Toby_Mecha's page

10 posts. Alias of Capitan_Wombat.

Full Name



Construct Mecha


Large (long)




With Halo at all times

Strength 30
Dexterity 30
Intelligence 14
Wisdom 14
Charisma 6

About Toby_Mecha

Toby Robot "Dog" mecha vehicle

LQ - 84if Sniper Wolf

Size 12' Hight x 16' wide x (16+16) 32' (with Tail) Long

Space 15x15x25

The Sniper Wolf LQ-84if is a quadrupedal robot with a learning neuro-AI and a verbal interface package.

A high-speed, medium size walker drone, the Sniper Wolf is very fast and agile, and one of the most capable walkers of its size with high powered sensors, and an all-terrain animal walker form. It is designed to accompany, convey and protect Marine Scout/Snipers.

The Sniper Wolf's main ranged weapon is a remote turret mount on its back most commonly fitted with a Gauss-gun, capable of long range seage warfare . The remote turret is a pop-up mount and retractable for reduced sensor cross-section - though if carrying a Scout-Sniper inside its cockpit, the pop-up mount cannot retract..

Back ground.
Toby was designed as a light Scout Mech, built to be fast and keep its user safe from harm. A number of offence hardware systems can be attached, Toby was built to take a very long range Gass Rifle [Rail gun] for Sniping. It has Adamantine claws for close combat and a body slam. Halo picked him up at an X army Shop, he was pricey but she felt he was worth it.

Image Toby and Halo

Toby on his own


Large construct (robot vehicle)
Init +20;
Active Senses
Darkvision 240 ft. [Infa-red]
low-light vision, [LIDAR night Vision]
Tremorsense 120 ft. [Vibration Senses feet]

True seeing [Computer added Vision analyses systems]
All round Sight [Multip Optical Senses]


AC 32, (+10 Dex, +1 dodge, +22 natural, –1 size)
Touch AC 10 (+10 Dex, +1 dodge, –1 size)
flat-footed AC +31 (+10 Dex, +22 natural, –1 size)
CMB = 26 (15 + 10 + 1)
CMD = 46 / 56 v sunder (10 + 15 + 10 + 10 + 1)

HP 250

200 Temp hp (force field)

Defensive Abilities
Fort --, Ref +23, Will +2* [Construct*]
DR20/Adamantine [Hardness 20 V sunder]
Immune cold,
*construct traits;
Resist electricity 30, Fire 30, Acid 30
EMP, Chemical and Biological Sealed Pod for AI/pilots.

Weaknesses vulnerable to critical hits,
vulnerable to electricity [Bypass Force Field]


Speed 110 ft/r Combat mode
50mph Travel mode, [440' a round]
climb 50 ft.;
booster Jump 100 ft
Melee 2 claws +20 (4d6+12/19–20) Adammintine Ignore hardness 20 sunder
Ranged: Gauss gun [Rail Gun ->not fitted]
Crush 2d8 +10
Space 10 ft.; Reach 10 ft.


Str 30, Dex 30, Con –, Int 14, Wis 14, Cha 6
Base Atk +20; CMB +16 ; CMD 34 [44 sunder] (44 vs. trip)[54 v sunder-] [+10 v bull rush / trip]

*Computer Class 3


1:Weapon Focus [Claws]
3:Improved Sunder.
4:Combat Expertise
7:Improved Initiative +4
8:Greater Improved Initiative +20 Ini


Skill Points [4(2+4+1)-2] = 26
Acrobatics +37/57 (+10dex, +16rank +8) (+20 when power jumping active),
+2 Appraise(+2int, 0rank)
-2 Bluff (-2Cha 0Rank)
+37+57 Climb(+10str, 16rank +8) (+20 when power jumping active),
+- Craft(Gun Smith)(+2int, 0rank)
-- Disable Device (+4int, 0rank)
+6/+8 Diplomacy (+1Cha +1Rank +1Trait)< see race
+1/+10 Disguise(+1cha, 0rank) (item)
+2 Escape Artist(+2dex, 0rank)
+1 Heal (1wis 0rank)
+1 Handle Animal (+1Cha +0Rank)
+19 Intimidate (-4Cha +16Rank +4Trait)<
+2 Knowledge (ALL) (+2int, 0rank)<
+12 Linguistics(+2int 10rank)Common, robotic<
+21/+41 Perception(+2wis, 16rank)< [+20 with scan systems active]
+- Ride (+10Str +0ranks)
+- Perform (---) (-2Cha 0Rank)
+- Profession (--) (+2Wis +0Rank)<
+20 Sense Motive(+2wis, 15rank)<
+2 Sleight of Hand(+2dex, 0rank)
+2 Spell/Psionic craft(++2int, 0rank)
+21/+41/+61 Stealth(+10dex, 15rank -4 size) [+20/+40 with Stealth skin active]
+- Survival(+2Wis 0rank)
+6 Swim (+10 Str 0rank -4 Mecha)
+- Use Magic/Psionic Device(-2cha +0Rank)

Special Abilities:

Mecha Jocky Compartment (Ex)
One human subject can Ride inside Topy, wile inside they can use its senses and display screens. They can't use any attacks or Defences other than mental wile riding inside.


Large Mecha



Equipment slots (Ex) x6
The robot has a number of mount points for Advanced combat systems,
Currently they are.
1: Clocking Field
2: Forcefield Generator
3: Gauss Gun Mount [Gun Not fitted]*
4: Combat Claws
5: Booster Jump
6: Prehensile tail

*A human Pilot can aim and fire it wile inside jockey pod using thier Ranged attacks, if they have the skill to use such a weapon.

1: cloaking Field - Actively Camouflage [Ex]
Actively Camouflage warps light and energy around the mecha, rendering it Stealthy when it should not be ablue to, like attacking, running, or charging. This Actively Camouflage affects, sound, visual and electronic sensors.
A cloaked mecha has total concealment, To attack a cloaked mecha, an attacker must guess in which square the mecha currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses. A cloaked mecha gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving.
Also adds hellcat stealth feat when active
Equipment Slots: 1.

2:Force Fields: (Ex)
A force field sheathe the robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot 200. All damage dealt to a robot with an active force field is reduced from these hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing 15, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Equipment Slots: 1.

3:Gauss Gun +mount [Ex]
With a day of prep a Long range Gauss [rail] gun can be fitted,
At the moment the gun is broken down and stored in Toby.
Equipment Slots: 1.

Longe range Guass Gun - treat as seage weapon, only
Range 0.5 km to 14km [range increment 1km]
muzzle velocity 2520 m/s
ROT 1 shot per 2mins [30mm adamantine round]
DMG per shot 10d20 +100 Kinetic [force] Damage [Ignore DR or 20 hardness for objects]
Area affect from impact point 5' to 15' ref save DC 20 for 1/2 DMG, 20' to 40' ref save DC 10 for 1/4

4: Adamantine Claws (Ex)
The robot has retractable Adamantine Claws it can use to attack at close quarters.
1.5' long [short swords DMG 2d8+10]
Equipment Slots: 1.

5:Booster Jump (Ex)
As a swift action up to 10 times per hour, an the robot can gain a Jump bust of 100 feet for a duration of 1 minute.
Equipment Slots: 1.

6:Prehensile tail. (Ex)
The Robot has a Prehensile tail that it can use to manipulate and hold things including an Adamantine saw, stored in Toby.

Intelligent: [Ex]
Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. 14 The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.

Self Reappearing: (Ex)
The Robot has the equivalent of fast healing mend 5/r from nanotechnology.
Same for the force field but from power unit.


Vulnerable to Critical Hits: (Ex)
Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.

Difficult to Create: (Ex)
Robots are crafted via complex methods hidden and well guarded industrial planes on or other technological bastions on another plane.

Vulnerable to Electricity: (Ex)
Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.

Body Construction

HP/inch 30; Hardness 15; Cost Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.; Weight 1/2 normal; Weight: An item made from mithral weighs half as much as the same item made from other metals.

Armer plating and Claws
HP/inch 40 (weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal.; Hardness 20; Cost Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given.

Technologist Sub-Systems:

Anti-Grav Lifter Ornithopter (Ex):
This gadget takes the form of an Anti-Grav unit. AC 9 (when not in use), Hardness 5, and 20 HP. A Anti-Grav unit can be activated or deactivated as a standard action. When activated and worn it grants the machinesmith Mecha a 60ft fly speed with Perfect maneuverability for 16 minutes/day. This time does not need to be used all at once.

Overdrive (Ex):
The machinesmith outfits the mobius core inside the mecha to output more power on command, sending the machinesmith's mecha beyond operational limits. As a swift action the machinesmith commands the core augmentation to activate, granting the mecha a +6 bonus on strength and a +10 ft bonus to movement speed. This bonus lasts for a number of rounds equal to the mecha' hit dice. These rounds need not be consecutive.

Self Healing Automaton (Sp):
The machinesmith augments his mecha to use his repair ability on command. The mecha can use the repair ability utilizing all the same bonuses as if the machinesmith himself was using it. When using the repair ability on itself the mecha may do so as a swift action. Each use of this ability by the mechanus subtracts from the machinesmith's uses of that ability for the day.