Clockwork Librarian

SRG-B0T's page

No posts. Alias of Cam James.


About SRG-B0T

SRG-B0T (with a Zero!)
SargeBot CL4P-TP Gunslinger (Gun Scavenger) 4
NG Small Humanoid (Robot) Initiative +4 Senses Darkvision 60ft, Perception +10
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Defenses
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AC 17, Touch 15, Flat Footed 13 (+4 dex, +2 armor, +1 size, +2 blind panic)
hp 31/31 (4d8+8)
Fort +6 Ref +8 Will +4
Special Defenses constructed
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Offenses
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Speed 30ft
Melee
Ranged Hackbut +10 (2d10 20/x4) 50ft range
Hackbut +8/+8 (2d10 20/x4) 50ft range
Pistol +10 (1d6+1 20/x4) 20ft range
Modifiers +4/+0 BAB, +4/+0 Dex, +1/+0 Size, +1/+0 Mwk, +1/+1 PBS, -2/+0 Rapid Shot, -4/+0 Double Shot, +1/+0 Confirm Crit, +0/+2 Blind Panic

Magical Effects

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Statistics
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Str 8, Dex 18, Con 14, Int 14, Wis 16, Cha 10
BAB +4 CMB +2 CMD +16

Feats Gunsmithing (bonus), Rapid Reload (hackbut, bonus), PBS, Rapid Shot
Traits 2+ Meticulous

Skills 6x level
Acrobatics +2 (0 Ranks, -2 Meticulous, -4 Wheeled, +4 Dex) -2 to jump
Craft: Alchemy +6 (1 Rank, +3 CS, +2 Int)
Craft: Firearms +11 (4 Ranks, +3 CS, +2 Mwt, +2 Int)
Disable Device +12 (4 Ranks, +3 CS, +1 Tinkerer, +4 Dex)
Knowledge: Engineering +10 (4 Ranks, +3 CS, +1 Tinkerer, +2 Int)
Knowledge: Local +8 (2 Ranks, +3 CS, +2 Int)
Perception +10 (4 Ranks, +3 CS, +3 Wis)
Perform +3 (1 Rank, +2 Ecentric, +0 Cha)
Sense Motive -3 (0 Ranks, -2 Meticulous, -4 Emotionless, +3 Wis)
Slight of Hand +11 (4 Ranks, +3 CS, +4 Dex) +13 coat pistol

Languages Common, Binary, Protean
Other Gear
Old Betty
Thirsty
Coat Pistol
BoomKeg
Muleback Cords
2751.2gp

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TRACKED RESOURCES
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Grit (3/3)
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Special Abilities
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Arbratary Aim if a target shot by the gunslinger has a dodge or insight bonus to AC, reduce it by 1.
Blind Panic when SargeBot is at less then half hps and no concious ally is within 30ft, SargeBot gains +2 Dodge bonus to AC and +2 to hit in melee.
Bonus Feat Gunslingers gain a bonus feat at 4th lvl.
Constructed +4 to saving throws vs mind-affecting effects, paralysis, poison, and stun. Immune to fatigue, exhaustion, disease, sleep, emotion-based effects except fear effects. Immune to moral bonuses. Counts as both Humanoid and Construct.
Deeds SargeBot has access to these deeds:
Change Out: requires grit. Remove the broken condition caused by a misfire from a gun and give it 1 modification from the list below. Every time you fire, increas the Misfire chance by 1. When you next misfire, these bonuses are lost. You cannot give the same modifications twice in a row. You can spend 1 grit to Change Out as a standard or on a non-broken firearm.
Deadeye:[/b] target Touch AC at any range at a cost of 1 grit per range increment beyond 5.
[i]Defect:
requires grit. You can chose a second modification when you Change Out but you must also chose a Defect.
Gunslingers Dodge: costs 1 grit as an immediate action. When attacked with a ranged attack, move 5ft and gain +2 AC or drop prone for +4 AC. This movement provokes.
Pistol Whip: costs 1 grit. Make a melee attack as a standard action dealing 1d4 for a 1-handed firearm or 1d8 for a 2-handed weapon with a crit modifier of 20/x2. Make a free trip attempt if it hits.
Utility Shot: requires grit. Can do one of the following as part of an attack: Blast Lock, Scoot Object, Stop Bleeding.
Ecentric +2 to perform ().
Emotionless -4 to sense motive.
FCB +1 1/3 to hit on crit confirms.
Go By Feel can never reduce a guns misfire chance to 0.
Grit 3/day. Used to power Deeds. Recharges when you deal the killing blow or confirming a crit against a creature at least half your hps.
Gunsmith gain Gunsmithing as a bonus feat. Anyone else using "Thirsty" treats it as broken.
Master Tinkerer +1 to Disable Device and Knowledge: Engineering. Proficent with any weapon that is personally crafted.
Meticulous -2 to skill checks in which you are untrained.
Wheeled -4 to acrobatics checks to jump. No foot slot.

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Encumbrance 30.13b
Light 57lb, Medium 114.75lb, Heavy 172.5lb
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"Old Betty" is SargeBots Light Machine-Gun. When SargeBot was dumped in this world he was sorely dissapointed with the local firepower and has since done his best to build himself a custom-made machine gun from the parts available.
Mods:
Defect:
Misfire: 1-3

:

Old Betty is a Mwk Double Hackbut with a belt feed loading system connected to the keg of gunpowder on his back. (the belt feed has no real mechanical effect, just assembles the blackpowder, bullet and cartridge)
Damage: 2d10, Misfire: 1-3, Range: 50ft, Capacity: 2
Value: 650gp ((4000 base x 0.25 commonplace + 300 Mwk) x 0.5 crafted)
Weight: 15lb (18 base x 0.75 small + 1.5 belt feed)
Old Betty must be set up as a full-round action prior to firing. Failure to do so results in a -4 to hit penalty and knocks the shooter prone.
Reloading is normally a move action.

"Thirsty" is SargeBots trusty sidearm and backup weapon. Overloaded with gunpowder and about as bulky as a rock, this pistol never-the-less spits golden death downrange and has been with Sarge since the begining (although it barely resembles the Atlas pistol it once was)
Mods: External Capacity, Double Packed
Defects: Overloaded
Missfire: 1-2

:

Thirsty is a Mwk Double-Barreled Pistol with the External Capacity and Double-Packed Barrels mods and the Overloaded defect resulting in 3 chambers with 3 doses of powder and 1 gold plated bullet in each. SargeBot carries 6 spare golden bullets in a small compartment in the handle.
Damage: 1d6+1, Misfire: 1-2, Range: 20ft, Capacity: 3
Value: 382.95gp ((1750 base x 0.25 commonplace + 300 Mwk) x 0.5 crafted) + (1 base bullet x 0.1 crafted x 3 gold plated x 9 total) + (10 base gunpowder x 0.1 crafted x 9 doses) + (5 base hollow pommel x 0.5 crafted)
Weight: 5.63lb (5 base x 1.5 fluff x 0.75 small)
Thirsty normally fires single bullets but can be made to fire 2 shots at once with a -4 penalty to each shot.
Reloading is normally a standard action.

and with careful maintainence it will stay that way :)

SargeBot carries a rarely used pistol in the compartmet in his front pannel.
Mods:
Defects:
Missfire: 1

:
This is a simple coat pistol, yet modified like everything else.
Damage: 1d3, Misfire: 1, Range: 10ft, Capacity: 1
Value: 94.85gp (750 base x 0.25 commonplace x 0.5 crafted) + (1 powder + 0.1 bullet)
Weight: 0.75lb (1 base x 0.75 small)
The coat pistol grants +2 to slight of hand checks to conceal the weapon.

SargeBot also carries what he calls his BoomKeg on his back. This contraption contains a massive and volitile keg of gunpowder, shot and the tools required to fuel and maintain his weaponry. As is everything else, it is custom made and heavilly modified.

:
The BoomKeg is a combination of everything SargeBot needs relating to guns. It contains a massive keg of powder (100 doses), a large pouch of shot holding up to 60 bullets, a built in gunsmiths kit and a bullet combiner attached to the belt feed that feeds his machine gun (20 cartridges max).

Value: 221gp ((1000 base powder x 0.1 crafted) + (1 base bullet x 0.1 crafted x 60 total) + ((12 base cartridge x 0.5 crafted) - 1 powder) x 20 total) + (15 gunsmithing kit)
Weight: 8lb (5 powder) + (1 bullets) + (2 kit)

The BoomKeg contains everything SargeBot needs to maintain, modify and fire his weaponry, however, having that much in one place can be dangerous! If the Keg is exposed to fire, electricity, or a misfire explosion, SargeBot must make a Ref save or the keg explodes, dealing 5d6 points of fire damage to anyone within a 20-foot burst (DC 15 Reflex half).
Also, the Keg weighs the same (8lbs) no matter how much powder, ammo and such is inside (the Keg sitll can only hold a maximum of 100 doses of powder, 60 bullets and 20 cartridges)
Powder is crafted at a cost of 1gp a dose, bullets at 0.1gp and cartridges are 5gp a piece (includes bullet).

The Keg just combines everything and makes it simpler so i have less paperwork to deal with. Also note that the exploding Keg gets a ref save because i am carrying it.
And having a massive keg of boompowder on your back is cool!

Total cost: 1284.8gp
Total weight: 29.38lb

That is also all i will be crafting, i have just under 5k left to spend which will probably include muleback chords, armor of some sort and a +1 enhancement for Old Betty (paying full price).
Probably something like a coat pistol chucked into my front pannel compartment too, completely hidden. Just in case.

Relevant rules:

Commonplace Guns wrote:
Commonplace Guns: early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed, but advanced firearms and their ammunition are still rare and cost the full price.
Gunsmithing wrote:

Gunsmith: gain gunsmithing feat. You can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Cafting Firearms: craft early firearms at half price. At GM’s discretion, craft advanced firearms at half price. Crafting takes 1 day of work for every 1,000gp (minimum 1 day).
Crafting Ammunition: craft bullets, pellets, and black powder at 10% price. If you have 1 rank in Craft (alchemy), craft alchemical cartridges at half price. Crafting takes 1 day of work for every 1,000gp (minimum 1 day).
Objects and saving throws wrote:

Objects and saving throws

"Unattended Non-Magical Items": Non-magical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).

Homebrew

Gun Scavenger: Reloaded 1.0:

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Gun Scavenger: Reloaded
A gun scavenger collects scraps, spare parts, and other components that might—if modified properly—give her firearm an extra edge.

Gunsmith: The gun scavenger's starting weapon is a mishmash of pieces that even other gunpowder enthusiasts fail to comprehend. Anyone other than the gun scavenger treats her starting weapon as broken, even if she uses the Gunsmithing feat to repair it. This ability works in all other ways like the gunslinger's gunsmith class feature.
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Go By Feel (Ex)
A gun scavenger's intuitive and unique style leaves her firearms prone to misfire, whether as as a result of using too much powder, using imperfectly milled parts, or any number of other minor inconsistencies. When using a firearm, a gun scavenger cannot reduce that firearm's misfire chance to 0; it can always misfire on a natural 1.
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Deeds

A gun scavenger gains the following deeds at the listed level.

Change Out (Ex) At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that she has collected during her travels. These parts (or mods) are similar to the ingredients of a spell component pouch and valueless. They might be a spare blade or a gyroscope or a broken pipe-turned barrel. Regardless she chooses one of the following and adds it to her firearm. Alternativly at 3rd level she can select 2 components but then she must also choose a drawback. These modifications are unstable and they increase the firearms misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost until this deed is preformed again. You may not choose the same modifications twice in a row and must choose a different set each time. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn't broken.

Components
1) Shrapnel Bullets: bullets partially fragment into shrapnel, with an increased chance to hit vulnerable areas. Double the critical threat range.
2) Longer Barrel: a longer barrel increases the range of the firearm by 10ft.
3) Gyroscope: this component grants no benefit but also does not increase the misfire chance every shot. Cannot be combined with other components.
4) Fragmentor:  the firearm gains the scatter quality.
5) Acidic Mister: This mod sprays each bullet with an acidic mist, coroding the bullet and settling in the crevaces. Causes half the damage to be acid based.
6) Arc Generator: half of the damage dealt is Electricity.
7) Deep Freeze Chamber: a chamber inside the firearm instantly freezes the bullet befor firing it, causing half cold damage.
8) Molten Slag Bolts: turns the bulets to molten slag causing half the damage to be fire based.
9) External Capacity: an external bullet cartridge granting you space for one extra bullet before reloading.
10) Double-Packed Chamber: each chamber requires 1 extra dose of gunpowder but deals an extra point of damage for 1-handed firearms or 2 extra points for 2-handed firearms.
11) Reloader Funnel: reduces the reload time by 1 step.
12) Customized Blade Attachment: a spare blade or scavenged weapon aids in melee. Increase pistol whip damage by 1 size, and reduce its grit cost by 1. The Pistol Whip deed may also be used in a full-attack action.
13) Muzzle: the sound of a shot being fired is reduced to the equivelent of someone speaking.
14) Denser Bullets: smaller, denser bullets ignore 1 point of Armor or NA and 1 point of DR.
15) Bludgeoning bullets: any physical damage from fired bullets deals full damage to objects.
16) Perfectly Milled Barrel: the extra accuracy grants you +1 to hit.

This deed replaces the Quick Clear deed.

Defects
Too many modifications can cause unexpected complications as the added weight throws off the firearms balance or extra gunpowder builds up, eventually going off in a flashburn, or some other unintended complication. If you selected 2 Components from above then you must also select 1 Defect from the list below. The defect persists for as long as you gain the benefits from the modifications, the two are inherently linked and a consequence of modifing your weapons.

List of Defects
1) Stubber: -10ft range with a minimum of 5ft.
2) Lower Velocity: the critical damage multiplier is reduced by 1.
3) Weaker impact: 1-handed firearms do one point less damage while 2-handed firearms deal 2 less damage.
4) Unreliable: misfire chance starts 1 higher.
5) Cumbersome Reload: increase the reload time by 1 step. If the firearm already requires a full-round action, it now requires 2 full rounds to reload.
6) Overloaded: each shot requires an additional dose of blackpowder.
7) Volitile: when the gun misfires, it creates a flashburn (gun explodes but is not destroyed)
8) Inacurate: 1-handed firearms suffer -2 to hit while 2-handed firearms suffer -3 to hit.

This deed replaces the Gunslingers Initiative deed.

Jury-Rig (Ex) At 7th level, as a standard action, a gun scavenger can adjust a firearm she is currently wielding to fire in an unconventional way. She can spend 1 grit point to grant her firearm one of the following magic weapon enhancements for 1 round per gunslinger level: distance, flaming, glamered, or thundering. If she spends 2 grit points, she can instead grant the firearm the flaming burst or stalking Enhancements. Multiple uses of this ability don't stack with themselves.

This deed replaces the targeting deed.
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Arbratary Aim

Starting at 2nd level, a gun scavenger's attacks with firearms are difficult to predict. When shooting a firearm at a creature that has a dodge or insight bonus to its Armor Class, the gun scavenger treats the combined bonus as if it were 1 lower. This value increases by 1 for every 4 levels beyond 2nd level (to a maximum of 5 at 20th level).

This ability replaces nimble.

CL4P-TPs:

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.

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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.

Race Points: CL4P-TP
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

There thats done! What do you guys 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 I 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 I had was natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.

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.


Mundane Crafting:
Hows this for a houserule?
Crafting Mundane equipment takes 1 week (5 days) per 500gp in the items cost. Items less than 500gp take perportionally less time (at a rate of 100gp per day or 12.5gp per hour) but the time must be spent in 2 hour increments minimum. You must supply half the items cost in raw materials.
As an example: a Masterwork Greatsword has a combined cost of 300 and so would take 3 days. Mwk Platemail costs 1650gp and would take 3 days and 1-1/2 hours.
Creating a simple leather armor (costing 10gp) would still take 2 hours as you still need to heat up the forge, set out your equipment, do prep work and clean up at the end, however, you could create 2 sets of leathers more effeciently within that time.

At the end of this time you make an appropriate craft check (Craft: Weapons for weapons, Craft: Armor for armors, Craft: Tools for a blacksmiths hammer or shovel ect, at the discretion of the GM) with a DC set according to the chart on the crafting skill page and DC 20 for any Mwk componet.
Success means you made the item while faliure means you failed to make the item in that time frame and must try again. Failure by 5 or more means the raw materials are ruined and failure by 10 or more results in a cursed item.