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Robot Companions

From FuturePath

Here are the rules for Robot Companions. Robot Companions are 1 of 3 types of Hero Companions. The others 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, select one option for each attribute in the order they are listed 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 the robot occupies 4 squares. It does mean, however, that even friendly combatants cannot move through a square occupied by a large robot.

Creature Size Table
Size AC Bonus Hit Die Ability Points
Tiny +2 d4 9
Small +1 d6 10
Medium +0 d8 10
Large -1 d10 11

Robot Point Buy System

All robots start with the default Attribute points of Str 9, Dex 9, Con 10, Wisdom 3, Int 8, Cha 5. This adjusts point buy. Example: To go from 3 to 4 would cost one point. Going from 4 to 5 would cost 2 points, from 5 to 6 would cost 3 points, and so on.

Technology

Table: Technology Levels
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 Robotic 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 Improvement, 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 computing its surroundings.

  • Mechanical Tech:
    • Description: This is the most common form of robotics. Powered by electricity, its servos' bodies 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 to Strength
    • Specials: Gains Kinetic DR 1 and Thermal DR 1.
  • 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, though these are not required. However, most of its components, especially its servos and mode of locomotion, are constructed from organic compounds and powered by biological means.
    • Natural AC: +1
    • Attribute Mods: +1 to Dexterity and +1 to Constitution
    • Specials: Gains Electrical DR 1.
  • 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 metals and organic (carbon-based) parts. This usually means that its movement is powered by gears and motors, as well as by organic chemical processes.
    • Natural AC: +0
    • Attribute Mods: +2 to either Strength or Dexterity, and +1 to Constitution.
    • Specials: Gains Kinetic DR 1.
  • 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, 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 to do such a thing in a compact robot will also have advanced computational skills. These robots are generally the highest quality.
    • Natural AC: +0 (+1 if built at Tech Level 4)
    • Attribute Mods: +2 to Strength, +1 to Dexterity.
    • Specials: This requires Tech 3. If this is built at Tech 4, then add +1 to the AC. Gains Kinetic DR 1.
  • Nanotech / Nanocomposite:
    • Description: An advanced chassis constructed from programmable matter and microscopic nanites capable of fluid reconfigurations and self-assembly.
    • Natural AC: +0
    • Attribute Mods: +2 to Dexterity and -1 to Strength.
    • Specials: Self-Repairing Nanites: Outside combat, the robot heals at twice the normal rate. Inside combat, it automatically regenerates 1 HP at the start of its turn as long as it has at least 1 HP remaining. Fluid Form: Once per encounter as a move action, the robot can temporarily dissolve and squeeze through tight gaps as if it were two sizes smaller without taking squeezing penalties. Electrical Weakness 2.
  • Photonic / Hard-Light Tech:
    • Description: An advanced chassis composed of solid-state hard-light projectors and crystal focusing matrices. Often resembles a translucent, glowing geometric construct.
    • Natural AC: +2 against ranged attacks, +0 against melee attacks.
    • Attribute Mods: +2 to Intelligence, +1 to Dexterity, and -2 to Constitution.
    • Specials: Refraction Array: Gains Thermal DR 2 and is immune to sight-based blindness and laser-based gaze attacks. Kinetic Weakness 2.

Locomotion

Robotic Locomotion Table
Locomotion Speed
Active Flight 60ft
Gliding/Hovering 40ft
Quadrupedalism 40ft
Rolling 40ft (20ft off-road)
Bipedal/Multipedal 30ft
Tracked/Treaded 30ft

This describes how the robot moves through space and provides the base speed for movement in combat. Robots can be given more than one form of locomotion, but only one is their primary form of locomotion, which also determines their combat speed. This is based on the Animal's Locomotion rules and simply adds to and modifies those existing rules.

  • Active Flight: Flying in difficult terrain (i.e., in a storm) has a lower base DC of 10 instead of 15.
  • Gliding/Hovering: Unlike most flying animals, these machines can easily hover in 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 on paved or artificial surfaces (streets, sidewalks, hallways). In an off-road situation, this is reduced to 20ft even if it isn't in difficult terrain.
  • Bipedal/Multipedal: Humanoid bipeds or insectoid multi-legged platforms. Bipedal platforms have forelimbs that can act as basic manipulators (holding gear, opening doors), while insectoid multi-legged configurations gain Advantage on checks to resist being tripped or knocked prone.
  • Tracked/Treaded: Heavy rubber or alloy tank treads. The robot does not take movement penalties when crossing rough or off-road terrain. Gains a +2 bonus on checks to resist being shoved or forced backward.

Software/Programs/Apps

Software, Programs, and Apps 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 robot's intended function 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 complete 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. 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 the Robot's 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 must be within 5ft of its owner. The robot can position itself to take the brunt of area-of-effect damage, such as from a grenade, as a reaction. This automatically means the owner only takes ½ damage on a failed save, and no damage on a successful save (matching standard Evasion rules). 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 owner's accuracy check 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 Stealth skill) 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.
Universal Translator App
The robot runs real-time linguistic decryption and acoustic analysis databases. The robot gains the Language skill as a favored skill. If the robot encounters an unknown alien dialect or ancient script, it can decipher it using a DC 15 Study or Knowledge check. Additionally, the owner gains Advantage on Diplomacy and Bluff checks when communicating through the robot's real-time translation interface.
Electronic Warfare App
The robot broadcasts sensor noise, static, or overflowing data packets to disrupt enemy targeting. Once per encounter as a standard action, the robot makes a Computer Use check opposed by a target's Wisdom saving throw. If successful, the target is jammed, taking Disadvantage on all ranged attacks and sensor sweeps for 1 round.
LiDAR Mapping App
The robot utilizes active LiDAR and sonar sweeps to map the surrounding terrain in real-time. The owner gains Advantage on Survival and Navigation checks to avoid getting lost or trapped. Additionally, the party gains a +1 initiative bonus when fighting in any room or corridor that the robot has already fully scanned.
Overclocking App
An emergency override program that bypasses safety protocols to push the robot’s actuators and processing core beyond safe limits. Once per encounter as a simple action, the owner can trigger this program. For 3 rounds, the robot gains +10ft speed, +1 Accuracy on all attacks, and its Advantage die increases by one step (e.g., 1d4 to 1d6). When the program ends, the robot takes 1d6 Kinetic/Internal damage that bypasses any damage resistance (DR) it possesses.

Hard Points

Hard Points are where Robots excel over Animal companions in terms of customization and reconfigurable abilities. These are mounting points on the robot's chassis that can carry everything from a Weapon to a Medical Kit to a scanner. The number and size of the hardpoints are determined by the chassis size.

Hard Points
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 (whichever extra slot is available, the second slot's size does not 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 ammo. It requires physical contact with the target and gains the skill Treat Injury. The Masterworked level of the Medical Hard Point + the Masterworked level of the Robot Chassis equals the Skill Rank Level. Dexterity is used in place of Wisdom as the associated ability score for these skill checks.
Professional Kit Hard Point
Medical Hard Point is an example of a Professional Kit Hard Point. This uses a Professional Kit to unlock a usable skill. 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 combined skills have different Ability scores, use the highest score 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 the Robot the one with access to the skills associated with the scanner, so it can assist another player performing the skill as a helper. It doesn’t grant the Robot the ability to do the Skill itself.
Single Use Item Hard Point
Equipment such as medical equipment/poisons, and so on. This serves as a delivery system for a Syringe or Grenade and can carry a number of rounds depending on 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 robot's owner 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, that will have to be supplied with the number of uses available: 3 for Small, 5 for Medium, and 7 for Large. Treat the Hard Point size as the Animal Size when determining the damage die.
Power Link Hard Point
An auxiliary generator linkage and power-routing matrix that can feed energy to external systems, tools, and weapons. Small: can run any Small or Medium energy weapon, tool, or console indefinitely using a physical cable link. Medium: can recharge up to 2 standard energy cells per hour of downtime, or act as an auxiliary shield booster, granting an adjacent ally a +2 temporary shield bonus. Large: serves as a heavy mobile generator capable of powering a vehicle engine, a ship subsystem, or a standard outpost console. Additionally, it grants the owner Advantage on Repair and Craft (Electronic) checks made on items adjacent to the robot.

Robotic Features

Robotic Features are passive bonuses to a Robot that improve 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. Robotic features improve at specific levels as dictated by the Technology Levels Table (typically up to 5 times total: at levels 1, 5, 10, 15, 20 or similar progression depending on player choices).

Robotic Features Table
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.
Electrified Movement Mechanical, Cybernetic or Hydraulic +1 to the Dexterity score at every improvement.
Mechanized Precision 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 levels 1, 10, and 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.
Infrared/Thermal Optics - Upgraded thermal lenses and processing software. Grants thermal-vision, allowing the robot to see in complete darkness by heat signatures (ignores smoke/foliage concealment). Grants a +1 to Perception per improvement.
Modular Interface - Expandable software directories and ports. Unlocks 1 extra Subroutine (trick) or Software App slot per improvement.
Strobe Spotlight - High-intensity LED cone spotlight. Emits bright light in a 30ft cone. Flash blind (once per encounter): adjacent targets must succeed on a Dexterity save (DC 10 + Dexterity Mod) or be Dazed for 1 round. Spotlight cone range increases by +15ft and flash DC by +1 per improvement.

Subroutines

These are similar to Animal 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 those they themselves can perform. They can also now be aided by their owner.
Attack On Sight
Unlike the normal attack command, this is similar to the Guard trick except that it is simpler. If the creature encounters a person or thing they do not know they instantly attack. If the owner is with the robot, they roll initiative alongside it. If the owner acts before the robot, they can attempt a DC 15 Computer Use (or Charisma) check as a reaction to command it to stand down before it attacks. Otherwise, the robot may get a surprise round if it sees the target before the target sees it.
Guard
Similar to Attack On Sight, except the robot will simply attempt to look menacingly and block people or things from passing by. They will only attack if they are attacked.
Watch
Similar to Guard, but the robot attempts to remain stealthy (using Stealth) and raises an alarm (such as flashing lights, sirens, or local network alerts) when an unknown target comes within range using its Perception skill.
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. Dropping an object requires a standard ranged attack using the robot's Dexterity modifier.
Deliver
The robot can take a given object and travel across great distances and time to deliver it to a person, place, or thing, requiring a DC 10 Survival (or Computer Use/Navigate) check per day of travel.
Detect
The robot is trained to detect the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements that may indicate potential dangers or secret passages. When commanded, the robot uses its Perception skill to try to pinpoint the source of anything it finds unusual in 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 appear 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 through 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 them 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 they have access to all of it, as if they were trained to 2 ranks. This also includes Crafting skills for the sake of identifying the object.
Lie
Normally, Robots cannot lie. All A.I. is built with certain rules, and one of them is that it 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 an Advantage on 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.
Rescue Protocol
The robot is programmed to drag unconscious or helpless allies out of active combat zones. When commanded, the robot moves to an adjacent down, helpless, or unconscious ally, secures them (using a free action), and uses its move action to drag them up to half its speed away from hostile targets.

Robot Skills

Robot companions have a limited skill list to choose from. 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 (unlike characters or animal companions, a robot's Intelligence modifier does not affect its skill point progression).

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.