Except the robot will simply attempt to look menacing and block people or things from passing by. They will only attack if they are attacked.
- Watch
- Similar to Guard but with an attempt to be stealthy and will raise alarm when an unknown person or thing comes within view.
- Bombard
- (Requires Flying or Glide) This is an advanced version of the Charge combat technique. It allows the creature to keep moving after a charge attack. It also allows the creature to attack by dropping an object on top of the enemy target if it was handed to them by their owner.
- Deliver
- The robot can take a given object and travel across great distances and time to deliver to a person/place/thing. DC10 survival per day.
- Detect
- The robot 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 robot 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 robot is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the robot'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.
- Distract
- The 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)
- Get Help
- With this trick, a trainer can designate a number of creatures up to the robot's Intelligence score as “help.” When the command is given, the robot 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.
- 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.
- 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 advantage to Survival checks while in an urban environment.
- Stay
- The robot 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.
Robot Skills
Robot companions have a limited skill list to choose skills from. Although some skills not on these lists can be learned/trained or otherwise gained as the companion levels up. By default, the companions do not have access to the same skills as normal Characters.
Below are the Skills available to a Robot. More skills can be obtained via Hard Points, Software Upgrades, or Subroutines. At level 1 a Robot gains 3 of these skills as favored. Then at each level, a Robot gains 1 additional Skill point to spend.
- Perception
- Study
- Language (Can already speak 1, pick this again, it instantly gains 5 ranks in this new language)
- Computer Use
- Craft (pick one type)
- Disable Device
- Knowledge (Pick one type)
Robot Feats
At level 1 Robot companions gain 1 Feat. Additional feats can be earned as the companion levels up.
- Go to the Robotic Feats page for a complete list of Robotic Feats.