DUM-Series Pit Droid
Droid Type x
Small 0
Slow? -1
Standard Stats (-2 Str, +2 Dex/Int) 0
Xenophobic 0
Linguist 1
Advanced Int 4
Electricity Resist 1
NA (1) 2
Stubborn 2
Beguiling Liar 2
Craftsman 1
Gifted Linguist 2
Master Tinker 2
Skill Bonus 2
Skill Training 1
Static Feat 2
Nimble Attacks 2
Enclave Protector 2
SLA Lesser? (Nondetection?) 1*
SLA At-Will 2*
Sprinter 1
Swift as Shadows 3
Terrain Stride 1
Weapon Familiarity 1
---Droid---
Droid Type x
Small 0
Slow? -1
Standard Stats (-2 Str, +2 Dex/Int) 0
Xenophobic 0
NA (1) 2
Craftsman 1
Skill Training (K: Engineering, Stealth) 1
Terrain Stride (Urban) 1
Freeze x
Total: 4+Freeze+Droid Type
---Upgraded Droid---
Advanced Int 4
Electricity Resist 1
Beguiling Liar 2
Gifted Linguist 2
Enclave Protector 2
SLA *
Swift as Shadows 3
Holo-Projector *
Holo-Projector: Silent Image spell + Ghost Sound
With a Range of Short (25ft.+ 5 ft./2 levels) and a Duration of Concentration.
Freeze: Special Ability: The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.
Alteration Sphere: The target may take 20 without a time increase on its Stealth check to hide in plain sight as an inanimate object that matches its shape. (Requires the form of an object or construct)
PC Friendly Droid:
Droid Type
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Droids are artificially created beings made by men and given a near sentient-like intelligence and were created so that they may serve men in a massive variety of tasks. Some were designed to complete menial labor or preform dangerous jobs. Others were designed to entertain and cater to their masters, while others were designed to fill specific and often complex tasks that require significant processing power. Some were built for war.
Droids have been around for a long time, as early as the earliest days of the Jedi order and their relations with the sentient species has not always been smooth. Due to their ever increasing importance within society, occasional rebellions and the sometimes cruel wars that the Droids have been ordered to fight in has left a negative thought in the hearts of many sentient individuals; "Droids can be controlled, but not trusted."
Droids can come in all shapes and sizes, and are not "born" like regular organics are. Instead, they come into this world fully formed and filled with knowledge, immediately ready to serve their intended purpose. This does not mean that they cannot learn however, and due to the Droids Artificial Intelligence they are indeed capable of gathering experiences and memories and forming personalities and emotions through them. For this reason many droid owners preform routine memory wipes on their Droids to ensure their non-human properties.
Despite their mimicry of emotion and intelligence, Droids are still not "alive" and as a result are dead to the Force, an energy field that connects all living things in the galaxy.
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Features
A Droid has the following features.
D10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Droids have been embued with advanced Artificial Intillegence and are capable of learning, experiencing and reasoning almost as well as any human.
A Droids Class Skills are: Appraise, Craft, Disable Device, K: Engineering, Linguistics, Perception, Profession (all).
Additionally, Droids gain +1 skill rank each level (including in Class Levels) in 1 Skill decided at character creation, and this skill becomes a Class Skill.
Construct Size Bonus: Droids have no Con score, and instead gain bonus Hit Points based on their size. Small Droids gain 10 bonus Hit Points, and larger Droids gain an additional 10 Hit Points for each Size increase above this.
Droids are immediately destroyed when reduced to 0 hit points or less.
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Traits
A Droid possesses the following traits (unless otherwise noted in a creature’s entry).
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a Droid as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Droids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease, sleep effects and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Droids can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.
Droids do not naturally heal on their own, or through periods of "rest". However, Droid physiology is incredibly advanced and is adaptive enough to be able to self-repair even from unusual sources. Droids can benefit from healing magic and other similar effects but only regain half the usual number of hitpoints, rounded down (a Droid with the Fast Healing ability heals the full amount). Other forms of healing such as Ability Damage are unaffected.
Additionally, Droids can be healed through other spells and effects that can repair Constructs or objects, such as the Craft Construct feat or the Make Whole spell, and heal the full amount.
Finally, a character can use the K: Engineering skill on a Droid in place of the Heal skill and gain full benefit of the skill, as applicable, and may use the "Treat Deadly Wounds" any number of times, but no more then once per hour. An Engineers Kit replaces a Healers kit in this case, but is otherwise identical.
Droids do not breathe, eat, or sleep.
All Droids speak Binary. Binary is difficult for sentient races to learn and so for all non-Droids it takes 2 ranks in Linguistics to learn Binary.
A Droid is proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Droids are Proficient with no armor. If they gain proficientcy with armor, they must use the Barding rules for a creature of their size to account for their unusual bulk.
Additionally, the Droid will receive 1 "Mobility Trait" from the list below, as befitting its type.
Construct-like Droid:
Droid Type
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Droids are artificially created beings made by men and given a near sentient-like intelligence and were created so that they may serve men in a massive variety of tasks. Some were designed to complete menial labor or preform dangerous jobs. Others were designed to entertain and cater to their masters, while others were designed to fill specific and often complex tasks that require significant processing power. Some were built for war.
Droids have been around for a long time, as early as the earliest days of the Jedi order and their relations with the sentient species has not always been smooth. Due to their ever increasing importance within society, occasional rebellions and the sometimes cruel wars that the Droids have been ordered to fight in has left a negative thought in the hearts of many sentient individuals; "Droids can be controlled, but not trusted."
Droids can come in all shapes and sizes, and are not "born" like regular organics are. Instead, they come into this world fully formed and filled with knowledge, immediately ready to serve their intended purpose. This does not mean that they cannot learn however, and due to the Droids Artificial Intelligence they are indeed capable of gathering experiences and memories and forming personalities and emotions through them. For this reason many droid owners preform routine memory wipes on their Droids to ensure their non-human properties.
Despite their mimicry of emotion and intelligence, Droids are still not "alive" and as a result are dead to the Force, an energy field that connects all living things in the galaxy.
---------------
Features
A Droid has the following features.
D10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Droids have been embued with advanced Artificial Intillegence and are capable of learning, experiencing and reasoning almost as well as any human.
A Droids Class Skills are: Appraise, Craft, Disable Device, K: Engineering, Linguistics, Perception, Profession (all).
Additionally, Droids gain +1 skill rank each level (including in Class Levels) in 1 Skill decided at character creation, and this skill becomes a Class Skill.
Construct Size Bonus: Droids have no Con score, and instead gain bonus Hit Points based on their size. Small Droids gain 10 bonus Hit Points, and larger Droids gain an additional 10 Hit Points for each Size increase above this.
Droids are immediately destroyed when reduced to 0 hit points or less.
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Traits
A Droid possesses the following traits (unless otherwise noted in a creature’s entry).
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a Droid as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Droids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease, sleep effects and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Droids can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.
A Droid cannot heal damage on its own, but often can be repaired via the use of spells and effects that can repair Constructs or objects, such as the Craft Construct feat or the Make Whole spell. A construct with the fast healing special quality still benefits from that quality.
Additionally, a character can use the K: Engineering skill on a Droid in place of the Heal skill and gain full benefit of the skill, as applicable, and may use the "Treat Deadly Wounds" any number of times, but no more then once per hour. An Engineers Kit replaces a Healers kit in this case, but is otherwise identical.
A Droid cannot be raised or resurrected.
Droids do not breathe, eat, or sleep.
All Droids speak Binary. Binary is difficult for sentient races to learn and so for all non-Droids it takes 2 ranks in Linguistics to learn Binary.
A Droid is proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Droids are Proficient with no armor. If they gain proficiency with armor, they must use the Barding rules for a creature of their size to account for their unusual bulk.
Additionally, the Droid will receive 1 "Mobility Trait" from the list below, as befitting its type.
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Command Node
Droids were designed with certain tasks in mind, and large groups of Droids are often controlled and directed by a single Command Node.
While individual Droids are often advanced enough to be autonomous they are also usually controlled by this Node remotely. This control acts as an unlimited duration Lesser Geas with no Hit-Die limit combined with a Telepathic Bond linking all the affected droids together, out to the range of the Command Node itself. The Node may also issue Suicidal or obviously harmful commands that any affected Droids must follow.
Each Command Node affects only a single type of Droid, however multiple Command Nodes may be linked together (also linking their telepathy). Multiple Nodes connected together can create a large network capable of running a large installation, ship or even a city.
If a Droid was created for a specific Node and remains within its control, then the Droid gains no save vs the Geas effect.
If an outside Droid enters the range of a compatible Command Node, then the Node may, at its discretion, attempt to take control of the Droid. The affected Droid must succeed at a Will save or be immediately placed under the effects of the Lesser Geas and Telepathic Bond effects. An outside Droid may fail this save willingly, and may even request to be willingly connected if it desires. If desired, an outside Droid may attempt an additional Will save each day to escape from the Nodes control, with success making the Droid immune to that Nodes control for 24 hours.
Some Droids are designed with Autonomy in mind and gain an additional +4 bonus to this save, and can attempt to free themselves every hour instead.
Additionally, a Node may willingly release a Droid from its command if it desires, and there are often protocols in place to deal with assuming control and releasing command or even preserving anonymity of visiting Droids, emissaries and other Droids with "sensitive" information, as politics dictate.
The save DC to exert control is usually 20, but exceptionally powerful Command Nodes exist.
The range of a Command Node also varies, according to its function. Some smaller ones might only cover the area of a ship. Some might function for an entire city. Large ones may even cover an entire fleet in space and the largest of Nodes can even cover an entire planet, such as the ones used by the Trade Federation in the Invasion of Naboo.
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Mobility Traits
Bipedal This type of Droid was designed to mimic human motion and as such has no special qualities attached to it.
Tripod This type of Droid has 3 legs. While this increases its stability, it also limits its mobility.
3 Legs: +2 CMD against Trip attempts and counts as a Quadruped for carrying capacity. However it also takes a -4 penalty to Acrobatics checks to jump and climb checks.
Quadrapod This type of Droid has 4 spider-like legs. While this increases its stability, it also limits its mobility.
3 Legs: +4 CMD against Trip attempts and counts as a Quadruped for carrying capacity. However it also takes a -6 penalty to Acrobatics checks to jump and climb checks.
Astromech This type, like its namesake, has 2 wheels on each side and a small wheel in the front. It also has short thrusters in each side wheel that can be used to traverse otherwise inaccessible areas.
3 Wheels: +2 CMD against Trip attempts. However, it is incapable of jumping or climbing. The thrusters may be used 3 times per day, functioning as the Fly spell except with a 20ft fly speed and a duration of 1 minute.
Selenium drive (sphere) This type is basically a giant ball, and as such gains significant freedom of mobility.
Ball: Immune to Trip, counts as Quadruped for carrying capacity. However, it is incapable of jumping and cannot climb. It gains the Nimble Moves feat for free and you can make one turn of up to 90 degrees as part of a charge action.
Aquapedal This type of Droid mimics human motion while also assisting in aquatic environments.
It functions as the Bipedal type while also granting a swim speed equal to its base speed and Swim becomes a Class Skill.
Jet Pack This addon allows the Droid to fly through the air at a speed equal to its base speed and a Maneuverability of Poor. Additionally it grants the user the Hover feat for free.
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A note on Healing and Resurrection
A true Construct cannot be healed and cannot be resurrected. While this may be fine for NPC Droids that may, or may not be interacted with on a regular basis, this can be immensely difficult for a PC Droid to deal with.
Inability to heal can be especially difficult for a PC Droid as it tends to create an artificial frailty forcing the player to play extremely cautiously. This is often made worse when the Droid PC is often the only one who can heal himself.
How do you play a Battle Droid when you have a fixed, non-renewing health?
The easiest solution to this problem is to simply allow a Droid to benefit from normal healing, or even half-normal healing, bringing the Droid significantly more in line with a regular PC.
In the PC Friendly version of the Droid, I have opted to allow the Droid to receive partial healing from normal sources and full healing from spells like Make Whole as a form of balance. However, note that canny players could take certain spells and abilities like Mending to effectively gain unlimited healing. This should be fine due to the time cost involved with most of those abilities, often requiring an extended "rest period" to return to full health, and such abilities have no effect on the rest of the party, who will often require regular rest periods anyways.
I also allowed the K: Engineering skill to be used in place of the heal skill on Droids as it makes sense, thematically. It also has the ability to be used repeatedly to repair a Droid but runs the same disadvantages of the magical healing; Time. And it requires you to expend uses from an Engineers Kit or take hefty penalties.
The Construct-Like Droid will have significantly more problems when dealing with healing, especially if we are using SoP instead of regular Pathfinder Spells. While a Druid can most likely benefit from spells like Mending, chances are that the Druid is the only one on the party capable of using it. If the Droid gets itself incapacitated, then no one can really help it...
The other problem is that "Oh S$!$!" buttons like Channel Energy cannot benefit the Droid, who can often only heal outside combat by using time consuming methods.
The Construct-Like Droid can still benefit from the Engineering skill, which will go a LOOOONG way towards keeping him running, and it is very thematic that the Droid is dependent on someone constantly repairing him.
Note on both Droids: The Droid does have the option of repairing himself late into the night to regain a large amount, or even all of his hitpoints since he doesn't sleep. However, despite the fact that he doesn't sleep doesn't change the fact that he has to "rest" for 8 hours to regain class abilities like Spell Points or Rage. If you want to, you can rule that repairing yourself does not count as restful activity and that forces a choice on the Droid, repair all night long and be at full hps, or "rest" and regain class abilities, but not both :)
As for Resurrection, it also creates a fear of taking risks due to the Instant Death Syndrome that a Construct can have, and the fear of losing your character permanently if it dies.
The way I see it, the Droids from the Starwars Universe are significantly more advanced then the Pathfinder ones, and are made of Technology rather then Magic. Magic can dissipate when disrupted and once gone, its gone.
Technology is physical, even if you kill a Droid, its hardware remains, and can be repaired. If your lucky, you can even preserve the components that contain the Droids personality.
As such, I have made it where the PC Friendly Droids can be resurrected just the same as any other character, with fluff simply restoring their circuits, however this STILL requires advanced magic that may not be available at that time in the campaign.
Construct-Like Droids still cannot be resurrected.
Classes: Most Battle Droids tend to only have 1 or 2 racial hit dice and rarely rise above their pre-determined rank. The rare Battle Droid that proves to be capable beyond expectation might take class levels in one of the more martial classes, such as the Fighter or spell-less Ranger. A Battle Droid that becomes particularly accurate with its Blaster might take up the mantle of Rogue or Slayer. Spellcasting Battle Droids are all but unheard of owing to the fact that Droids are not alive, and therefore are "dead" to the Force, the energy that connects all living things in the Universe.
Do note that while Droids are not alive, their AIs are advanced enough to mimic human intelligence and even collect experiences which they then learn from. A Droid could theoretically learn to be anything. However, most Droid owners do not wish for this "enlightenment" in their Droid slaves and so they preform regular memory wipes, resetting them.
Standard Racial Traits
Ability Score Racial Traits: Droids are designed to make quick, calculated decisions on the battlefield and execute them promptly. However, they tend to take things very literally and are prone to being duped. They gain +2 Dexterity, +2 Intelligence, and –2 Wisdom.
Type: Battle Droids have the Droid Type and the Battle Droid subtype.
Size: Battle Droids are Medium creatures, and they have no bonuses or penalties due to their size.
Mobility: Battle Droids are Bipedal, and have a base speed of 30 feet.
Languages: Battle Droids begin play speaking Common and Binary. Battle Droids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.
Feat and Skill Racial Traits
_________________________________________________________
Eccentric: CL4P-TPs have been known to have any of a number of bizare personality quirks. Choose one Perform skill. Gain +2 racial bonus to that skill.
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.
Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.
Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.
Favoured Class Options
________________________________________________________
Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard: Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin: Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger: Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: The rogue gains +1/6 of a new rogue talent.
Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Spoiler:
Race Points: Battle Droid
Droid Type: about 10rp as a rough estimate
Size: Medium +0
Mobility: Bipedal +0
Speed: Normal +0
Standard Abilities: +2 Dex, +2 Int, -2 Wis +0
Standard Languages: (Common, Binary) +0
+1 NA: +2
Skill Training (K: Code, K: Tactics): +1
Static Bonus Feat (Weapon Focus: Blaster) +2
Weapon Familiarity (Blasters): +1
Intergrated Light Droid Plate: 0
Total: about 6rp, plus the Droid Type.
Battle Droids are cheap and mass produced, they are usually designed and utilized for one purpose: to be used as shock troops and overwhelm their targets with vollies of blaster fire. To this end the Droids havs been created with a simple yet functional
However, a lot of
Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp (+2 dex, +2 int, -2 str)
Linguist: 1rp
Cornered Fury: 4rp
Eccentric: 1rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 10rp
What do you think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
The constructed type was taken from the Android monster listing and seems more powerful than half-construct while being cheaper but gets a lot closer to the feel I was looking for. If needed you can up the race points associated with it. I also slightly modified it so that they can be afraid, as that happens a lot in the game :) Some other ideas you might like is to give it natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.
Also note that while it is a *robot*, it still needs to eat oil, enter sleep cycles and feed oxygen into it motors. It also bleeds oil and its sofisticated design acts more like an organic body then a piece of machinery.
Regular Droid
Super Droid
Rolling Droid
R2 D2
3CPO
AstromechAstromech
R2 series link
Skilled: Pilot
Skilled: Maintenance
Binary Language
--R1 link
no Astromech mobility
--R2 link
Standard Astromech
--R3 link
+2 Int.
--R4 link
Mind reading resistance?
--R5 link
Cheap and prone to malfunctioning?
There are also the old and outdated C-series of Astromech Droids, similar to the R2 model, but more ancient.
Protocol Droidlink
A protocol droid was a droid whose job was to aid sentients with their etiquette and relations with each other in the galaxy. Typically 1.7 meters tall, protocol droids came in many shapes and sizes, although most were humanoid in form.[1] Notable models included Cybot Galactica's 3PO unit and Arakyd Industries' RA-7.
Bipedal Mobility (20ft)
d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Construct Size Bonus Hit Points Fine — Diminutive — Tiny — Small 10 Medium 20 Large 30 Huge 40 Gargantuan 60 Colossal 80
Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.
Hive Subtype
The hive are an invasive species of aberrations that consume worlds like locusts. Hive creatures have the following traits (unless otherwise noted in a creature’s entry).
Immunity Hives are immune to acid damage.
Blind: A hive creature is blind. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Unlike other aberrations, a hive creature doesn’t have darkvision.
Blindsense Hives have blindsense 60 feet.
Blindsight Hives have blindsight 10 feet.
Clockwork Subtype
Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.
Android
Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.)
Senses Racial Traits
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits
Constructed: For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)
Nanite Surge: An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)
Alternate Racial Traits
Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge. Source PCS:ISR
Anomaly: Sometimes, a particularly volatile soul can overwhelm the technology of an android body, making the resulting individual subject to emotions, and greatly so. Anomalous androids suffer a –2 racial penalty on saving throws against all mind-affecting effects, emotion effects, and fear effects but can gain the benefits of morale bonuses and suffer no penalty on Sense Motive checks. Additionally, Bluff and Sense Motive are always class skills for them. This racial trait modifies constructed and replaces logical. [JBE:BoHR:AC]
Conduit: Rarely, an android’s circuitry is built to act as a potent conduit for divine power. Androids with this trait treat their Charisma score as 2 points higher for the purpose of the channel energy and lay on hands class features, and also for oracle class features (including both spellcasting and revelations). Furthermore, conduits treat their caster level as 1 higher when casting cure and inflict spells. This racial trait replaces nanite surge. [JBE:BoHR:AC]
Factual: While most androids have difficulty processing emotions, others instead have an inability to imagine things outside of physical and factual reality, making it difficult for them to deceive others. Such androids suffer a –4 penalty on Bluff checks. This racial trait replaces logical. [JBE:BoHR:AC]
Ironspy: Android bodies built for stealth and infiltration employ camouflage circuitry, foregoing the capacity for a nanite surge, since the resulting display can compromise delicate missions. Androids with this trait reduce the penalty for using Stealth while moving at full speed by 5 and reduce the Stealth check penalty for sniping by 10. This racial trait replaces nanite surge. [JBE:BoHR:AC]
Magitech: Some androids possess circuitry infused with magical energies, which allow them to better channel arcane power. Androids with this trait choose a bloodrager or sorcerer bloodline at 1st level and treat their Charisma score as 2 points higher for all bloodrager and sorcerer class abilities (including spellcasting) if they have that bloodline. Androids with both bloodrager and sorcerer class levels gains this benefit for both bloodlines if they have the same bloodline for each class. Additionally, magitech androids gain a +2 racial bonus on Spellcraft checks. This racial trait replaces nanite surge. [JBE:BoHR:AC]
[Spoiler=CL4-TP]
CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.
Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.
Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.
Standard Racial Traits
Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defence racial Traits
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Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.
Feat and Skill Racial Traits
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Eccentric: CL4P-TPs have been known to have any of a number of bizare personality quirks. Choose one Perform skill. Gain +2 racial bonus to that skill.
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.
Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.
Senses Racial Traits
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Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.
Favoured Class Options
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Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard: Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin: Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger: Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: The rogue gains +1/6 of a new rogue talent.
Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
What do you think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
The constructed type was taken from the Android monster listing and seems more powerful than half-construct while being cheaper but gets a lot closer to the feel I was looking for. If needed you can up the race points associated with it. I also slightly modified it so that they can be afraid, as that happens a lot in the game :) Some other ideas you might like is to give it natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.
Also note that while it is a *robot*, it still needs to eat oil, enter sleep cycles and feed oxygen into it motors. It also bleeds oil and its sofisticated design acts more like an organic body then a piece of machinery.
The CL4P-TP series was one of the last created by the Dahl Corporation and the series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair they were created to be maintainence bots or to do other manual labour and this they do well and with cheery attitudes.
A CL4P-TP stands just over 2 feet high with a slim build supported by a single wheel, and have two spindly arms ending in a pair of surprisingly dextrous pincers. At the top-center of the chassis lies a single lens that acts as their eye to the world and their front pannel hinges open to reveal a compartment used to store whatever odds and ends they collect.
While they are always ready to help out with a cheery attitude or to offer advice, they tend to come off as annoying more than anything else and due to their extensive memory banks they can be known for being know-it-alls. Often in attempts to cheer others up or simply to while away the time a few have been known to take to singing or dancing, further cementing their annoying image yet dispite these outbursts of "personality" they are usually content with remaining in the background supporting and fixing out of the spotlight.