--------------------
DEFENSE
--------------------
AC 18, Flat-Footed 15, Touch 13. (Dex +3, Base +10, Natural +5)
HP 30/30 (roll 10, bonus 20) - Remember, I can not go into negative hit points.
Fort Special [+0] (+0 Con, Base +0), Ref +3 (+3 Dex, Base 0), Will +2 (+2 Wis, Base 0)
Special
Immunity to all mind-affecting effects, bleeds, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, nonlethal damage, and any effect that requires a Fortitude; Constructs do not breathe, eat, sleep, or drink unless they gain a benefit from doing so.
--------------------
OFFENSE
--------------------
Spd 30
Melee
One Attack:
"Natural" Slam (Attk: +4)(DMG 1d6+3)(Crit: 20x2)(Type: B)(Range 5ft)
Multi-Weapon Attack:
"Natural" Slam (Attk: +2/+2/+0)(DMG 1d6+3)(Crit: 20x2)(Type: B)(Range 5ft)
1. (+1) bonus to attack and damage when attacking with firearms.
2. Automatic confirmation all critical hits with firearms.
3. Telescopic Vision - Reduce range increment penalties in half.
Ammunition: (50) Metal\Lead rounds
You also recycle used ammunition and start each day by regaining 1d20 pieces of ammunition.
--------------------
STATISTICS
--------------------
Str 17, Dex 17, Con (10), Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4 (+1 Bab, +3 Str, +0 Size); CMD 17 (Base 10, +1 BaB, +3 Str, +3 Dex, +0 Size, +0 Misc)
Feats Proficient w/ Natural Attacks (Slam - 1d6), w/ Upgrade (Construction) Armaments (Drills, Saws, and etc), and w/ Firearms - Normal and Advance; Gunsmithing, Multiweapon proficiency (1st Lvl).
Robot Upgrades(1) extra Arm (3x), Telescopic Vision, Internal Communicator.
Class Skills: Craft, Disable Device, Knowledge, Nanorepair, Perception, Stealth, Wasteland Survival.
Traits Wasteland Tinkerer - (Dynamic) - 1st Level, Levels only on paying 4/8 (5,10,15,20) Construction points. Must meet level requirements.
Campaign Traits Gun Nut - (Static) - 1st, Levels with Character.
Favored Class None
Languages Common, Binary (Construct and Computers)
Combat Gear (2) Revolvers
Other Food & Drink None needed
Gold & Valuables 12 pps, 4 gps, lbs
--------------------
Special Abilities:
Racial Abilities
Note: Remember to factor in Class Abilities and Traits
1. d10 Hit Die.
2. Base attack bonus equal to total Hit Dice (fast progression).
3. No good saving throws.
4. 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.
5. 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).
6. Low-light vision.
7. Darkvision 60 feet.
8. Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
9. Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
10. Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
11. 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.
12. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
13. Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
14. A construct cannot be raised or resurrected.
15. A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table: +20 for Medium Constructs
16. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
17. Proficient with no armor.
18. Constructs do not breathe, eat, or sleep.
Robot Class Build
Military Bots
Speed: 30 ft.
Face/Reach: 5'x5'/5'
Natural Armor: +5
Starting STR: 16
Starting DEX: 14
Starting CON: -
Starting INT: 10
Starting WIS: 14
Starting CHA: 08
BAB: Full
All Saves: Bad We will need to talk about improving this later
Starting Construction Points: 35
Construction Adds:
(Level 1)
1. Extra Arm - 20 CPs
2. Internal Communicator (radio) - 1 CP
3. Telescopic Vision - 1 CP
Total: 22
Surplus: 13
Robotic Upgrade Descriptions
1. Telescopic Vision: Reduces range increment penalties by 1/2 and adds a +4 bonus to Perception checks. You could also sneak attack from any range, if you had that class ability.
2. Internal Communicator: The communicator can send out nano-machines which will land on someone's willing hand and form a ring on one of their fingers that will function as a 10 mile telepathic link with them. The ring is technological in nature and does not take up a ring slot.
Character Trait(s)
Note: Remains at 1st level unless (4) Construction Points to level, and (8) Construction Points at levels 5,10,15,20.
Wasteland Tinkerer: A lifetime of scavenging in the Mana Wastes to survive has made you a master at making and modifying items. Choose 3 Craft skills. For these skills, you automatically gain the maximum number of ranks in the skill as appropriate to your level (For example, a level 1 character with this trait would have 4 skill ranks in each Craft skill chosen, just as if you had purchased the maximum number of ranks regularly,). You can also craft items with these skills for 3/4 the normal cost.
Campaign Trait
Gun Nut: Whether your father was a Shieldmarshal of Alkenstar or whether you were forced from a young age to learn the art of firearms for your survival, one thing is certain: you know all about guns, both how to use them and maintain them. You gain a +1 bonus to attack and damage when attacking with firearms. You also recycle used ammunition and start each day by regaining 1d20 pieces of ammunition. You automatically confirm all critical hits with firearms as well. Lastly, you may modify firearms as if you had ranks in Craft:Gunsmithing equal to your level.
--------------------
Skill Details:
Total Ranks: 1(6+0+0)=6
Trained Skills! Untrained Skills* Trained Only Skills~
FIDO
Small Size: Construct
1d10+10 (20)HP
Initiative: +5
Speed: Fly 100ft.
AC: 16 (+5 DEX, +1 Size), Touch 15, Flat-Footed 15
Attacks: Laser Eye +6
Damage: Laser Eye 1d10 Fire Damage
Face/Reach: 5/5
Special Abilities/Qualities: Construct Traits, See upgrades
Saves: FORT+0, REF+5, WILL+0
Ability Scores: STR04, DEX20, CON-, INT10, WIS16, CHA06
Skills: Stealth +19, Perception +27, Disable Device +9, Heal +7
Upgrades: 360 Degree Vision (360 degree vision and immunity to flanking and a +10 Perception skill bonus,), Bioscanner (Can detect living, that is, not undead or construct, creatures with the same rules as Detect Undead, with the strength of the readings determined by HD and HP levels and also grants a +10 Perception skill bonus), Flight Motivator (100ft - Good Maneuverability), Chameleon Skin (+10 Stealth skill bonus), ability score bonuses, Internal Communicator, and Laser Eye (See attacks and damage)
Flaws: Legless, Headless, Weak Servos (Can only manipulate items with retractable arms, cannot pick up anything heavier than 10 lbs.)
--------------------
Background, Physical Description & Personality:
***Quick Character Details*** Name Tremayne Urquhart/Unamatrix Zero
Age 80 combined (30 years human and 50 years robot)
Gender Adult Male Essence Transfer
Race/Ethnicity Former Human/Robot
Height 6'5"
Weight 300 lbs
Hair None
Eye Color Blue
Alignment Chaotic Good
Token Deity None
Current Rank: Unknown
***Background***
Unamatrix Zero is a prototype combat robotic construct. He is designed to take a licking and keep on ticking. In other words, he is built to withstand heavy damage and easily replace damaged or missing parts by using a modular design and placing damage prone locations outside the module sockets. The module sockets are usually solid whole pieces and have protective shutters so they are rarely damage to accept a replacement or new part. In addition to a modular design, he is operated by a soul crystal which contains the Robot's essence and power. In other words, Unamatrix AI is actually a soul of a once living person. And in this case, a former fallen warrior named Tremayne Urquhart who fell in battle about 50 years ago and had been transferred to the crystal before his soul passed on to the next plane of existence.
***Physical Description***
Offline Before you lying on its side in the debris, is a tall medium-sized battered bi-pedal, multi-arm, humanoid robot. You can see that the robot's fourth arm has been severely severed between the elbow and shoulder. In addition to his arm, he has various other parts either stripped or broken off from their mountings. Currently, there is a sturdy small cone on a small thick metal pole pointing in your direction. He is currently wearing two humanoid holsters on his waist with revolvers inside them and (2) chest rig holsters that are empty. In addition, there are two bandoleers criss-crossing his chest filled with items. Lastly, he is wearing a nice leather backpack on his back.
Online Again!
Before you is a battered tall medium-sized bi-pedal, 3-armed, modular designed humanoid robot. Although battered and extremely filthy, a hot oil bath and wax would fix him up quite nicely. There are obvious missing robotic gadgetry, however the sockets where the gadgets would normally plug into are secure from any dirt, debris, or damage. He has a pair of blue eyes that can rotate in and out which they do when he is looking at you. He is currently wearing two humanoid holsters on his waist with revolvers inside them and (2) chest rig holsters that are empty. In addition, there are two bandoleers criss-crossing his chest filled with items. Lastly, he is wearing a nice leather backpack on his back.
***Personality***
Although a robot, due to Unamatrix unique construction of being powered by a soul crystal that contains the soul essence of a warrior, Unamatrix is fully autonomous and has his own beliefs that stems from his (30) years as a human and (50) years as a robot. It is true that Unamatrix has forgotten chunks of his human life since he has spent the majority of his life as a robot but seems to recall those chunks from time to time. Unamatrix is loyal to his friends and his beliefs. And of course, has the heart of a warrior in both ferocity, courage, and obviously doesn't mind getting "tossed around" a little.
--------------------
Combat Stat Block:
Round X Initiative X HP: 30
AC: 18, Flat-Footed 15, Touch 13. (Dex +3, Base +10, Natural +5)
CMB +4, CMD 17
Saves:Fort Special [+0] Ref +3, Will +2
Speed: 30 ft
Equipped: Conditions: none
Attack/Damage:
Melee
One Attack:
"Natural" Slam (Attk: +4)(DMG 1d6+3)(Crit: 20x2)(Type: B)(Range 5ft)
Multi-Weapon Attack:
"Natural" Slam (Attk: +2/+2/+0)(DMG 1d6+3)(Crit: 20x2)(Type: B)(Range 5ft)
1. (1) Character Trait
2. (1) Campaign Trait
3. Special One-for-One Character Trait trade in for an extra campaign trait with the following stipulations. Stipulation 1 includes, the second campaign trait will remain at 1st level unless Unamatrix spends 4 construction points per level past 1st. In addition, (4) extra points at Campaign Trait levels 5, 10, 15, 20. Levels can be purchased at any time within reason and exact construction points are due immediately.
Bots are Constructs
1. Constructs have 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).
2. Constructs have the low-light vision racial trait.
3. Constructs have the darkvision 60 feet racial trait.
4. Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
5. Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) 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.
6. Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
7. Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
8. Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
9. Constructs cannot be raised or resurrected.
10. Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table: Medium +20 HP
11. Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Industrial\Military Bots and Upgrades
1. Attribute Bonus of Choice: +4 - can not go above 20 at 1st Level.
2. Proficient in Natural Attacks (Slam - 1d6), Upgrade (Construction) Armaments (Drills, Saws, and etc), Firearms - Normal and Advance
3. (1) Level Feat
4. 6+INT skill ranks per level, with your choice of 7 skills counting as class skills
Industrial bots
Speed: 30 ft.
Face/Reach: 5'x5'/5'
Natural Armor: +3
Starting STR: 14
Starting DEX: 10
Starting Con: -
Starting INT: 08
Starting WIS: 12
Starting CHA: 06
BAB: 3/4
All Saves: Bad
Starting Construction Points: 50
Military Bots
Speed: 30 ft.
Face/Reach: 5'x5'/5'
Natural Armor: +5
Starting STR: 16
Starting DEX: 14
Starting CON: -
Starting INT: 10
Starting WIS: 14
Starting CHA: 08
BAB: Full
All Saves: Bad
Starting Construction Points: 35
1. Plasma Rifle - stats up to GM DOC
2. The Noisy "Cricket"
3. Laser Pistol to upgrade FIDO - changes up to GM Doc
4. 30 PPs (-20 from below)
a. Glowing hexagonal object of silvery metal with a glowing blue core the color of the sky. This is an arcane power core, which Unamatrix will need soon, because its power reserves are operating on emergency capacity, meaning it has around a week's worth of time before it powers down.
b. Optic lens array which Unamatrix will need since its previous lens system was broken by Splitear Wilk's bandits when they took a pot shot at what they thought was a broken robot. Without this, Unamatrix will have to rely on Fido's sensors to see, which has a split second lag in data transfer which could be detrimental in combat.
c. And the third item is an ancient memory codex crystal that looks like a cone made out of a highly reflective metal. These ancient devices were used in the Mage Wars to store important information.
The prices on the items are as follows: arcane power core-5PP, optic lens array-2PP, and memory codex-13PP for a total of 20PP.
The Noisy Cricket: Yes, I did make a reference to the Men in Black movie lol. The Noisy Cricket is a laser weapon, weighing 1 pound. When fired, the gun lets out a loud chirping noise audible within 200ft. and let's out a massive blast of energy, hitting every opponent in a 20ft. line for 8d4 points of laser damage, allowing a Reflex save for half damage (See the Phlogiston Cannon above for how to calculate the DC,). The force of the shot, however has a chance of knocking the user down, resolving as a bull rush attempt made against the user with a roll of 30. Even of the user is not knocked down, the gun must still recharge for 1d4 rounds after the shot. The gun has unlimited ammunition due to it's strange design. Laser damage is listed on the site, I believe, but if it is not, let me know and I'll copy it for you verbatim.