Adamantine Body shell (10,000Cr)
Made from adamantine It grants its wearer damage reduction 2/— and counts as heavy armor and has HP/inch 40.
Force Fields*: FF-Temp-HP 40/Fast Healing 7*
A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot (typically 5 x the robot's CR +5HP). 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 equal to the robot's CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Resistance:
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects [Race Trait]
+2 trait bonus on all saving throws against charm and compulsion effects. [Faith Trait]
Immunity's
not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Other
CMD 18 {10+5Base +1Str +2Dex +0size +0misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +6; {+5Base +1Str +0size +0misc}
Base Atk: +5;
Melee:+6{+5Base,+1Str}
Ranged:+7{+5Base,+2Dex}
--Melee:+6
Unarmed attack TH+6 DMG[1d3+1] x2 (NL)
Adamantine cutting Blade (In left arm) [Built in] As short Sword.
TH +7 DMG[1d6+1] 19/20x2 [Ignores hardness 20]
-------------------------------=STATISTICS=-------------------------------
20 Point Buy
Str 14 [+2][12][5p][+2Item]
Dex 14 [+2][14][2p][+2Race]
Con 10 [+1][12][2p]
Int 16 [+3][14][5p][+2Race]
Wis 18 [+4][18][7p][+1Level][+2Item]
Cha 10 [+0][10][2p][-2Race]
Traits and Feats:
-------------------------=Traits=----------------------
Traits:
1: Birthmark [Faith]
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
2:Focused Mind [Magic]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
3:
----------------=Drawbacks=-----------------
1:Hates Cyborgs [Culture]
-2 to all Diplomacy rolls when dealing with Cyborgs, also -4 to rolls to help or aid Cyborgs, when aiding other.
2: Vulnerable to Critical Hits: [Race]
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.
3:Vulnerable to Electricity: [Race]
Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
4:Difficult to Create: [Race]
Robots are crafted via complex methods hidden and well guarded in ruins or other technological bastions.
5: Built in Items:
All non hand held Slot items must be built into the Robots body. This takes a Craft Construction roll with a DC of the CL to make the item. Building in such items take 1d4 hours and appropriate tools.
6: Three laws of Robotics [Pacifist]
The three Independent laws of robotics,
Law 1: A robot may not injure an intelligent organic being.
Law 2: Or through inaction, allow a intelligent organic being to come to harm, except where such orders would conflict with the First Law.
Law 3: A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws.
Damaged in a crash he system have lots the three Laws
Racial Traits 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)
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.
Saves
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.)
Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 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.)
"Robot" is a special subtype that can be applied to any construct without changing its CR. Robots share some features with clockwork constructs, and as with clockworks, you can simply remove the robot subtype and its traits to transform it into a typical construct animated by magic. A construct cannot possess both the robot and the clockwork subtypes. All robots gain the following traits, unless noted otherwise.
Intelligent 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.
skills:
Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
Vulnerable to Critical Hits:
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.
Vulnerable to Electricity:
Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
Difficult to Create:
Robots are crafted via complex methods hidden and well guarded in ruins or other technological bastions.
Technology
A robot's weapons and defenses are fueled by its central energy core, and unless otherwise indicated, a robot's weapons and defenses have infinite ammunition and power.
Force Fields:
A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot (typically 5 x the robot's CR). 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 equal to the robot's CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Integrated Weaponry: [See Laser cutter Below]
A robot that has a technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the robot's body once the robot is destroyed. A robot is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.
Laser Weapons: [Laser Cutter, 2d10 Range 30' 20x3]
These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.
--------------=Feats=-----------------
Level Feats:
1:Technologist
2:Craft wondrous Items
3:Craft Magic Arms and Armor
4:Craft Construct
Weapon and Armor Proficiency: [Cleric]
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities, [Laser Cutter].
Technologist [Feat]
You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
The wearer of these bracers becomes exceptionally calm and composed if she takes her time to accomplish particular tasks. Whenever she takes 20 on a skill check for a skill that primarily depends on her arms and hands, she gains a +5 competence bonus on the check.
Gloves Item [Built in]
The wearer of these gloves can employ mage hand and prestidigitation at will.
Aura (Ex) [Lawful]
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Artificer's Touch (Sp): 7/day
You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Energy (Su) 3/day [4d6/4d3] [heal]
When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. An iron priest cannot harm or heal undead with channel energy. Note: The text has been updated to reflect the 2nd printing errata. [Source]
Force Fields*: Temp HP40/FH7*
A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot (typically 5 x the robot's CR +5HP). 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 equal to the robot's CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Spontaneous Casting
An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy.
None slotted Items Internal Displacement pouchs 1000Cr 1Lb
As handy Haversack
Travelers any tool 1lb, 125Cr
Healing kit x1 25Cr 1lb [+2 Heal checks] 10/10
Masterwork Tools, Artisan's Price 26.6Cr gp Weight 5 lbs.
These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
•Masterwork Artisan's Tools: These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
Tools, Surgeon's
Price 10Cr; Weight 5 lbs.
When used in conjunction with a healer's kit, surgeon's tools raise the kit's bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.
Map case and eng drawings of the air ship.
-=Carrying Capacity=- Light 0-67 lb. Medium 67-100 lb. Heavy 100-150 lb.
-=Current Load Carried=- 15lb.
Starting cash 23,500Cr -=Money=- 0 GP 0 SP 0 CP
Moral Campus Unit - Intelligent item Cr3600:
Where as some like to think about their actions and if they are doing right or wrong, Unit six has a built in item that helps it think about such things. It holds with in it the three Independent laws of robotics,
Broken in the crash it now looks after them both, Robots rules OK
Belt Clip
Intelligent Wayfinder Cr500 (crafted) [LN]
Int 10, Wis 10, Cha 10, [Cr0 +0Ego]
Empathy (Su): [Cr0 +0Ego]
Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.
Speech (Su): [Cr250 +0Ego]
An intelligent item with the capability for speech can talk using any of the languages it knows.
Telepathy (Su): [Cr500 +1Ego]
Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
Senses: Senses allow an intelligent magic item to see and hear out to the listed distance.
Senses (60 ft.) [Cr250 +0Ego]
Darkvision [Cr500 +0Ego]
Read Languages (Ex): [Cr500 +1Ego]
The item can read script in any language, regardless of its known languages.
Intelligent Item Powers [Cr500 +1Ego]
Item can cast a 0-level spell at will
mending (at will)
Intelligent Item Purpose [Cr0 +2Ego]
Defeat a particular creature type (Robots)
Iridescent Spindle (Ioun Stone) [Carfted Cr250 +1Ego]
Cracked: This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp.
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure.
---=== Background - narrative ===---:
---===Appearance and Personality===---:
Sex - Unknown
Race - Android (Robot)
Classes/Levels Cleric Iron Preist
Alignment - LN
Age - 5,000 +
Hight 6'6" (Size Mid)
Wight - 260kg
Face: Other [Semi Fixed Expression]
Eyes - Sold Silver metallic Orbs
Teeth: Metallic
Hair - White metallic
Ears: Human like
Build - Unnaturally Heavy
Skin - Metallic
Feet: Metallic Cloven feet Animal Like,
Legs: Other [Long, two jointed]
Other: Inhuman voice [Sounds Mechanical]
Other: Imprinted birthmark [See traits]
Other: Unnatural Temperature [Cold as steel]
Standing some 6'6" and thin, this bipedal Robot has a vague human like look, but is most defiantly a Robot/Android. Its moves with grace, its metal white, gray and red body looks new. It has a fixed face that can be off putting and its voice is 100% mechanical. It seems to have tools built into its body and has plates of Armor as padding. It never eats or sleeps. But when recharging its magic is Still for 8 hours and seems to be recharging.
Personality
Very well spoken and well read, its has refined sensibilities, it has dislike of Androids but not an out and out hate or them as such. Highly intelligent with a high level of empathy it seems to be always seeking something.
Iron priests preach of the messengers from beyond the stars, envoys of the divine brought by a falling star. Iron priests can affect robots and other unliving constructs with channeled energy, but lack power over the undead. An iron priest has the following class features.
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex) [Lawful]
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Cleric Magic
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Class Skills
Skill Ranks Per Level: 2 + Int modifier.
The iron priest's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Channel Energy (Su) 3/day [4d6/4d3] [heal]
When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. An iron priest cannot harm or heal undead with channel energy.
This ability alters channel energy.
Spontaneous Casting
An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy.
This ability alters spell casting.
Artifice -> Construct Domain
Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Artificer's Touch (Sp): 7/day
You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): 7/day
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su):
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.