PF Gamma World


Conversions

51 to 100 of 129 << first < prev | 1 | 2 | 3 | next > last >>

Major_Tom wrote:

I agree - incredible. Just found this thread, so I haven't really had a chance to peruse in detail. First glance, I spent most of the time looking at the mutations - that is what makes GW so cool.

2nd wind - heals your con bonus? For this you spent two mutation points? To get 1-5 points of healing per day! Unless there is no other healing in the game, this is way off. Consult Star Wars - 2nd wind - heals 1/4 hit points, or your Con SCORE, whichever is higher. Or maybe make it once per hour. Or a number of times equal to your con modifier +1. As it is, it's lame.

Healing will be rarer than in PF, but probably not so rare that 2nd Wind couldn't use an upgrade. I like the 1/4 total hp or Con score idea, but the #/day idea is not bad either. Will consider this.

Thick fur - adds +4 to saving throw vs cold - Seems like it should add at least 1 or 2 to natural armor as well. Cold/fire is too restrictive, particularly for the cost.

OK, I see what you're saying. I'll look into mutations again, and see if I can balance it out a bit better.

On initial read, is seems like the beneficial mutations are pretty minor (even the major ones), and the drawbacks pretty bad. Especially compared to the psionic powers. Seems like they should be relatively equal.

Sorry to nitpick, the amount of work is staggering, and for a first draft, it's just incredible!

Thanks for your thoughtful comments, and please keep them coming if you think of anything else. The nitpicking is what I posted this stuff here for! :)


Sorry in advance about the formatting of the tables, I know they are very hard to read (they are very easy to read in my word doc), but you'll get the jist of it, I think. This is from d20 Future, with PF-appropriate revisions, of course.

ROBOTS

EVOLUTION OF ROBOTICS
Progress Level 5: Though crude automata have existed before this era, PL 5 is the widely accepted dawn of robotics, due to the development of the programmable manipulator arm in 1954. The field rapidly advanced, hand in hand with computer technology, until a crude form of artificial intelligence allowed for the creation of robots with the ability to solve basic problems on their own. Such robots are still generally confined to military and scientific applications, but simple, programmable robots are available as high-tech “toys.” Humanoid robots exist, though they qualify only by dint of their general shape; robots in the shape of animals are also common.

Progress Level 6: The versatility of robots continues to improve throughout this Progress Level. Robots can make choices from among a multitude of options, and specific components like legs and hands become more commonplace. Emergency services routinely use specialized robots to handle dangerous situations, and many households include “smart” appliances that cook, clean, patrol, and even babysit. In some cultures, robots are more common than pets. Truly bipedal robots finally become feasible for widespread use, paving the way for the first androids—robots that resemble and behave more or less like humans (or animals), but which are still easily distinguishable from the real thing.

Progress Level 7: Robots have become so common by this era that they appear in nearly every sector of daily life. Robots teach schoolchildren, maintain hazardous equipment, and fight wars. Miniature electroflex technology—artificial muscles—arrives, paving the way for the first lifelike androids. Bioreplica robots are in limited use, however; they raise so many legal questions that most manufacturers stick to the more easily identifiable non-replica androids. The legal ramifications do not extend to animal bioreplicas, however, and “synthetic pets” are both common and popular.

Progress Level 8: Advances in metallurgy enable robotics designers to create “liquid-state” robots: machines that can alter their physical form into nearly any shape desired. Applications involving such robots are mostly confined to space exploration, but the military and intelligence communities show great interest.

ROBOTS AS PLAYER CHARACTERS
This section presents two types of anthropomorphic robots that can be played as player characters: the biodroid (more commonly referred to as an “android”) and the bioreplica (also known as a “synthetic”). Although neither is truly sentient, their artificial intelligence allows them to make independent decisions and learn through experience. Biodroids are present in societies with technology of Progress Level 6 or higher, while bioreplicas are products of Progress Level 7 ingenuity.
A biodroid or bioreplica PC begins play as a 1st-level enforcer, esper, examiner, or scout. Whereas other robots may only advance as nonplayer characters, biodroid and bioreplica PCs gain levels just as other genotypes do. They may even choose to take levels in prestige classes for which they’re eligible. There are advantages and drawbacks to playing a biodroid or bioreplica PC; these are discussed in-depth below.

BIODROID (“ANDROID”)
Biodroids exist in societies of Progress Level 6 or higher. They are typically modeled after their anthropomorphic creators. The technology that creates them is so versatile that virtually any living creature (except oozes and plants) can be emulated, at least in terms of movement and behavior. Under certain conditions, a biodroid can be mistaken for what it was made to resemble. However, reasonably close inspection of the biodroid reveals the presence of robotic parts in place of biological parts.
Some biodroids are built to serve their masters, while others are sold to interested buyers looking for loyal servants. As utilities, their usefulness is boundless, and most biodroids are content to perform their assigned duties without question. Biodroids make able security guards, couriers, gardeners, shuttle pilots, expendable soldiers, and even nannies.
Much to the chagrin of their creators, some biodroids are not content to serve. Perhaps due to some flaw in their construction, they choose to pursue a different path and strive to gain experiences that will lend meaning to their existence. Although some agencies have an interest in capturing and demolishing free-willed biodroids, most societies in general have greater concerns to worry about. Consequently, many freethinking biodroids are given a chance to chase their dreams . . . if one assumes they even have them.
BIODROID TRAITS
Biodroids are constructs. They also share the following traits:
Size: Same as the emulated species, although only Small and Medium biodroids may be selected as player characters. Small biodroids gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Speed: A biodroid has the same means of locomotion and speed as its emulated species (base speed 30
feet for a Medium biodroid; base speed 20 feet for a Small biodroid).
Ability Scores: A heroic biodroid has no Constitution score and a starting Charisma score of 5. remaining ability scores are determined normally, including the ability score modifiers of its
emulated species (+2 to one ability score for human biodroids).
Biodroids can improve their mental abilities (Intelligence, Wisdom, and Charisma) as they increase in level (just as organic PCs do), but not their physical abilities (Strength and Dexterity).
Hit Points: Regardless of class, a biodroid gains 1d10 hit points per level. At character creation, a 1st level biodroid gets maximum hit points (10). It does not apply a Constitution modifier to its hit points but gains additional hit points at 1st level based on its size: Small 10, Medium-size 20.
(For other sizes, see the Construct type description).
Armor: A biodroid PC can wear a suit of armor or have certain types of integrated armor attached to its frame (see Armor, below).
Cybernetic Incompatibility: A biodroid cannot be fitted with cybernetic attachments.
Immunities: Biodroids are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of negative levels. They cannot be raised from the dead (but again, see below).
Lifelike Appearance: Distinguishing a biodroid from members of its emulated species requires a successful Perception check (DC 10). It can use the Disguise skill to increase the Perception check DC.
Manipulators: The manipulators of a biodroid resemble the organic manipulating digits of its emulated species (a humanlike biodroid has humanlike hands, for example). These manipulators otherwise function identically to their organic counterparts.
Rejuvenation Cycle: A biodroid runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the biodroid is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself.
Repairable: Biodroids cannot heal damage on their own but can be repaired using the Repair skill. A
successful Repair check (DC 30) heals 1d10 points of damage to a biodroid, and each check represents 1 hour of work.
Robot Resurrection: A biodroid reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in a similar but intact frame. See Robot Resurrection, below, for details.
Sensors: A biodroid hero begins play with a Class IV sensor system. For more information on robot sensor systems, see Sensors, below.
Skills: A biodroid gains and assigns skill points as other nonhuman characters do. It uses its Charisma modifier on Constitution-based skill checks (including Concentration checks).
Free Language Skills: A biodroid can read, write, and speak one language.
Feats: A biodroid receives no feats at 1st level. However, it gains feats normally as it advances in level.
Height and Weight: A biodroid has the same height range as its biological counterpart. Its weight, however, is equal to 1.5 × the normal weight of its biological counterpart.
Level Adjustment: +1.

BIOREPLICA (“SYNTHETIC”)
Bioreplicas exist in societies of Progress Level 7 or higher. These anthropomorphic robots, modeled after their creators in most instances, are so convincingly lifelike that they are virtually indistinguishable from their biological counterparts. A bioreplica’s components are made up of lightweight plastics in a synthetic sheath that looks and feels like real flesh and skin. Bioreplicas are so lifelike that their fabrication and distribution are strictly regulated. Most bioreplicas are built for military needs, and they are frequently put to use as disposable soldiers, scouts, and spies. A few synthetics find roles in law enforcement and military-funded scientific expeditions.
A bioreplica’s artificial intelligence is so sophisticated and finely calibrated that it can simulate subtle facial expressions or complex emotions. It learns and adapts quickly, so much so that organic beings find it easy to mistake the artificial intelligence for biological intuition.
Although freethinking synthetics are hunted down in societies that feel threatened by robots with autonomy, other “enlightened” cultures prefer to treat bioreplicas with the same rights afforded to sentient biological species. Regardless of how everyone else perceives them, bioreplicas are generally more interested in finding answers to the big questions plaguing their synthetic existence, such as what it means to be sentient and what happens to a bioreplica after it “dies.”
BIOREPLICA TRAITS
Bioreplicas are constructs. They also share the following traits:
Size: Same as emulated species, although only Small and Medium bioreplicas may be selected as player
characters.
Speed: A bioreplica has the same means of locomotion and speed as its emulated species (base speed 30 feet for human bioreplicas).
Ability Scores: A heroic bioreplica has no Constitution score and a starting Charisma score of 10. Its remaining ability scores are determined normally, including the ability score modifiers of its emulated species (none for human bioreplicas).
Bioreplicas can improve their mental abilities (Intelligence, Wisdom, and Charisma) as they increase in level (just as organic PCs do), but not their physical abilities (Strength and Dexterity).
Hit Points: Regardless of class, a bioreplica gains 1d10 hit points per level. At character creation, a 1st level bioreplica gets maximum hit points (10). It does not apply a Constitution modifier to its hit points but gains additional hit points at 1st level based on its size: Small 10, Medium-size 20.
(For other sizes, see the Construct type description).
Armor: A bioreplica modeled after a creature with natural armor does not gain the creature’s natural armor bonus.
Cybernetic Incompatibility: A bioreplica cannot be fitted with cybernetic attachments.
Immunities: Bioreplicas are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of negative levels. They cannot be raised from the dead (but again, see below).
Lifelike Appearance: Distinguishing a bioreplica from members of its emulated species requires a successful Perception check (DC 20). It can use the Disguise skill to increase the Perception check DC.
Manipulators: The manipulators of a bioreplica resemble the organic manipulating digits of its emulated species (a humanlike bioreplica has humanlike hands, for example). These manipulators otherwise function identically to their organic counterparts.
Rejuvenation Cycle: A bioreplica runs on energy cells that need to rejuvenate regularly. During a 24- hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the bioreplica is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself.
Repairable: Bioreplicas cannot heal damage on their own but can be repaired using the Repair skill. A
successful Repair check (DC 30) heals 1d10 points of damage to a bioreplica, and each check represents 1 hour of work.
Robot Resurrection: A bioreplica reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in an similar but intact frame. See Robot Resurrection, below, for details.
Sensors: A bioreplica hero begins play with a Class VII sensor system. For more information on robot sensor systems, see Sensors.
Skills: A bioreplica gains and assigns skill points as other nonhuman characters do. It uses its Charisma modifier on Constitution-based skill checks (including Concentration checks).
Free Language Skills: A bioreplica can read, write, and speak one language.
Feats: A bioreplica receives no feats at 1st level. However, it gains feats normally as it advances in level.
Height and Weight: A bioreplica has the same height range as its biological counterpart. Its weight, however, is equal to 1.5 × the normal weight of its biological counterpart.
Level Adjustment: +1.
NPC ROBOTS
Most robots exist to perform mundane, routine, or dangerous tasks without argument or ambition. Except for biodroids and bioreplicas with PC class levels, all robots are treated as constructs and share the general traits outlined below.
NPC robots don’t get class levels. However, they can receive factory-installed skill and feat software, allowing them to emulate specific skills and feats as part of their programming (see Skill Software and Feat Software).

GENERAL ROBOT TRAITS
As constructs, robots share the following traits that set them apart from organic beings:
Hit Die: d10.
Base Attack Bonus: 3/4 of total Hit Dice.
Good Saving Throws: None.
Skill Points: None.
Feats: None.
Starting Occupation: Robots never get starting occupations. Starting occupations represent life
experiences gained before acquiring 1st level. Robots have no life experiences before rolling off the assembly line; before then, they were nothing but parts.
Weapon and Armor Proficiency: Robots are proficient with their manipulators only. They are not
proficient with armor.
Ability Scores: Robots have no Constitution score and usually no Intelligence score. A robot’s size and
frame determines its ability scores, as shown on Tables 10–1 to 10–5.
Extra Hit Points: Robots gain extra hit points according to their size, as shown on the tables below.
Manipulators: A robot typically has two functioning manipulators, although Large or bigger robots can
have a higher number of functioning manipulators based on their size (see Manipulators).
Immunities: As constructs, robots are immune to mind-influencing effects, poison, sleep, paralysis,
stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Repairable: Robots cannot heal damage on their own but can be repaired using the Repair skill. A
successful Repair check (DC 30) heals 1d10 points of damage to a robot, and each check represents 1 hour of work.
Robot Resurrection: A robot reduced to 0 hit points is immediately destroyed and cannot be repaired,
although its “brain” may be removed and installed in a similar but intact frame. See Robot Resurrection for details.
Weight: A robot is generally heavier than an organic creature of similar size by 1.5.

ROBOT RESURRECTION
A robot’s core programming and experiences are contained within its central processor—its brain. The brain’s “drive to survive” is determined by its force of personality, as represented by the robot’s Charisma.
Whenever a robot is destroyed (reduced to 0 or fewer hit points), some brain degradation occurs. Each time its body is destroyed, the robot suffers a permanent drain of 1 point of Charisma. The brain ceases to function and the robot “dies” if its Charisma drops to 0 as the result of a permanent ability drain.
If a robot has at least 1 point of Charisma left after its body is destroyed, its brain can be removed and transplanted into another robot of the same size and frame. Removing a robot’s brain from a destroyed frame and installing it in a similar but intact frame requires 10 minutes of work, a mechanical tool kit, and a successful Craft (mechanical) check; the Craft (mechanical) check DC varies by frame type (see below). Not using a tool kit imposes a –4 penalty on the Craft (mechanical) check.
A robot that gains a new body retains the memories of its previous “life,” as well as any previously installed skill software and feat software. It also retains any previously installed mental ability score upgrades (see Ability Upgrades). It does not retain the previous frame’s armor, locomotive means, manipulators, sensors, physical ability score upgrades, accessories, or mounted weapons, as these were all destroyed.
Robot Frame Craft (Mechanical) Check DC
Armature or Biomorph 20
Biodroid 30
Bioreplica 40
Liquid-State 50
ROBOT FRAMES
A robot’s frame is the basic form the robot takes, from a simple barebones armature to a convincingly lifelike replica or metallic liquid. It includes both the robot’s chassis and its internal power source. The frame determines a robot’s base statistics and base price, as shown on the tables below.
Frame Size: The size of the frame, which determines the robot’s base price, base Hit Dice, and ability scores.
Base Price: The price of the frame (or its components). The base price does not include the cost of accessories (modes of locomotion, manipulators, armor, sensors, or equipment) or increased Hit Dice.
Base Hit Dice: The robot’s Hit Dice, not counting any additional Hit Dice that may be added (see below).
Extra Hit Points: Additional hit points gained due to the robot’s size.
Base Ability Scores: The robot’s ability scores, before improvements. Robots that do not have Constitution or Intelligence scores cannot improve these abilities.
Maximum Hit Dice/Price Modifier: The maximum Hit Dice the robot can have, and the amount by which the robot’s price increases for each Hit Die added to its base Hit Dice. A dash (—) indicates that the robot cannot have its Hit Dice increased.

ARMATURE (PL 5)
The most basic of robot designs, armatures are essentially mechanical skeletons.
To build an armature frame from scratch, a character must succeed at a Craft (mechanical) check (DC 20) after investing time in the frame’s construction: 12 hours for a Tiny or smaller frame, 24 hours for a Small to Large frame, or 48 hours for a Huge or larger frame. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also pay the price of the frame as listed on the table below.
Table: Armature Robot Frames provides the base price, Hit Dice, and ability scores for factory-model armature robots, as well as price modifiers for improving ability scores.
Immunities: Robots with armature frames have all the normal construct immunities.

Table: Armature Robot Frames (Pl 5)
——— Base Ability Scores ———
Robot Size Base Price Base Hit Dice Extra Hit Points Str Dex Con Int Wis Cha Maximum Hit Dice/
Price Modifier
Colossal 3,000,000 domars 32d10 80 47 6 — — 10 1 64d10/+30% per HD
Gargantuan 300,000 domars 16d10 60 39 6 — — 10 1 31d10/+30% per HD
Huge 30,000 domars 8d10 40 31 6 — — 10 1 15d10/+20% per HD
Large 10,000 domars 2d10 30 23 8 — — 10 1 7d10/+10% per HD
Medium 3,000 domars 1d10 20 15 10 — — 10 1 —
Small 1,000 domars 1/2d10 10 11 12 — — 10 1 —
Tiny 300 domars 1/4d10 — 7 14 — — 10 1 —
Diminutive 100 domars 1/8d10 — 5 16 — — 10 1 —
Fine 30 domars 1/16d10 — 1 18 — — 10 1 —

BIOMORPH (PL 5)
A biomorph frame is essentially a hard plastic or metallic casing, often in a shape that suggests a living creature—for example, a human, dog, cat, or chimpanzee—though the resemblance is vague, at best.
To build a biomorph frame from scratch, a character must succeed at a Craft (mechanical) check (DC 25) after investing time in the frame’s construction: 24 hours for Large or smaller frame or 72 hours for a Huge or larger frame. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also pay the price of the frame as listed on the table below.
Table: Biomorph Robot Frames provides the base price, Hit Dice, and ability scores for factory-model biomorph robots, as well as price modifiers for improving ability scores.
Immunities: Robots with biomorph frames have all the normal construct immunities.

Table: Biomorph Robot Frames (Pl 5)
——— Base Ability Scores ———
Robot Size Base Price Base Hit Dice Extra Hit Points Str Dex Con Int Wis Cha Maximum Hit Dice/
Price Modifier
Colossal 10,000,000 domars 32d10 80 46 6 — — 10 1 64d10/+30% per HD
Gargantuan 1,000,000 domars 16d10 60 38 6 — — 10 1 31d10/+30% per HD
Huge 100,000 domars 8d10 40 30 6 — — 10 1 15d10/+20% per HD
Large 30,000 domars 2d10 30 22 8 — — 10 1 7d10/+10% per HD
Medium 10,000 domars 1d10 20 14 10 — — 10 1 —
Small 3,000 domars 1/2d10 10 10 12 — — 10 1 —
Tiny 1,000 domars 1/4d10 — 6 14 — — 10 1 —
Diminutive 300 domars 1/8d10 — 4 16 — — 10 1 —
Fine 100 domars 1/16d10 — 1 18 — — 10 1 —

BIODROID (PL 6)
Biodroids are a step up from biomorphs, in that they can be mistaken, under certain conditions, for what they are made to resemble. However, reasonably close inspection reveals the presence of robotic parts and the lack of biological parts.
To build a biodroid frame from scratch, a character must succeed at two skill checks—a Craft (mechanical) check (DC 30) and a Craft (electronic) check (DC 30). These checks are made after investing time in the frame’s construction: 48 hours for a Large or smaller frame or 72 hours for a Huge or larger frame. A character without a mechanical tool kit or electrical tool kit takes a –4 penalty on the skill check (–8 if the character has neither). The character must also pay the price of the frame as listed on the table below.
Table: Biodroid Robot Frames provides the base price, Hit Dice, and ability scores for factory-model biodroid robots, as well as price modifiers for improving ability scores.
Immunities: Robots with biodroid frames have all the normal construct immunities.
Lifelike Appearance: Distinguishing a biodroid from members of its emulated species requires a successful Perception check (DC 10). A biodroid can use the Disguise skill to increase the Perception check DC.

Table: Biodroid Robot Frames (Pl 6)
——— Base Ability Scores ———
Robot Size Base Price Base Hit Dice Extra Hit Points Str Dex Con Int Wis Cha Maximum Hit Dice/
Price Modifier
Colossal 10,400,000 domars 32d10 80 44 7 — 10 10 5 45d10/+40% per HD
Gargantuan 1,040,000 domars 16d10 60 36 7 — 10 10 5 31d10/+30% per HD
Huge 104,000 domars 8d10 40 28 7 — 10 10 5 15d10/+20% per HD
Large 32,000 domars 2d10 30 20 9 — 10 10 5 7d10/+10% per HD
Medium 10,400 domars 1d10 20 12 11 — 10 10 5 —
Small 3,200 domars 1/2d10 10 8 13 — 10 10 5 —
Tiny 1,040 domars 1/4d10 — 4 15 — 10 10 5 —
Diminutive 320 domars 1/8d10 — 2 17 — 10 10 5 —
Fine 104 domars 1/16d10 — 1 19 — 10 10 5 —

BIOREPLICA (PL 7)
A step up from biodroids, bioreplicas are robots so convincingly lifelike that they are virtually indistinguishable from their living counterparts. The bioreplica’s components are made up of lightweight plastics in a synthetic sheath that looks and feels like real flesh and skin.
To build a bioreplica frame from scratch, a character must succeed at two skill checks—a Craft (mechanical) check (DC 30) and a Craft (electronic) check (DC 30). These checks are made after investing time in the frame’s construction: 48 hours for a Large or smaller frame or 72 hours for a Huge or larger frame. A character without a mechanical tool kit or electrical tool kit takes a –4 penalty on the skill check (–8 if the character has neither). The character must also pay the price of the frame as listed on the table below.
Table: Bioreplica Robot Frames provides the base price, Hit Dice, and ability scores for factory-model bioreplica robots, as well as price modifiers for improving ability scores.
Immunities: Robots with bioreplica frames have all the normal construct immunities.
Lifelike Appearance: Distinguishing a bioreplica from members of its emulated species requires a successful Perception check (DC 20). A bioreplica can use the Disguise skill to increase the Perception check DC.

Table: Bioreplica Robot Frames (Pl 7)
——— Base Ability Scores ———
Robot Size Base Price Base Hit Dice Extra Hit Points Str Dex Con Int Wis Cha Maximum Hit Dice/
Price Modifier
Colossal 36,000,000 domars 32d10 80 44 7 — 10 10 10 45d10/+40% per HD
Gargantuan 3,600,000 domars 16d10 60 36 7 — 10 10 10 31d10/+30% per HD
Huge 360,000 domars 8d10 40 28 7 — 10 10 10 15d10/+20% per HD
Large 120,000 domars 2d10 30 20 9 — 10 10 10 7d10/+10% per HD
Medium 36,000 domars 1d10 20 12 11 — 10 10 10 —
Small 12,000 domars 1/2d10 10 8 13 — 10 10 10 —
Tiny 3,600 domars 1/4d10 — 4 15 — 10 10 10 —
Diminutive 1,200 domars 1/8d10 — 2 17 — 10 10 10 —
Fine 360 domars 1/16d10 — 1 19 — 10 10 10 —

LIQUID-STATE (PL 8)
The liquid-state robot is a mass of metal alloy resembling liquid mercury. It contains a molecular network of subprocessors that interpret the central processor’s instructions to form a nearly endless variety of shapes. The liquid metal can emulate radically different densities within the same form, meaning that the robot can feel like flesh on the outside, but be as solid as stone on the inside.
Being able to assume different forms does not allow the robot to duplicate appearances or abilities; a liquid-state robot cannot change its color any more than it can breathe fire. For example, if it assumes the shape of a human, the robot would appear to be a human made of metal. Furthermore, a liquid-state robot is limited to the quality of its own components. A liquid-state robot equipped with a rotor for locomotion cannot simply change shape and acquire a pair of legs, for example; any change must be of the same Progress Level or lower. A liquid-state robot can, however, reattach separated components.
To build a liquid-state “frame” from scratch, a character must succeed at two skill checks—a Craft (mechanical) check (DC 30) and a Craft (electronic) check (DC 30). These checks are made after investing 96 hours the frame’s construction. A character without a mechanical tool kit or electrical tool kit takes a –4 penalty on the skill check (–8 if the character has neither). The character must also pay the price of the frame as listed on the table below.
Table: Liquid-State Robot Frames provides the base price, Hit Dice, and ability scores for factory-model liquid-state robots, as well as price modifiers for improving ability scores.
Natural Armor: A liquid-state robot gains a +5 natural armor bonus to Armor Class.
Attacks: A liquid-state robot, regardless of its form, has two appendages (treat as natural weapons) with which it can attack each round. It can shape these appendages into various crude weapons as a free action; depending on their shape, one or both weapons can deal bludgeoning, piercing, or slashing damage. The robot’s size determines the amount of damage these appendages deal: Fine 1, Diminutive 1d2 , Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
Amorphous Form (Ex): Because a liquid-state robot can alter its shape and density, it gains a +10 bonus on Escape Artist checks.
Fast Healing (Ex): A liquid-state robot has fast healing 10. This ability ceases to function when the robot is destroyed (reduced to 0 or fewer hit points).
Fire Vulnerability: A liquid-state robot takes 50% more damage from any fire-based attack.
Immunities: Robots with liquid-state frames have all the normal construct immunities.

Table: Liquid-State Robot Frames (Pl 8)
——— Base Ability Scores ———
Robot Size Base Price Base Hit Dice Extra Hit Points Str Dex Con Int Wis Cha Maximum Hit Dice/
Price Modifier
Colossal 1,000,000,000 domars 32d10 80 45 8 — 10 11 10 40d10/+30% per HD
Gargantuan 10,000,000 domars 16d10 60 37 8 — 10 11 10 32d10/+30% per HD
Huge 1,000,000 domars 8d10 40 29 8 — 10 11 10 24d10/+20% per HD
Large 400,000 domars 4d10 30 23 10 — 10 11 10 16d10/+20% per HD
Medium-size 100,000 domars 2d10 20 13 12 — 10 11 10 8d10/+10% per HD
Small 40,000 domars 1d10 10 9 14 — 10 11 10 —
Tiny 13,000 domars 1/2d10 — 5 16 — 10 11 10 —
Diminutive 4,000 domars 1/4d10 — 3 18 — 10 11 10 —
Fine 1,300 domars 1/8d10 — 1 20 — 10 11 10 —
LOCOMOTION
How a robot moves is determined by its means locomotion. Most robots have only one means of locomotion, each of which comes with its own advantages and disadvantages, as shown below.
To build a mode of locomotion from scratch, a character must succeed at a Craft (mechanical) check (DC 25) after investing 24 hours in its construction. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also pay the price listed in the table below for the given mode of locomotion.
Base Speed: Each mode of locomotion has a base speed. This speed can be improved, but each 5-foot increase in speed also increases the price by 10%. The base speed can never be increased more than double the listed amount.
Price: The cost of the components necessary to grant the robot this particular mode of locomotion. This cost is always a fraction of the base price of the robot’s frame (see Frame, above).

FORCED AIR (PL 5)
The robot takes in air through a vent and forces it out beneath itself, allowing it to hover about an inch off the ground. It handles poorly and moves at half speed over poor surface conditions.
Base Speed: Fly 30 feet (clumsy).
Price: One-half the base price of the robot’s frame.

LEGS (MULTIPLE) (PL 5)
The robot has three or more mechanical legs that allow it to walk, after a fashion. The robot moves at half speed when navigating obstructions, stairs, or poor surface conditions. Only robots equipped with legs can jump.
Base Speed: 30 feet.
Price: One-half the base price of the robot’s frame.

PROPELLER (AIR) (PL 5)
The robot has a propeller for air travel. It cannot travel on land without another mode of locomotion. If for some reason the robot’s speed drops below its base speed during any given round, it falls.
Base Speed: Fly 40 feet (clumsy).
Price: One-quarter the base price of the robot’s frame.

PROPELLER (WATER) (PL 5)
The robot has one or more propellers for water travel. It cannot travel on land without another mode of locomotion.
Base Speed: Swim 20 feet.
Price: One-quarter the base price of the robot’s frame.

ROTOR (PL 5)
The robot is equipped with a rotor, like a helicopter’s. It doesn’t move as quickly as a robot equipped with an air propeller, but it can hover without falling.
Base Speed: Fly 30 feet (poor).
Price: One-quarter the base price of the robot’s frame.

STATIONARY (PL 5)
The robot cannot move at all. It is most likely bolted or otherwise secured in place. Factory robots are usually stationary.
Base Speed: 0 feet. (This speed cannot be improved.)
Price: Not applicable. (This cost is included in the robot’s base price.)

TRACK (PL 5)
The robot follows a preset track and cannot deviate from that course. If the robot is somehow separated from the track, it becomes effectively stationary. The robot can maneuver over an obstacle only if the track leads over the obstacle, but if something obstructs the track, the robot comes to a halt.
Base Speed: 10 feet.
Price: One-tenth the base price of the robot’s frame (rounded down).

TREADS (PL 5)
The robot is equipped with a pair of tank-like treads that allow it to roll along over most terrain without significant difficulties. It can negotiate reasonably shallow steps, but stairs are beyond its abilities.
Robots with treads cannot jump or swim.
Base Speed: 20 feet.
Price: One-quarter the base price of the robot’s frame.

WHEELS (PL 5)
Wheels are somewhat more effective than treads on level ground, but the robot moves at half speed when navigating poor surface conditions. Most wheeled robots have four, six, or eight wheels. Robots with wheels cannot jump or swim.
Base Speed: 30 feet.
Price: One-half the base price of the robot’s frame.

CASTERS (PL 6)
The robot moves about on spherical wheels, or casters. These are somewhat more efficient than wheels and enable the robot to change direction easily. Robots with casters cannot jump or swim.
Base Speed: 20 feet.
Price: One-quarter the base price of the robot’s frame.

LEGS (PAIR) (PL 6)
The robot is bipedal, walking on two legs as well as a human. Only robots equipped with legs can jump.
Base Speed: 20 feet.
Price: One-half the base price of the robot’s frame.

THRUSTER (PL 7)
Thrusters use a miniature impulse engine to produce a stream of high-energy particles, contained and directed by magnetic fields. The exhaust is hot, but not dangerously so. Thrusters enable the robot to fly and hover.
Base Speed: Fly 30 feet (poor).
Price: One-half the base price of the robot’s frame.

INDUCTOR (PL 8)
Induction engine technology allows the robot to move about on a thin cushion of artificial gravity. The thrust does not enable the robot to corner quickly, but it can hover and float above liquid surfaces (including water).
Base Speed: 30 feet.
Price: One-half the base price of the robot’s frame.
MANIPULATORS
Without some kind of manipulating appendage, robots cannot lift or move objects. Manipulators can be as crude as a simple probe or as complex as a five-fingered hand.
A Medium or smaller robot may have up to two functioning manipulators. Larger robots may be equipped with a greater number of functioning manipulators, as determined by their size:

Robot’s Frame Size Manipulators
Medium or smaller Up to 2
Large Up to 4
Huge or larger Up to 8

To build a manipulator from scratch, a character must succeed at a Craft (mechanical) check (DC 25) after investing 24 hours in its construction. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also pay the price of the manipulator as listed in the table below. Masterwork robot manipulators can be fashioned using the Masterworker feat.
Size: A manipulator, as an object, is usually two size categories smaller than the robot for which it’s designed; for example, a hand designed for a Medium-size robot can be considered a Tiny object. A manipulator’s size is usually important only for portability and concealment purposes.
Damage: Robots can use their manipulators as melee weapons, dealing piercing, slashing, or bludgeoning damage based on the type of manipulator and the robot’s size (see Table: Manipulator Damage). Some types of manipulators deal nonlethal damage only.
Price: The cost of each manipulator. This cost is always a fraction of the base price of the robot’s frame (see Frame, above).

Table: Manipulator Damage
——————————————— Robot Size ———————————————
Manipulator Type Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Advanced Hand1 — — 1 1d2 1d3 1d4 1d6 1d8 2d6
Claw — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
Hand1 — — 1 1d2 1d3 1d4 1d6 1d8 2d6
Jaws — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
Pincer — — 1 1d2 1d3 1d4 1d6 1d8 2d6
Probe — — — 1 1d2 1d3 1d4 1d6 1d8
Special-Use Gripper1 — — 1 1d2 1d3 1d4 1d6 1d8 2d6
Task Hand1 — — 1 1d2 1d3 1d4 1d6 1d8 2d6
1 This type of manipulator deals nonlethal damage only.

CLAW (PL 5)
Claws resemble pincers, but the opposed surfaces cover the length of the appendage. Claws suffer the same handicaps as pincers when attempting tasks involving manual dexterity, but they deal greater damage.
Damage: Lethal slashing or nonlethal bludgeoning.
Price: 100 domars + one-quarter the base price of the robot’s frame.

JAWS (PL 5)
Only robots modeled after creatures with bite attacks have jaws. Robotic jaws are essentially large clamps with teeth.
Damage: Lethal piercing.
Price: 100 domars + one-quarter the base price of the robot’s frame.

PINCER (PL 5)
A pincer is a two-fingered, clawlike appendage that focuses all the grip strength on a pair of opposed surfaces, rather like a pair of tongs. Pincers allow the robot to manipulate and lift objects without much difficulty, but objects specifically made for humanoid hands (like firearms) are usually beyond the pincers’ ability to operate. At the GM’s discretion, tasks involving manual dexterity suffer a –4 penalty for a robot equipped with pincers.
Damage: Lethal piercing or nonlethal bludgeoning.
Price: 50 domars + one-quarter the base price of the robot’s frame.

PROBE (PL 5)
Similar to a special-use gripper, a probe is simply an instrument of some kind, meant to measure torque, temperature, or some other factor. If the robot attempts to manipulate or lift an object with a probe, it takes a –4 penalty on the check.
Damage: Lethal piercing or nonlethal bludgeoning.
Price: 50 domars + one-tenth the base price of the robot’s frame (rounded down).

SPECIAL-USE GRIPPER (PL 5)
The robot has a manipulator designed for a specific task. When the robot uses a special-use gripper for a task other than its intended task, the robot suffers a –4 penalty on the check if the check involves manual strength or dexterity.
Damage: Nonlethal bludgeoning only.
Price: 50 domars + one-tenth the base price of the robot’s frame (rounded down).

HAND (PL 6)
A hand is a step up from a claw, in that it has more digits— usually three or four, total. Hands are a bit more adaptable as well, imposing only a – 2 penalty w hen attempting tasks involving manual dexterity.
Damage: Nonlethal bludgeoning only.
Price: 100 domars + one-quarter the base price of the robot’s frame.

ADVANCED HAND (PL 7)
Advanced hands are essentially the same in structure as human hands, though some might have additional fingers for specialized work. Advanced hands suffer no penalties when attempting tasks involving manual dexterity.
Damage: Nonlethal bludgeoning only.
Price: 100 domars + one-quarter the base price of the robot’s frame.

TASK HAND (PL 7)
Task hands function just like advanced hands, except that they are equipped with additional joints and often with additional or telescoping digits, enabling them to multitask, as well as to spread the robot’s grip strength over a slightly wider area.
A robot with a task hand gains a +1 bonus on Climb, Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Perception, Pilot, Sleight of Hand, and Heal checks. This bonus improves to +2 if the robot has two or more task hands. At the GM’s discretion, the robot can gain this bonus when attempting certain Perform checks as well.
Damage: Nonlethal bludgeoning only.
Price: 100 domars + one-quarter the base price of the robot’s frame.

ARMOR
Although composed of durable alloys or resilient plastic polymers, robots are easily damaged. For this reason, combat models are usually equipped with some form of armor, depending on the robot’s frame.
A robot can be equipped with a suit of removable armor (identical in form and function to armor worn by organic characters), or it can have armor integrated into its frame. A robot may be limited to one type or another depending on its shape, size, and frame. Liquidstate robots cannot have armor of any sort.
Removable Armor: Anthropomorphic biodroids and bioreplicas typically wear removable suits of armor, which provides an armor bonus to Armor Class. A robot equipped with removable armor must have the appropriate Armor Proficiency feat to gain the armor’s full armor bonus, and the armor’s maximum Dexterity bonus applies. Armor penalties on Acrobatics, Climb, Escape Artist, and Stealth checks apply as normal.
Integrated Armor: This type of armor is welded or otherwise fixed securely to the robot’s frame. Integrated armor provides an armor bonus to Armor Class. Robots equipped with integrated armor suffer no armor penalties if the armor is installed properly. Improperly installed armor causes the robot to take a –10 penalty on Acrobatics, Climb, Escape Artist, and Stealth checks.
Installing integrated armor on a robot requires a Craft (mechanical) check (DC 20). The check is made after investing an amount of time determined by the robot’s size: Colossal 24 hours, Gargantuan 12 hours, Huge 6 hours, Large 3 hours, Medium 2 hours, Small 1 hour, Tiny or smaller 30 minutes. Integrated armor can be removed in half the time with a successful Craft (armorsmithing) check (DC 20).

INTEGRATED ARMOR
Different types of integrated armor are presented below. Only one type of armor can be installed on a given robot.
Armor Bonus: The armor bonus that the integrated armor provides to the robot’s Armor Class.
Weight: How much weight integrated armor adds to the robot’s weight.
Speed Penalty: The amount by which the armor reduces the robot’s speed, given in feet. If a robot’s speed drops to zero because of the penalty, it cannot move (the armor is too heavy for its frame).
Price: The cost of the integrated armor (or its components).

ALUMISTEEL ARMOR (PL 5)
This easy-to-acquire alloy is lightweight and reasonably strong. Bioreplica robots and liquid-state robots cannot have integrated aluminsteel armor.
Armor Bonus: +5.
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: –5 feet.
Price: 100 domars + one-half the base price of the robot’s frame.

DURAPLASTIC ARMOR (PL 5)
Duraplastic armor is made of advanced plastic polymers, like carbon fiber and high-grade fiberglass. Although relatively cheap and light, it doesn’t offer tremendous protection. Bioreplica robots of Medium or smaller and liquid-state robots cannot have integrated duraplastic armor.
Armor Bonus: +3.
Weight: One-eighth the weight of the robot’s frame (rounded down).
Speed Penalty: None.
Price: 50 domars + one-half the base price of the robot’s frame.

DURALLOY ARMOR (PL 6)
Duralloy armor is harder, heavier, and more durable than alumisteel. Bioreplica robots and liquid-state robots cannot have integrated duralloy armor.
Armor Bonus: +8.
Weight: One-half the weight of the robot’s frame (rounded down).
Speed Penalty: –10 feet.
Price: 100 domars + one-half the base price of the robot’s frame.

RESILIUM ARMOR (PL 6)
Resilium is more malleable alloy than duralloy, although not as strong. Bioreplica robots of Medium or smaller and liquid-state robots cannot have integrated resilium armor.
Armor Bonus: +6.
Weight: One-eighth the weight of the robot’s frame (rounded down).
Speed Penalty: None.
Price: 50 domars + one-half the base price of the robot’s frame.

CRYSTAL CARBON ARMOR (PL 7)
“Grown” in orbital laboratories, crystal carbon is a composite fiber material that outperforms neovulcanium (see below) on the battlefield. Bioreplica robots of Medium or smaller and liquid-state robots cannot have integrated crystal carbon armor.
Armor Bonus: +8.
Weight: One-eighth the weight of the robot’s frame (rounded down).
Speed Penalty: None.
Price: 150 domars + one-half the base price of the robot’s frame.

NEOVULCANIUM ARMOR (PL 7)
Similar to duralloy, neovulcanium uses plasma-forging techniques to create an alloy of unparalleled resilience. Bioreplica robots and liquid-state robots cannot have integrated neovulcanium armor.
Armor Bonus: +7.
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: –5 feet.
Price: 100 domars + one-half the base price of the robot’s frame.

MEGATANIUM ARMOR (PL 8)
Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium represents the apex of robot armor. It is exceedingly hard and durable. Bioreplica robots and liquid-state robots cannot have integrated megatanium armor.
Armor Bonus: +10.
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: –5 feet.
Price: 100 domars + one-half the base price of the robot’s frame.

REACTIVE ARMOR (PL 8)
Consisting of layers of insulating gel or compressed gas between cerametal sheets, reactive armor provides the same protection as crystal carbon armor but is considerably cheaper and easier to produce. Biodroid robots, bioreplica robots, and liquid-state robots cannot have integrated reactive armor.
Armor Bonus: +8.
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: –5 feet.
Price: 50 domars + one-half the base price of the robot’s frame.

SENSORS
Robots are unable to perceive their surroundings without a sensor system of some kind. Without sensors, they are effectively blind and deaf, and they suffer penalties on certain checks—if they can attempt them at all.
Sight: A robot without visual sensors suffers a –4 penalty on all skill checks and cannot make Perception checks.
Sound: A robot without audio sensors suffers a –2 penalty on all skill checks and cannot make Perception checks.
Touch: A robot without tactile sensors suffers a –4 penalty on all Demolitions, Disable Device, and Craft checks.
Smell: A robot without olfactory sensors suffers no particular penalties.
Taste: A robot without gustatory sensors suffers no particular penalties.
To build a sensor system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also pay the price listed in the table below for the sensor system.
Robot sensor systems are further separated by type and price:
Type: The type of sensors (visual, audio, tactile, olfactory, gustatory) included in the system.
Price: The cost of the sensor system.

CLASS I SENSOR SYSTEM (PL 5)
This sensor system includes a low-res video camera and a basic audio receiver (effectively a robotic ear).
A robot with a Class I sensor system takes a –4 penalty on all Demolitions and Disable Device checks, and a –2 penalty on all other skill checks.
Type: Audio, Visual.
Price: 400 domars.

CLASS II SENSOR SYSTEM (PL 5)
This sensor system includes a video camera with infrared capability, capable of discerning creatures and objects by their heat signatures. It also includes a basic audio receiver and a crude chemical sniffer (a series of filters that detect free-floating chemical residues).
A robot with a Class II sensor system takes a –4 penalty on all Demolitions, Disable Device, and Craft checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Visual.
Price: 700 domars.

CLASS III SENSOR SYSTEM (PL 5)
This sensor system includes a video camera with infrared capability, a basic audio receiver, and a crude chemical sniffer.
A robot with a Class III sensor system takes no penalties on skill checks.
Type: Audio, Olfactory, Visual.
Price: 1,200 domars.

CLASS IV SENSOR SYSTEM (PL 6)
This sensor system includes hi-res video sensors, a hi-fidelity audio sensor, a chemical vapor scanner, and a pressure sensor that enables the robot to perform tasks requiring manual dexterity.
A robot with a Class IV sensor system gains a +2 bonus on Perception checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile, Visual.
Price: 1,200 domars.

CLASS V SENSOR SYSTEM (PL 6)
This sensor system includes hi-res video sensors with darkvision (out to 60 feet), hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and either a ladar or sonar system. Ladar uses laser detectors and ranging sensors to rapidly play low-powered laser beams across the robot’s surroundings, allowing it to locate targets. Sonar sensors are used mostly in subaquatic environments, but the technology works almost as well in the air. By bouncing sound waves off objects and measuring the length of time it takes to receive an echo, sonar can produce a clear image of the robot’s surroundings.
Ladar Version: A robot with a ladar-equipped Class V sensor system gains a +4 bonus on sight-based Perception checks and a +2 bonus on hearing-based checks. All other skill checks are made without penalty.
Sonar Version: A robot with a sonar-equipped Class V sensor system gains a +4 bonus on hearing-based Perception checks and a +2 bonus on sight-based Perception checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile, Visual.
Price: 2,400 domars.

CLASS VI SENSOR SYSTEM (PL 6)
This sensor system includes hi-res video sensors with darkvision (out to 120 feet), hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and short-range radar that allows a robot to not only perceive its surroundings but also target more effectively.
A robot with a Class VI sensor system gains a +2 bonus on Perception checks. All other skill checks are made without penalty. The robot also gains a +1 bonus on initiative checks.
Type: Audio, Olfactory, Tactile, Visual.
Price: 5,600 domars.

CLASS VII SENSOR SYSTEM (PL 7)
This sensor system includes hi-definition video sensors with darkvision (out to 120 feet), acoustic audio sensors, a chemical vapor scanner, pressure sensors, and multiband radar that uses multiple concurrent radar signals in different frequencies to gather more data.
A robot with a Class VII sensor system gains a +2 bonus on Perception checks. All other skill checks are made without penalty. The robot also gains a +2 bonus on initiative checks.
Type: Audio, Olfactory, Tactile, Visual.
Price: 6,300 domars.

CLASS VIII SENSOR SYSTEM (PL 7)
This sensor system includes hi-definition video sensors with darkvision (out to 120 feet), acoustic audio sensors, a sophisticated olfactory sensor, a tactile sensor array, and multiband radar.
A robot with a Class VII sensor system gains the scent ability. It also gains a +2 bonus on Demolitions, Disable Device, and Perception checks. All other skill checks are made without penalty. The robot also gains a +2 bonus on initiative checks.
Type: Audio, Olfactory, Tactile, Visual.
Price: 16,000 domars.

CLASS IX SENSOR SYSTEM (PL 8)
This sensor system includes a full-spectrum eye with darkvision (out to 180 feet), a full-frequency ear, a sophisticated olfactory sensor, a tactile sensor array, and multiband radar.
A robot with a Class IX sensor system gains the scent ability. It also gains a +2 bonus on Demolitions, Disable Device, and Perception checks. All other skill checks are made without penalty. The robot also gains a +3 bonus on initiative checks.
Type: Audio, Olfactory, Tactile, Visual.
Price: 24,000 domars.

NERVE WEB (PL 8)
The nerve web is an advanced sensor array that simulates the function of an organic nervous system. This sensor system includes a full-spectrum eye with darkvision (out to 180 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors, and multiband radar.
A robot with a Class IX sensor system gains the scent ability. It also gains a +4 equipment bonus on Demolitions, Disable Device, and Perception checks. All other skill checks are made without penalty. The robot also gains a +3 bonus on initiative checks.
Type: Audio, Gustatory, Olfactory, Tactile, Visual.
Price: 40,000 domars.

Programming vs. Artificial Intelligence
Mechanical intelligence is extremely limited in the early stages of robotic technology. The best PL 5 robots have processors only as advanced as computers, and they are little better than remotes. If a situation falls outside the conditions for which the PL 5 robot was programmed, the robot doesn’t know what to do and sees no reason to take any actions at all.
At Progress Level 6, robots step closer to achieving true artificial intelligence with the invention of the first commercially viable neural networks: “learning” computers. Designed to mimic how an organic brain processes and stores information, the neural network allows the robot to analyze the data it receives from its sensors and make autonomous decisions based upon that data. In other words, a neural network allows a robot to think.
However, true artificial intelligence does not arrive until Progress Level 7. While neural networks allow robots to learn and think, artificial intelligence allows robots to plan and be creative. Further, the AI attaches appropriate significance to what it learns; not only can it create but also it can decide for itself whether doing so is a good idea. In effect, artificial intelligence allows a robot to simulate humanoid behavior (for better or for worse) without being programmed to do so. It learns by observation and deduction, not unlike a human child learns to behave as the adults he knows.

Heroic Droids with Skill Software or Feat Software
Players can choose to play biodroid and bioreplica characters. These heroic robots gain skills and feats by gaining experience and advancing in level, as organic characters do. At the GM’s discretion, a heroic robot may choose to receive skill software and feat software. However, a heroic droid installed with skill software of any kind loses all skills gained from class levels and can no longer gain skill points through level advancement. Similarly, a heroic robot installed with feat software loses all feats gained from class levels and class features and cannot gain new feats through level advancement.
SKILL SOFTWARE
Like constructs, nonheroic robots do not gain skills. They must be programmed with software that gives them the ability or the knowledge to perform certain skills. Skill software (often called “skillware”) is embedded in the robot’s central processor or “brain” and can be saved after the robot is destroyed (see Robot Resurrection). This is not true of skill webs, however (see below).
To write skill software from scratch, a character must have an equal number of ranks in whatever skill the software is designed to emulate. The character obtains the necessary components, paying the price listed for the software. He must then succeed at a Computer Use check (DC 20 + number of skill ranks emulated by the software) after investing 12 hours in the software’s construction.
Class Skills: All skills programmed into a robot become class skills for the robot.

SKILL CHIP (PL 5)
A skill chip enables a robot to gain up to 8 ranks in any one of the following skills: Computer Use, Demolitions, Disable Device, or Perception. A robot can have multiple skill chips. However, skill chips do not allow a robot to benefit from skill synergy.
A skill chip can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
An examiner can reprogram a skill chip in 1 hour and can modify it to hold as many ranks as he has in the emulated skill.
Price: 25 domars per skill rank.

LANGUAGE CHIP (PL 6)
This chip allows the robot to read, write, and speak one language as though it has a rank in the Linguistics skill.
Price: 300 domars.

SKILL PROGIT (PL 6)
Sophisticated emulation software encased in a thin but durable plastic casing, a skill progit enables a robot to gain ranks in a single skill. The number of ranks cannot exceed the programmer’s ranks in the skill being emulated. A factory-built progit typically holds 4, 8, or 12 ranks of a particular skill. A robot can have multiple skill progits. However, skill progits do not allow a robot to benefit from skill synergy.
A skill progit can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
Price: 20 domars per skill rank.

SKILL NET (PL 7)
A skill net consists of a series of interlocking programs that allow the robot to acquire ranks in multiple skills. The number of ranks in any given skill cannot exceed the programmer’s ranks in the skill being emulated. A factory-built skill net typically holds 4, 8, or 12 ranks in as many as four different skills. A robot can have multiple skill nets. Skill nets allow a robot to benefit from skill synergy.
A skill net can be reprogrammed one skill at a time. Replacing one skill with another or increasing the number of ranks of an already existing skill requires 1 hour of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
Price: 2,000 domars (four skills at 4 ranks each), 5,000 domars (four skills at 8 ranks each), or 9,000 domars (four skills at 12 ranks each).

SKILL WEB (PL 8)
A skill web allows a robot with ordinary class levels to gain skill points as normal for its class. The skill web expands as the robot advances in level. An integral component of the robot, it cannot be salvaged if the droid is destroyed. Skill webs allow a robot to benefit from skill synergy.
A skill web’s skills cannot be altered except through level advancement.
Price: One-half the base price of the robot’s frame.
FEAT SOFTWARE
Nonheroic robots, like constructs, do not gain feats. However, at Progress Level 6 or higher, they can be programmed with software that enables them to emulate feats.
Feat software (often called “featware”) is usually embedded in the robot’s central processor or “brain” and can be salvaged after the robot is destroyed (see Robot Resurrection sidebar. This is not true of feat webs, however (see below).
To write feat software from scratch, a character must possess whatever feats the software is designed to emulate. The character obtains the necessary software components by paying the price listed for the software. He must then succeed at a Computer Use check (DC 30) after investing 12 hours in the software’s creation.
Feat Prerequisites: Regardless of the quality of its feat software, a robot cannot emulate a feat if it does not meet the feat’s prerequisites.

FEAT PROGIT (PL 6)
Sophisticated emulation software encased in a thin but durable plastic casing, a feat progit is installed in the robot’s central processing unit and enables the robot to gain a single feat.
A robot can have a number of feat progits equal to 1 + one-third its Hit Dice (rounded down).
A feat progit can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 30).
Price: 3,000 domars.

FEAT NET (PL 7)
A feat net consists of a series of interlocking programs that allow the robot to emulate multiple feats. A feat net holds as many as four feats.
A robot can have multiple feat nets, but the total number of feats a robot can have installed cannot exceed 1 + one-third the robot’s Hit Dice (rounded down).
It is less expensive to purchase multiple feats in a feat net than it is to purchase each feat as an individual feat progit. Replacing one feat with another requires 12 hours of work and a successful Computer Use check (DC 30).
Price: 900 domars (one feat), 1,600 domars (two feats), 2,700 domars (three feats), or 3,600 domars (four feats).

FEAT WEB (PL 8)
A feat web allows a robot with ordinary class levels to gain feats as normal for its class. The feat web expands as the robot advances in level. An integral component of the robot, it cannot be salvaged if the droid is destroyed.
A feat web’s feats cannot be altered except through level advancement.
Price: 250 domars + one-half the base price of the robot’s frame.

ABILITY UPGRADES
Heroic and nonheroic robots can receive structural and programming upgrades that increase their ability scores. (Heroic robots can also improve their mental ability scores by gaining levels, much as organic characters do; see Robots as Heroes for details.)
A robot can receive multiple upgrades to the same ability score. Robots with armature and biomorph frames have no Intelligence score and therefore cannot receive upgrades to Intelligence. No robot can receive an upgrade to Constitution, since robots do not have Constitution scores.
Upgrades to physical abilities (Strength and Dexterity) always entail a refit or reconstruction and require a factory, workshop, or other facility. Upgrades to mental abilities (Intelligence, Wisdom, and Charisma) are handled by using a computer to reprogram or add new subroutines to the robot’s brain, neural network, or central processing unit.
To perform a Strength or Dexterity upgrade from scratch, a character must have access to a workshop or other suitable facility. Acquiring the necessary components for the upgrade requires paying the price listed for the upgrade. After 24 hours spent performing the upgrade, the character must succeed at a Craft (mechanical) check (DC 25). A character without a mechanical tool kit takes a –4 penalty on the skill check.
To perform an Intelligence, Wisdom, or Charisma upgrade, a character must first acquire the necessary system components by paying the listed price. The character must then succeed at a Computer Use check (DC 30) after 1 hour spent reprogramming the robot.
Price: The cost of the upgrade.

STRENGTH UPGRADE (PL 5)
Parts of the robot’s frame, including its joints and hydraulic components, are reinforced or replaced with similar components made of stronger materials. The upgrade provides a +2 bonus to Strength.
Price: 40 domars X robot’s Strength modifier before the upgrade + one-half the base price of the robot’s frame.

DEXTERITY UPGRADE (PL 6)
The robot receives replacement joints or ligaments that are more flexible, and the robot’s tactile sensors are modified to improve manual dexterity. The upgrade provides a +2 bonus to Dexterity.
Price: 40 domars X robot’s Dexterity modifier before the upgrade + one-half the base price of the robot’s frame.

INTELLIGENCE UPGRADE (PL 6)
Modifications to the robot’s artificial intelligence allow it to think more creatively. The upgrade provides a +2 bonus to Intelligence.
Price: 40 domars X robot’s Intelligence modifier before the upgrade + one-half the base purchase DC of the robot’s frame.

CHARISMA UPGRADE (PL 7)
The robot is programmed with character and personality subroutines that enable it to better interpret and simulate humanoid behavior patterns and emotions. The upgrade provides a +2 bonus to Charisma.
Price: 40 domars X robot’s Charisma modifier before the upgrade + one-half the base purchase DC of the robot’s frame.

WISDOM UPGRADE (PL 7)
Adjustments to the robot’s sensors improve its perception, while new software enables it to act more intuitively. The upgrade provides a +2 bonus to Wisdom.
Price: 40 domars X robot’s Dexterity modifier before the upgrade + one-half the base purchase DC of the robot’s frame.

ROBOT ACCESSORIES
Even an assembly-line robot needs certain tools to accomplish its tasks. The following section describes miscellaneous accessories designed specifically for robots.
To build a robot accessory from scratch, a character must first acquire the necessary components by paying the price listed for the accessory. Then the character must succeed at a Craft (mechanical) check (DC 25) after investing 24 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check.
A character can install a home-built or factory-built robot accessory with a successful Craft (mechanical) check (DC 15). A character without a mechanical tool kit takes a –4 penalty on the c


STRENGTH UPGRADE (PL 5)
Parts of the robot’s frame, including its joints and hydraulic components, are reinforced or replaced with similar components made of stronger materials. The upgrade provides a +2 bonus to Strength.
Price: 40 domars X robot’s Strength modifier before the upgrade + one-half the base price of the robot’s frame.

DEXTERITY UPGRADE (PL 6)
The robot receives replacement joints or ligaments that are more flexible, and the robot’s tactile sensors are modified to improve manual dexterity. The upgrade provides a +2 bonus to Dexterity.
Price: 40 domars X robot’s Dexterity modifier before the upgrade + one-half the base price of the robot’s frame.

INTELLIGENCE UPGRADE (PL 6)
Modifications to the robot’s artificial intelligence allow it to think more creatively. The upgrade provides a +2 bonus to Intelligence.
Price: 40 domars X robot’s Intelligence modifier before the upgrade + one-half the base purchase DC of the robot’s frame.

CHARISMA UPGRADE (PL 7)
The robot is programmed with character and personality subroutines that enable it to better interpret and simulate humanoid behavior patterns and emotions. The upgrade provides a +2 bonus to Charisma.
Price: 40 domars X robot’s Charisma modifier before the upgrade + one-half the base purchase DC of the robot’s frame.

WISDOM UPGRADE (PL 7)
Adjustments to the robot’s sensors improve its perception, while new software enables it to act more intuitively. The upgrade provides a +2 bonus to Wisdom.
Price: 40 domars X robot’s Dexterity modifier before the upgrade + one-half the base purchase DC of the robot’s frame.

ROBOT ACCESSORIES
Even an assembly-line robot needs certain tools to accomplish its tasks. The following section describes miscellaneous accessories designed specifically for robots.
To build a robot accessory from scratch, a character must first acquire the necessary components by paying the price listed for the accessory. Then the character must succeed at a Craft (mechanical) check (DC 25) after investing 24 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check.
A character can install a home-built or factory-built robot accessory with a successful Craft (mechanical) check (DC 15). A character without a mechanical tool kit takes a –4 penalty on the check. A character with access to a workshop or other facility can install a robot accessory in 1 hour; without a facility, the installation takes 6 hours.
Size: A robot accessory, as an object, is usually two size categories smaller than the robot for which it’s designed; for example, a tool mount designed for a Huge robot can be considered a Medium object. An accessory’s size is usually important only for portability and concealment purposes.
Weight: Robot accessories vary in weight depending on the size of the robot for which they’re designed. However, they do not add a significant amount of weight to the robot’s frame.
Price: The cost of the accessory.

AV RECORDER (PL 5)
This audio and video recorder unit uses the robot’s video and audio sensors to record and store up to 8 hours of information.
Price: 400 domars.

AV TRANSMITTER (PL 5)
A remote audio-visual unit consists of a video camera and microphone connected to the robot’s visual and audio sensors, with a transmitter to send the information to a computer or a remote control unit (see Remote Control Unit, below). The AV transmitter includes a transmitter with an effective range of 1,000 feet. This unit does not allow a remote operator to control the robot (but see Robolink, below). It merely allows the operator to see and hear what the robot sees and hears.
Price: 900 domars.

FIRE EXTINGUISHER (PL 5)
This unit, available only to Small or larger robots, ejects enough extinguishing chemicals during a move action to put out a fire in a 10- foot-by-10-foot square. A robot’s extinguisher tank holds a number of shots of chemical spray based on the robot’s frame size: Small 2, Medium 4, Large 8, Huge 16, Gargantuan 32, Colossal 64.
Price: 40 domars + one-quarter the base price of the robot’s frame.

INTEGRATED CELL PHONE (PL 5)
An integrated cell phone enables the robot to make and receive telephone calls without resorting to the use of its manipulators (which may not be delicate enough to operate a standard cell phone, in any case).
Price: 200 domars.

INTERNAL STORAGE UNIT (PL 5)
The robot has an insulated compartment for storing foreign objects. The compartment can store objects of up to two size categories smaller than the robot. See Table: Internal Storage Units for compartment weight limits and purchase DCs.
Price: See below.
Table: Internal Storage Units
Robot’s Frame Size Maximum Weight Limit Price
Small 10 lb. 60 domars
Medium 20 lb. 100 domars
Large 40 lb. 200 domars
Huge 120 lb. 400 domars
Gargantuan 360 lb. 1,000 domars
Colossal 1,000 lb. 5,000 domars

LOADING MECHANISM (PL 5)
A loading mechanism allows a robot to reload a single handheld weapon as a full-round action. The mechanism can hold enough ammunition to reload the weapon three times. The mechanism works with weapons that use box ammunition, speed-loaders (but not loose bullets), a grenade launcher round, some sort of fuel tank (such as a flamethrower) or power cell.
A robot can have multiple loading mechanisms—one for each weapon it carries.
Price: 300 domars (doesn’t include ammunition).

REMOTE CONTROL UNIT (PL 5)
Referred to colloquially as a “remcon,” this handheld, self-powered control stick has a small video screen and audio receiver built into it. It also comes in the form of a mechanical gauntlet worn on the hand.
The remcon allows its operator to control a specific robot from afar. For it to work, the robot must be equipped with an AV transmitter and a robolink adjusted to the same frequency as the remote control unit.
Using a remcon to activate or deactivate a robot is an attack or move action. Using it to make the robot move, attack, or use a skill is a full-round action for the operator.
Price: 700 domars.

ROBOLINK (PL 5)
This unit can only be installed on the robot with no Intelligence score. It allows a remote operator to control a robot’s actions from afar. It also enables the operator to shut down and activate the robot. The effective range of the robolink’s transmitter is 1,000 feet. To control a robot equipped with a robolink, the operator requires a remote control unit (see above).
Price: 900 domars.

TOOL MOUNT (PL 5)
Any robot with an armature, biomorph, biodroid, or bioreplica frame can be equipped with a tool mount. Liquid-state robots, due to their amorphous nature, cannot have tool mounts.
This mount is usually attached to the end of a robotic appendage and sports a single tool. A tool mount easily adjusts to house different kinds of tools, but it can hold only one tool at any given time.
The robot’s internal power source powers the tool, if necessary.
The tool can be up to one size category larger than the robot’s size category; for example, a Medium robot’s tool mount can bear a Large or smaller tool. The tool can be any general item.
Price: 2 domars + the price of the tool.

VOCALIZER (PL 5)
This unit enables a robot to speak any language it knows. It must have the appropriate Linguistics skill, either acquired through class levels (for heroic robots) or skill software (for nonheroic robots).
Price: 150 domars.

WEAPON MOUNT (PL 5)
Robots that lack the proper manipulators to grasp weapons are suitable candidates for weapon mounts. Any Diminutive or larger robot with an armature, biomorph, biodroid, or bioreplica frame can be equipped with them. Liquid-state robots, due to their amorphous nature, cannot have weapon mounts.
A weapon mount can be attached to almost any part of a robot’s frame. The attached weapon can be one size category larger than the robot’s size category; for example, a Medium robot can have a Large or smaller mounted weapon.
Any weapon can be mounted on the weapon mount. However, a robot-mounted weapon cannot be used as a hand-held weapon, or vice versa.
A robot’s size determines the maximum number of weapon mounts it can have and the cost of each weapon mount, as shown in Table: Robot Weapon Mounts.
A weapon mount has compartments for storing ammunition. However, the price of the weapon mount does not include either the weapon or the ammunition.
Price: See Table: Robot Weapon Mounts, below.

Table: Robot Weapon Mounts
Robot’s Frame Size Maximum Weapon Mounts Price
Diminutive or Tiny 1 30 domars
Small or Medium 2 60 domars
Large 3 100 domars
Huge 4 200 domars
Gargantuan 5 300 domars
Colossal 6 500 domars

INTEGRATED VIDEOPHONE (PL 6)
The integrated videophone enables the robot to make and receive videophone calls without resorting to the use of its manipulators (which may not be delicate enough to operate a standard videophone in any case). The view provided by the robot’s videophone can be set at the time of installation, but it is commonly the same view afforded by the robot’s visual sensors. Resetting the view requires 1 hour and a successful Craft (mechanical) check (DC 15).
Price: 500 domars.

MAGNETIC FEET (PL 6)
The robot comes with electromagnetic grippers that allow it to cling to ferrous surfaces, including iron and steel. The robot using its magnetic feet gains a climb speed of 20 feet and need not make Climb checks to scale ferrous surfaces.
Price: 300 domars.

SELF-DESTRUCT SYSTEM (PL 6)
Designed for robots in military and espionage roles, self-destruct systems ensure that the robot cannot be captured, analyzed, and reprogrammed. Installing a robot self-destruct system requires a Demolitions check (DC 20) instead of a Craft (mechanical) check; if the Demolitions check fails by 10 or more, the system detonates, destroying the robot and possibly harming others nearby.
The default self-destruct system is rigged to detonate when the robot is reduced to 0 hit points. With a second Demolitions check (DC 30), the system can be modified to detonate when the robot has a higher number of hit points remaining (5 hit points, for example).
The self-destruct system obliterates the robot regardless of how many hit points it has left. A robot destroyed by its own self-destruct system has no salvageable parts.
The robot’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to creatures in squares adjacent to the robot. A successful Reflex save (DC 10 + 1/2 the robot’s HD) reduces the damage by half. Table: Robot Self-Destruct Systems shows the amount of collateral damage (and the system’s price) based on the robot’s size.
Price: See Table: Robot Self-Destruct Systems.
Table: Robot Self-Destruct Systems
Robot Size Collateral Damage Price
Colossal 12d6 20,000 domars
Gargantuan 9d6 10,000 domars
Huge 6d6 4,000 domars
Large 4d6 2,000 domars
Medium 2d6 1,500 domars
Small 1d6 1,000 domars
Tiny — 800 domars
Diminutive — 800 domars
Fine — 800 domars

SURVIVOR ARRAY (PL 6)
Robots are often used to explore environments inhospitable to organic creatures. The survivor array enables the robot to better traverse harsh terrain and withstand hostile conditions. A survivor array includes the following units:
• Topographical and astronomical guidance systems that grant a +10 equipment bonus on Navigate checks.
• A gyroscopic unit that improves the robot’s base speed by +10 feet.
• A pressure-sealed, energy-resistant frame that allows the robot to function normally in low-gravity, high-gravity, and zero-gravity conditions, prevents oxidation and corrosion, and provides resistance to acid 10, cold 10, electricity 10, and fire 10.
• A nightvision amplifier that grants the robot darkvision out to a range of 60 feet or extends its normal darkvision range by +60 feet.
Price: 800 domars + one-half the base price of the robot’s frame.

HOLO SCREEN (PL 7)
A holo screen unit projects a holographic image around the robot, making it appear as something else of roughly similar proportions occupying the same amount of space. For instance, it could make a Gargantuan robot look like a massive outcropping of rock or make a Fine robot look like a housefly.
Although the holographic projection appears real, physical objects can pass through it without difficulty. If the robot moves, the holographic image moves as well. Attacks made against the robot are treated as though it had 20% concealment, since the projected image may not perfectly match the robot’s true proportions. A holo screen is powered by the robot’s internal power source.
Price: 36,000 domars.

INERTIAL INHIBITOR (PL 7)
The inertial inhibitor generates a thin magnetic field that radiates out from the robot, slowing the velocity of potentially damaging weapons and projectiles. The robot gains damage reduction 5/energy (the inertial inhibitor does not protect against attacks that deal acid, cold, electricity, fire, or sonic/concussion damage). The inertial inhibitor feeds on of the robot’s internal power source.
Price: 50,000 domars.

POLYVOX (PL 7)
This unit translates any language spoken within range of the robot’s audio sensors into a language familiar to the robot (or binary code, if the robot has no Linguistics skills). A polyvox does not grant the ability to speak languages the robot does not know.
Price: 1,600 domars.

SELF-REPAIR UNIT (PL 7)
A self-repair unit enables a robot to repair itself by replacing damaged parts with cannibalized or replicated ones. A robot with a self-repair unit can spend 1 hour repairing itself; this automatically restores 1d10 points of damage (no Repair check necessary). A robot cannot use this unit to repair another robot.
Price: 16,000 domars.

PHOTON SCREEN (PL 8)
Using a series of light reflectors molded to the robot’s frame, this unit bends light around the robot, rendering it invisible. Any items carried by the robot also become invisible. An invisible robot gains a +40 bonus on Stealth checks if immobile, or a +20 bonus if moving. Pinpointing the location of an invisible robot that isn’t attempting to hide requires a Perception check (DC 40 if the robot is immobile or DC 20 if the robot is moving).
An invisible robot gains 50% concealment against attacks from creatures that correctly pinpoint its fighting space.
The photon screen is powered by the robot’s internal power source.
Price: 200,000 domars.

ROBOT REPAIR UNIT (PL 8)
The RRU enables a robot to repair itself or another robot by replacing damaged parts with replicated new ones. In the latter case, the robot making the repairs must be adjacent to the damaged robot. The robot must spend a full-round action to repair itself or another robot; this automatically restores 1d10 points of damage (no Repair check necessary).
Price: 40,000 domars.

Robot Weapon Rules
A robot can be armed with manipulators, handheld weapons, mounted weapons, or any combination of the three. However, during any given round of attacks, it must choose whether to attack with its manipulators, handheld weapons, or mounted weapons, as it cannot switch between them during the same turn.
Manipulators are considered natural weapons, and using them does not provoke attacks of opportunity.
A robot armed with handheld weapons follows the normal rules of combat, suffering the usual penalties for two-weapon fighting.
A robot armed with multiple mounted weapons gains one primary attack with a mounted weapon of its choice; the rest of its mounted weapons are treated as secondary attacks (–5 penalty on the attack roll). Using a mounted ranged weapon provokes attacks of opportunity.

SAMPLE ROBOTS

“SPOT” SECURITY ROBOT (PL 6)
This robot looks like a man-sized, mechanical guard dog with four powerful legs, wicked jaws, and resilium armor covering its body. It growls and barks at intruders with the aid of a vocalizer. “Spot” functions as a robotic watchdog and can only be mistaken for an actual dog at distances of 100 feet or more.
Price: 10,030 domars.
“Spot” Security Robot: CR 1; XP 400; N Medium construct; HD 1d10+20; hp 25; Init +1; Spd 30 ft.; Armor Class 17 (+1 Dex, +6 armor), touch 11, flat-footed 16; BAB +0; CMB +2; CMD 13; Melee bite +2 (1d4+2); SQ construct traits; SV Fort +0, Ref +1, Will +0; Str 14, Dex 12, Con —, Int —, Wis 10, Cha 1.
Skills: Acrobatics +5, Perception +6, Stealth +5.
Feats: —.
The “Spot” security robot has the following systems and accessories:
Frame: Biomorph.
Locomotion: Multiple legs (4).
Manipulators: Jaws.
Armor: Resilium armor.
Sensors: Class IV sensor system.
Skill Software: Acrobatics skill progit (4 ranks), Perception skill progit (4 ranks), Stealth skill progit (4 ranks).
Ability Upgrade: Dexterity upgrade (+2).
Accessory: Vocalizer.

APE POLICE ROBOT (PL 6)
The Armed Police Escort (APE) robot is designed to help police deal with civil disobedience and unrest in the urban jungle. This robot resembles a hulking, apelike man with thick arms and legs, clad head-to-toe in interlocking duralloy plates. The robot’s hands can be used for grappling or carrying items. It usually carries an OICW assault rifle. In addition, it has a mini-grenade launcher (with a compartment for concussion grenades) mounted in its left forearm and a laser pistol mounted in its right forearm. The APE robot cannot use its mounted weapons if it is grappling.
Price: 59,590 domars.
APE Police Robot: CR 5; XP 1,600; N Large construct; HD 6d10+30; hp 65; Init +0; Spd 20 ft.; Armor Class 17 (–1 size, +8 armor), touch 9, flatfooted 17; BAB +4; CMB +10; CMD 20; Melee 2 unarmed strikes +8 (1d4+5 nonlethal); Ranged OICW assault rifle +3 (2d8), 70 ft.; or laser pistol +3 (2d8 fire), 40 ft.; or M79 grenade launcher with concussion grenade +3 (4d6 nonlethal), 70 feet; or OICW assault rifle or laser pistol +3 ranged (2d8 or 2d8 fire), mini-grenade launcher with concussion grenade –2 (4d6 nonlethal); Space 10 ft.; Reach 10 ft.; SQ construct traits, darkvision 60 ft.; SV Fort +2, Ref +2, Will +3; Str 20, Dex 11, Con —, Int 10, Wis 12, Cha 5.
Skills: Climb +9, Perception +13, Stealth –4.
Feats: Exotic Firearms Proficiency [grenade launchers], Personal Firearms Proficiency.
Equipment: OICW assault rifle with 4 30-round magazines, laser pistol (mounted), mini-grenade launcher (mounted) with 8 concussion grenades.
The APE police robot has the following systems and accessories:
Frame: Biodroid.
Locomotion: Legs (2, speed-enhanced).
Manipulators: Hands (2).
Armor: Duralloy armor.
Sensors: Class V sensor system (with ladar).
Skill Software: Climb skill progit (4 ranks), Perception skill progit (8 ranks).
Feat Software: Exotic Firearms Proficiency [grenade launchers] progit, Personal Firearms Proficiency progit.
Ability Upgrades: Dexterity upgrade (+2), Wisdom upgrade (+2).
Accessories: Magnetic feet, weapon mounts (2).

“NUYU” DOPPELGANGER ROBOT (PL 7)
Each doppelganger robot is modeled after a specific person. “Nuyu” bioreplicas are often used as doubles for politicians and movie stars during high-risk public appearances. Government agencies also use them as spies and infiltrators. A “Nuyu” is usually programmed with enough knowledge of its biological counterpart to maintain the charade for a period of a few hours or days.
Price: 78,000 domars.
“Nuyu” Replacement Robot: CR 1; XP 400; N Medium construct; HD 1d10+20; hp 25; Init +0; Spd 30 ft.; Armor Class 10, touch 10, flat-footed 10; BAB +0; CMB +1; CMD 11; Melee 2 unarmed strikes +1 (1d3+1 nonlethal); SQ construct traits, darkvision 120 ft., doubled range increments, lifelike appearance; SV Fort +0, Ref +0, Will +0; Str 12, Dex 11, Con —, Int 10, Wis 10, Cha 12.
Skills: Bluff +5, Computer Use +4, Diplomacy +5, Disable Device +4, Disguise +5, Drive +4, Gather Information +5, Knowledge (current events) +4, Perception +6, Repair +4, Sense Motive +4, Sleight of Hand +4, Stealth +6, Survival +4.
Feats: Personal Firearms Proficiency.
Equipment: Determined by the GM.
The “Nuyu” doppelganger robot has the following systems and accessories:
Frame: Bioreplica.
Locomotion: Legs (2, speed-enhanced).
Manipulators: Advanced hands (2).
Sensors: Class VII sensor system.
Skill Software: Language chips (English, Japanese), skill net (Bluff 4 ranks, Diplomacy 4 ranks, Disguise 4 ranks, Gather Information 4 ranks), skill net (Computer Use 4 ranks, Disable Device 4 ranks, Knowledge [current events] 4 ranks, Repair 4 ranks), skill net (Drive 4 ranks, Sleight of Hand 4 ranks, Stealth 4 ranks), skill net (Perception 4 ranks, Sense Motive 4 ranks, Perception 4 ranks, Survival 4 ranks).
Feat Software: Personal Firearms Proficiency progit.
Ability Upgrade: Charisma upgrade (+2).
Accessories: Integrated cell phone, self-destruct system, self-repair unit, vocalizer.


Tinkered with mutations a bit to make some of them (mostly natural weapons) a bit better. Here is Mutations errata:

CLAWS [MINOR]
Your hands mutate into sharp claws.
MP Cost: 1.
Benefit: You gain a claw attack that deals slashing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your claws are treated as natural weapons and do not provoke attacks of opportunity. You can make two claw attacks per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple claw attacks. Your full Strength modifier applies to damage dealt with claw attacks made as your primary attack. There is no such thing as an off-hand for you when you fight using both claws (both claws are treated as primary weapons).
When using a full-attack action, you can make a claw attack as a secondary attack. A secondary claw attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Having claws does not adversely affect your manual dexterity.
Special: If you have the extra arms mutation, you must buy the claws mutation twice to have claws on all four hands.
If you have three or more natural attacks (for example, two claws and a bite), you meet the prerequisites for the Multiattack feat.

FANGS [MINOR]
Your teeth mutate into vicious fangs.
MP Cost: 1.
Benefit: You gain a vicious bite attack that deals piercing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your bite is treated as a natural weapon and does not provoke attacks of opportunity. You can make one bite attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple bite attacks. You apply 1—1/2 your Strength modifier applies to damage dealt with bite attacks made as your primary attack.
When using a full-attack action, you can make a bite attack as a secondary attack. A secondary bite attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: This mutation can be used in conjunction with the Acidic Saliva or Venomous Bite mutation.
If you have three or more natural attacks (for example, two claws and a bite), you meet the prerequisites for the Multiattack feat.

GREAT HORNS [MINOR]
You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of a moose.
MP Cost: 1.
Benefit: You gain a single gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on your size: Small 1d4, Medium 1d6, Large 1d8. Your horns are treated as natural weapons and do not provoke attacks of opportunity. You can make one gore attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple gore attacks. You apply 1—1/2 your Strength modifier to damage dealt with gore attacks made as your primary attack.
When using a full-attack action, you can make a gore attack as a secondary attack. A secondary gore attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: If you have three or more natural attacks (for example, two claws and a gore), you meet the prerequisites for the Multiattack feat.

SECOND WIND [MINOR]
You can shrug off minor wounds with ease.
MP Cost: 2.
Benefit: Once per day, as a free action, you can heal yourself of a number of points of damage equal to your Constitution score (minimum 1).

STINGER [MAJOR]
A poisonous stinger erupts from some part of your body – usually a needlelike barb protruding from an arm or leg joint, or a scorpionlike stinger on the end of a tail or similar appendage.
MP Cost: 4.
Benefit: Your sharp stinger deals piercing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. You can make one sting attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can sting multiple times. You apply 1—1/2 your Strength modifier to damage dealt with sting attacks made as your primary attack.
When using a full-attack action, you can make a sting attack as a secondary attack. A secondary sting attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
In addition, the stinger injects poison into the target (DC 15 Fortitude save, frequency 1/round for 4 rounds, effect 1d2 Constitution damage, cure 2 consecutive saving throws).
Special: This mutation can be used in conjunction with the Tail mutation, but the tail cannot be used as a bludgeoning weapon during the same round the stinger is used.
If you have three or more natural attacks (for example, two claws and a stinger), you meet the prerequisites for the Multiattack feat.

TAIL [MINOR]
You grow a thick tail. The tail may be fur-covered, slender and whiplike like a rat’s, or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
MP Cost: 1.
Benefits: The tail provides a +2 mutation bonus on all Acrobatics checks made to balance. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your tail is treated as a natural weapon and does not provoke attacks of opportunity. You can make one tail slam attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple tail slam attacks. You apply 1—1/2 your Strength modifier to damage dealt with tail slam attacks made as your primary attack.
When using a full-attack action, you can make a tail slam attack as a secondary attack. A secondary tail slam attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: A creature that already has a tail or the Prehensile Tail mutation cannot gain this mutation. This mutation can be used in conjunction with the Stinger mutation.
If you have three or more natural attacks (for example, two claws and a tail), you meet the prerequisites for the Multiattack feat.

TENTACLE [MAJOR]
A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod.
MP Cost: 6.
Benefits: The tentacle grants a +4 mutation bonus on combat maneuver checks made to grapple. It can also grasp and manipulate a simple object of your size category or smaller. For example, a Medium creature can use the tentacle to grasp and manipulate a Medium or smaller object. The tentacle cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).
You can “hang” from your tentacle indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The tentacle isn’t dexterous enough to fire ranged weapons, but it can be used to make a slam attack. The tentacle’s slam attack deals an amount of bludgeoning damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. The tentacle is treated as a natural weapon with a 10-foot reach, and attacks made with it do not provoke attacks of opportunity. You can make one tentacle slam attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple tentacle slam attacks. You apply 1—1/2 your Strength modifier to damage dealt with tentacle slam attacks made as your primary attack.
When using a full-attack action, you can make a tentacle slam attack as a secondary attack. A secondary tentacle slam attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: If you have three or more natural attacks (for example, two claws and a tentacle), you meet the prerequisites for the Multiattack feat.

THICK FUR COAT [MINOR]
You grow a thick, protective layer of fur over your body.
MP Cost: 1.
Benefits: You gain a +1 natural armor bonus to your Armor Class, and a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
Special: A creature with fur, scales, or chitin cannot gain this mutation.

ULTRAVIOLET ALLERGY [DRAWBACK]
Ultraviolet light burns your flesh and causes it to ignite.
MP Value: 4.
Drawback: Ultraviolet light (including direct sunlight) burns you for 2d6 points of fire damage per round and causes any light, flammable clothing you are wearing to ignite.


Errata to previous errata (!):
Claws MP cost 2.

Errata to kai lin stats - increased CR, and added pack leader stats:

KAI LIN (LIZARD BUSH)
A large plant shambles about on a pair of thick, leg-like stalks, resembling a bipedal lizard but clearly composed of leafy vines and trailing roots.
KAI LIN (LIZARD BUSH) CR 4
XP 1,200
N Large plant
Init -1; Senses blindsight 30 ft., low-light vision; Perception +10
DEFENSES
AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
Hp 37 (5d8+15)
Fort +7, Ref +0, Will +1
Immune plant traits, radiation
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d6+4 plus 1d6 electricity), bite +1 (1d8+2 plus 1d6 electricity)
Ranged 2 eye rays +1 touch (1d6 fire), 60 ft.
Space 10 ft.; Reach 5 ft.
Special Attacks dissolving juices
STATISTICS
Str 19, Dex 8, Con 16, Int 7, Wis 10, Cha 8
Base Atk +3; CMB +8; CMD 17
Feats Skill Focus [Perception], Skill Focus [Stealth], Weapon Focus [claw]
Skills Perception +10, Stealth +5 (+15 in forest)
Genotype Modifiers +10 Stealth in forest
ECOLOGY
Environment any temperate or warm
Organization solitary, pair, or pack (3—6 and a kai lin pack leader)
Treasure incidental
SPECIAL ABILITIES
Dissolving Juices (Ex) As a standard action that does not provoke an attack of opportunity, the kai lin
can secrete dissolving juices that target all adjacent squares. All creatures in targeted squares must succeed on a DC 11 Reflex save or be coated with dissolving juices that deal 1 Constitution damage per round until washed away with at least 1 gallon of water or some other cleansing medium (requiring a full-round action that provokes attacks of opportunity). A creature reduced to 0 Constitution has been completely dissolved into a nutritive goo which the kai lin can ingest as a full-round action.

Kai lins are predatory carnivorous plants that hunt in packs dominated by a larger, more powerful kai lin pack leader.

KAI LIN PACK LEADER (DRAGON BUSH)
A huge plant tramples the earth with a pair of thick, leg-like stalks, shaped like a great bipedal lizard but clearly composed of leafy vines and trailing roots.
KAI LIN PACK LEADER (DRAGON BUSH) CR 7
XP 3,200
N Huge plant
Init -2; Senses blindsight 30 ft., low-light vision; Perception +11
DEFENSES
AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size)
Hp 52 (7d8+21)
Fort +10, Ref +0, Will +2
Immune plant traits, radiation
OFFENSE
Speed 30 ft.
Melee 2 claws +13 (1d8+9 plus 1d6 electricity), bite +8 (2d6+4 plus 1d6 electricity)
Ranged 2 eye rays +1 touch (1d8 fire), 60 ft.
Space 15 ft.; Reach 10 ft.
Special Attacks dissolving juices
STATISTICS
Str 28, Dex 6, Con 20, Int 7, Wis 10, Cha 8
Base Atk +5; CMB +16; CMD 24
Feats Skill Focus [Perception], Skill Focus [Stealth], Weapon Focus [bite], Weapon Focus [claw]
Skills Perception +11, Stealth +1 (+11 in forest)
Genotype Modifiers +10 Stealth in forest
ECOLOGY
Environment any temperate or warm
Organization solitary or pack (kai lin pack leader and 3—6 kai lins)
Treasure incidental
SPECIAL ABILITIES
Dissolving Juices (Ex) As a standard action that does not provoke an attack of opportunity, the kai lin
pack leader can secrete dissolving juices that target all adjacent squares. All creatures in targeted squares must succeed on a DC 11 Reflex save or be coated with dissolving juices that deal 1 Constitution damage per round until washed away with at least 1 gallon of water or some other cleansing medium (requiring a full-round action that provokes attacks of opportunity). A creature reduced to 0 Constitution has been completely dissolved into a nutritive goo which the kai lin pack leader can ingest as a full-round action.


Re: Dissolving Juices (Ex): Holy TPK, Batman! Being able to use it at will makes it too nasty, on further consideration. I've changed it to once per day. The evolutionary purpose of dissolving juices would be for ingesting food, and a plant probably wouldn't be able to call up unlimited amounts of such juices any more than we could pee on command. :)

Scarab Sages

As a huge fan of both Gamma World and Psionics in general I can't wait to make the tie to dig through this. Would you put me on the list to get a consolidated doc/pdf when it's more together?

Will post my thoughts after giving it the once over, but my initial reaction is that this is an impressive amount of work. One question, what did you pull from the SRD and what was created whole cloth?


Loki Planejammer wrote:

As a huge fan of both Gamma World and Psionics in general I can't wait to make the tie to dig through this. Would you put me on the list to get a consolidated doc/pdf when it's more together?

Will post my thoughts after giving it the once over, but my initial reaction is that this is an impressive amount of work. One question, what did you pull from the SRD and what was created whole cloth?

I'll be happy to put you on the list, Loki! :)

Almost all of it is at least based on SRD stuff. The classes and genotypes are the closest thing to whole cloth, and even those are basically collections of pre-existing features from PF classes and races. All I've really done is organized and converted features from PF and earlier d20 rules that fit within the context of Gamma World. But thanks for checking it out, and if you have any ideas on how to improve it, please let me know.


More monsters . . . .

KATKIN
A mutatedcalico cat the size of a human child perches in the branches of a nearby tree, armed with a small longbow and quiver of arrows.
KATKIN CR 4
XP 1,200
N Small animal
Init +3; Senses low-light vision; Perception +15
DEFENSES
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 27 (5d8+5)
Fort +5, Ref +7, Will +3
Defensive Abilities thought imitation
OFFENSE
Speed 90 ft.
Melee 2 claws +8 (1d4-1), bite +7 (1d4-1)
Ranged longbow +7 (1d6/x3), 100 ft.
Special Attacks sneak attack +3d6
STATISTICS
Str 9, Dex 16, Con 12, Int 10, Wis 14, Cha 11
Base Atk +3; CMB +1; CMD 14
Feats Lightning Reflexes, Weapon Finesse, Weapon Focus [claw]
Skills Acrobatics +7, Perception +15, Stealth +20
Genotype Modifiers +4 Acrobatics, +2 Perception, +2 Stealth
Languages Feline
ECOLOGY
Environment any forests
Organization solitary, pair, or pride (3—10)
Treasure standard
SPECIAL ABILITIES
Sound Imitation (Ex) The katkin can mimic almost any sound it has heard. It can use this ability to
imitate a member of a specific genotype, or even a specific individual, by making a special Charisma check with a +10 modifier. Others who hear the imitation can make an opposing Perception check to detect the deception. This ability can also be used to imitate other kinds of sounds, as if the katkin were using the spell ghost sound (CL 5th).
Thought Imitation (Ex) Psionic powers and mind-affecting effects targeted on the katkin are turned back
upon the original manifester. Thought imitation only affects powers that have the katkin as a target; effect and area powers are not affected, nor are ranged touch powers.

Katkins are mutated house cats adapted to life in the forest. They live and hunt in prides, and dwell in treetop huts. They are mortal foes of squeekers, and will attack them on sight if possible.

KEESHIN (WATER WEIRD)
A pale, salamander-like creature emerges from the water, briefly standing upright on webbed feet before suddenly lifting into the air despite having no wings.
KEESHIN (WATER WEIRD) CR 7
XP 3,200
NE Small animal
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
DEFENSES
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 32 (5d8+10)
Fort +6, Ref +7, Will +2
Defensive Abilities force field generation (at will, free action, DR 5/–), thought imitation
Immune life leech (its own and that of other keeshins)
Weaknesses vulnerability to fire, water dependency
OFFENSE
Speed 20 ft., swim 20 ft., fly 60 ft. (perfect)
Melee bite +6 (1d6-1), 2 claws +1 (1d4-1)
Special Attacks life leech, mind blast
STATISTICS
Str 8, Dex 16, Con 14, Int 13, Wis 12, Cha 9
Base Atk +3; CMB +1; CMD 14
Feats Weapon Finesse, Weapon Focus [bite], Weapon Focus [claw]
Skills Fly +13, Perception +12, Stealth +18, Swim +18
Genotype Modifiers +8 Swim
Languages Salamander and 1 local human language
ECOLOGY
Environment any aquatic
Organization solitary
Treasure standard
SPECIAL ABILITIES
Hold Breath (Ex) Keeshins can remain submerged for 14 minutes (1 minute per point of Constitution
score) before needing to surface for air.
Life Leech (Ex) 5/day, as a standard action that does not provoke an attack of opportunity, the keeshin
can deal 3d6 damage to all living creatures within a 30-ft. radius centered on the keeshin. A DC 14 Will save halves the damage. Each use of life leech grants the keeshin 5 temporary hp.
Mind Blast (Ex) As a standard action that does not provoke an attack of opportunity, a keeshin can
create a 60-ft. cone of psionic energy. Creatures in the cone must succeed on a DC 13 Will save or be stunned for 3d4 rounds.
Psionic Telekinesis (Ex) As spell, CL 5th, CMB +6, DC 13 Will negates (object only).
Thought Imitation (Ex) Psionic powers and mind-affecting effects targeted on the keeshin are turned
back upon the original manifester. Thought imitation only affects powers that have the keeshin as a target; effect and area powers are not affected, nor are ranged touch powers.
Water Dependency (Ex) Keeshins begin to dehydrate quickly out of water. For each hour spent without
submerging in water, the keeshin takes 1 point of Constitution damage, which can only be healed by submerging in water at a rate of 1 point per round.

The keeshin is a cunning, dangerous amphibian that dwells in air-filled underwater caves with submerged entrances. They are generally greed-driven cowards and bullies. They covet useful objects, particularly functional artifacts, and will not hesitate to use their mutations to take such treasures from others. The keeshin’s basic tactic is to keep out of melee by flying, while stunning foes with its mind blast ability and finishing them off with its life leech ability.

LIL (WEE FOLK)
A graceful humanoid creature no larger than a dove flits by on colorful dragonfly-like wings, its body luminous with yellow light.
LIL (WEE FOLK) CR 4
XP 1,200
CG Tiny humanoid (lil)
Init +5; Senses Perception +1
DEFENSES
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
hp 13 (3d8)
Fort +1, Ref +7, Will +4
Defensive Abilities force field generation (at will, free action, DR 5/–); Immune life leech; Resist fire 10
OFFENSE
Speed 20 ft., fly 60 ft. (perfect)
Melee short sword +9 (1d3-2/19—20)
Range shortbow +9 (1d3/x3 plus poison), 60 ft.
STATISTICS
Str 6, Dex 21, Con 10, Int 13, Wis 16, Cha 14
Base Atk +2; CMB –2; CMD 12
Feats Skill Focus [Stealth], Weapon Focus [shortbow]
Skills Fly +16, Perception +6, Sense Motive +7, Stealth +11, Survival +12
Genotype Modifiers +4 Sense Motive
Languages Lilish and 1 local human language; telepathy 100 ft.
ECOLOGY
Environment temperate and warm forests
Organization solitary, pair, band (11—20), or village (30—100)
Treasure standard (includes short sword and shortbow)
SPECIAL ABILITIES
Luminous (Ex) In areas of darkness a lil sheds bright illumination in a 20-ft. radius. A lil can suppress this
ability as a free action (which it does when making a Stealth check).
Poison (Ex) Arrow—injury; save Fort DC 13; frequency 1/minute for 2 minutes; effect unconscious 1
min./2d4 hours; cure 1 save.
Psionic Major Image (Ex) As spell, CL 6th, DC 16 Will negates.
Psionic Telekinesis (Ex) As spell, CL 6th, CMB +9, DC 16 Will negates (object only).

Lils are mischievous, sprite-like humanoids that live in maze-like villages of brambles in the forest.


Monster stats errata:

Katkin's speed should be 40 ft., not 90 ft.

Lil's Perception should be +6, not +1.


Michael -

Instead of disbursing via e-mail or copy / pasting extensive volumes of text into the thread, have you thought about porting your Word document over to a Google doc and then providing the link? It'll save the trouble of e-mail or worrying about truncation of posts and you'll always be able to go back and edit the contents of the document. So, when you post again, you can mention your updates or addendums to your conversion. Also, it should be able to hold the format so that everything lines up properly.

Just a thought. In the meantime, keep up the good work!


Urizen wrote:

Michael -

Instead of disbursing via e-mail or copy / pasting extensive volumes of text into the thread, have you thought about porting your Word document over to a Google doc and then providing the link? It'll save the trouble of e-mail or worrying about truncation of posts and you'll always be able to go back and edit the contents of the document. So, when you post again, you can mention your updates or addendums to your conversion. Also, it should be able to hold the format so that everything lines up properly.

Just a thought. In the meantime, keep up the good work!

Sounds like a good idea, Urizen. I'm not very web-savvy (as you might have guessed), so I had no idea I could do such a thing. How do I go about it?


More monsters . . . .

MANTA (GREEN RENDER)
A monstrous praying mantis the size of a horse preens with its massive, deadly claws.
MANTA (GREEN RENDER) CR 6
XP 2,400
N Large animal
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSES
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
hp 68 (8d8+32)
Fort +10, Ref +9, Will +6
OFFENSE
Speed 60 ft.
Melee 2 claws +12 (1d8+6 plus grab), bite +10 (2d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (grapple, 1d8+6)
STATISTICS
Str 23, Dex 16, Con 19, Int 6, Wis 15, Cha 2
Base Atk +6; CMB +13 (+17 to start or maintain a grapple); CMD 26
Feats Iron Will, Multiattack, Weapon Focus [bite], Weapon Focus [claw]
Skills Climb +14, Perception +10
ECOLOGY
Environment temperate forests and hills
Organization solitary
Treasure incidental

Mantas are mutated praying mantises that have evolved a low intelligence (and are therefore animals rather than vermin).

MENARL (SLIME DEVIL)
An immense water snake with five pairs of giant, muscular arms ending in humanoid hands slithers out of the gloom and rears its massive head to the height of a two-storey building, its forked tongue lashing out to taste the scent of its prey in the air.
MENARL (SLIME DEVIL) CR 10
XP 9,600
N Gargantuan animal (aquatic)
Init +1; Senses low-light vision, scent; Perception +16
DEFENSES
AC 20, touch 8, flat-footed 19 (+1 Dex, +12 natural, -3 size)
hp 94 (9d8+54)
Fort +12, Ref +7, Will +4
OFFENSE
Speed 30 ft., swim 30 ft.
Melee light weapon (handaxe, light mace, short sword, or sickle) in primary hand +12/+7 (2d8+11), 9 light weapons in off hands +12 (2d8+5), tail slap +12 (2d8+5 plus grab)
Ranged javelin +4 (2d8+11), 30 ft.
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (grapple, 2d8+16)
STATISTICS
Str 32, Dex 13, Con 22, Int 10, Wis 12, Cha 9
Base Atk +6; CMB +20 (+24 to start or maintain a grapple); CMD 31
Feats Cleave, Great Cleave, Multiattack, Multiweapon Fighting, Power Attack
Skills Perception +16, Swim +26
Languages Snake
SQ amphibious
ECOLOGY
Environment temperate and warm aquatic and swamps
Organization solitary
Treasure incidental

Menarls are giant mutated water snakes that inhabit rivers, lakes, and swamps throughout Gamma Terra.

NARL EP (GHOST TREE)
A towering tree with snow-white bark and off-white leaves stands near a tranquil pond. Ghostly vines dangle from its branches and sprawl in tangles all over the ground as far as thirty yards out from the trunk.
NARL EP (GHOST TREE) CR 11
XP 12,800
N Gargantuan plant
Init -2; Senses low-light vision, tremorsense 90 ft.; Perception +8
DEFENSES
AC 17, touch 5, flat-footed 17 (-2 Dex, +12 natural, -3 size)
hp 126 (12d8+72)
Fort +14, Ref +2, Will +4
Immune plant traits
OFFENSE
Speed 0 ft.
Melee vine +19 (2d6+12 plus grab), 7 vines +17 (2d6+6 plus grab)
Space 20 ft.; Reach 90 ft.
Special Attacks constrict (grapple, 2d6+12)
STATISTICS
Str 34, Dex 6, Con 22, Int 2, Wis 10, Cha 2
Base Atk +9; CMB +24 (+28 to start or maintain a grapple); CMD 32
Feats Cleave, Multiattack, Power Attack, Skill Focus [Perception], Skill Focus [Stealth], Weapon Focus
[vine]
Skills Perception +8, Stealth +5 (+15 in forest or swamp)
Genotype Modifiers +10 Stealth in forest or swamp
ECOLOGY
Environment any forests, lakes, or swamps
Organization solitary
Treasure incidental

Narl eps, called ghost trees by some for their white bark and leaves, are deadly predators that squeeze the life out of their prey with long, whip-like vines.

OBB (FLYING EYE)
Out of the fog flies a pale, bat-like monster with three hooked claws and a single large eye.
OBB (FLYING EYE) CR 6
XP 2,400
N Medium plant
Init +3; Senses low-light vision; Perception +14
DEFENSES
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 58 (9d8+18)
Fort +8, Ref +6, Will +4
Immune fire, plant traits, radiation
OFFENSE
Speed 10 ft., fly 60 ft. (good)
Melee 2 claws +12 (1d6+3), claw +10 (1d6+1)
Special Attacks radioactive eye 5/day (60-ft. cone, 2d6 fire plus low radiation, DC 17 Reflex save half)
STATISTICS
Str 16, Dex 17, Con 14, Int 10, Wis 13, Cha 7
Base Atk +6; CMB +7; CMD 20
Feats Flyby Attack, Hover, Skill Focus [Stealth], Weapon Finesse, Weapon Focus [claw]
Skills Fly +14, Perception +14, Stealth +19
Languages Fungus
ECOLOGY
Environment temperate hills and plains
Organization solitary or clutch (3—6)
Treasure incidental
SPECIAL ABILITIES
Radioactive Eye (Ex) 5/day, as a standard action that does not provoke an attack of opportunity, the obb
can project from its eye a 60-ft. cone of radiation that deals 5d6 fire and low radiation exposure (save Fort DC 15; onset 4d6 hours; frequency 1/day; effect 1d6-2 Con; cure 2 consecutive saves), to all creatures in the area. A successful DC 17 Reflex save halves the damage.

Obbs are cunning fungoid predators that prefer to attack on the wing using their radioactive eye to soften their prey up before using Flyby Attack to make a claw attack each round. If pressed into close combat, obbs hover and attack with all three claws once their radioactive eye ability has been exhausted.

ORLEN
This hulking humanoid stands almost half-again as tall as a human, has two heads and four powerful arms, wears fur-trimmed hide armor, and is armed with a pair of short swords in its lower hands, a musket in its upper hands, and another pair of short swords hanging from its belt.
ORLEN CR 7
XP 3,200
Any alignment Large monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +20
DEFENSES
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 armor, -1 size)
hp 76 (9d10+27)
Fort +6, Ref +7, Will +9
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee short sword +11/+6 (1d8+4/19—20), 3 short swords +11 (1d8+2/19—20)
Ranged musket +9 (3d6/x3), 150 ft.
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 18, Dex 13, Con 16, Int 14, Wis 17, Cha 11
Base Atk +9; CMB +14 (+18 to start or maintain a grapple); CMD 25 (29 against grapple checks)
Feats Multiattack, Multiweapon Fighting, Personal Firearms Proficiency, Weapon Focus [musket],
Weapon Focus [short sword]
Skills Climb +20, Craft (weapons) +17, Intimidate +15, Perception +20, Survival +18, Swim +16
Genotype Modifiers +4 Climb, +2 Perception
Languages 1 local human languages plus 2 other languages; telepathy 100 ft.
ECOLOGY
Environment Any temperate or warm
Organization solitary, pair, or band (3—10)
Treasure standard (includes Large hide armor, 4 Large short swords, and a Large musket)
SPECIAL ABILITIES
Psionic Telekinesis (Ex) As spell, CL 9th, CMB +12, DC 17 Will negates (object only).

Orlens are intelligent and generally peaceable folk, fond of collecting artifacts of the ancients. Most are wanderers, though some do settle in communities made up of several bands of orlens.

PARN (SWORD BEETLE)
A monstrous beetle the size of an ox lashes the air with a pair of antennae sprouting razor-sharp blades of chitin, and stomps the earth with legs that bristle with sharp quills.
PARN (SWORD BEETLE) CR 5
XP 1,600
N Large vermin
Init -1; Senses darkvision 60 ft.; Perception +5
DEFENSES
AC 18, touch 8, flat-footed 18 (-1 Dex, +10 armor, -1 size)
hp 52 (7d8+21)
Fort +8, Ref +1, Will +3
Immune mind-affecting effects
OFFENSE
Speed 20 ft.
Melee 2 antennae +9 (1d8+5/19-20), bite +4 (1d8+2 plus grab)
Ranged 4 quills +3 (1d8+5), 90 ft.
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (grapple, 1d8+2)
STATISTICS
Str 21, Dex 8, Con 17, Int –, Wis 12, Cha 2
Base Atk +5; CMB +11; CMD 20
Skills Perception +5
Genotype Modifiers +4 Perception
ECOLOGY
Environment temperate and warm hills
Organization solitary, pair, or band (3—6)
Treasure incidental

Parns are fierce mutated hunting beetles with a thick black carapace and formidable natural weapons. A band of parns instinctively cooperates in hunting prey, spreading out over a wide area and clanging their antennae together to summon the others in the band when suitable prey is found. The clanging of parn antennae can be heard for about a mile under average conditions, and most creatures of Gamma Terra quickly retreat from the sound.

PINETO (HORSE CACTUS)
A large cactus-like plant gallops over the plain on six thick, stubby stalks, the foreward end of its thorny trunk elevated skyward and ending in a head of leaves, roots, and fruit-like sensory organs.
PINETO (HORSE CACTUS) CR 3
XP 800
N Large plant
Init -1; Senses low-light vision; Perception +6
DEFENSES
AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +0, Will +1
Immune plant traits
OFFENSE
Speed 50 ft.
Melee slam +5 (1d8+6 plus thorns)
Space 10 ft.; Reach 5 ft.
Special Attacks thorns (grapple or slam, +1d4 piercing)
STATISTICS
Str 19, Dex 9, Con 17, Int 7, Wis 10, Cha 8
Base Atk +2; CMB +7; CMD 16
Feats Skill Focus [Stealth], Weapon Focus [slam]
Skills Perception +6, Stealth +4 (+14 in desert or plain)
Genotype Modifiers +10 Stealth in desert or plain
ECOLOGY
Environment any deserts and plains
Organization solitary, pair, or herd (3—18)
Treasure incidental
SPECIAL ABILITIES
Thorns (Ex) The pineto deals an extra 1d4 piercing damage with a successful slam attack or grapple
check. Any creature that grapples the pineto also takes this damage, and a creature that swallows the pineto using the swallow whole ability takes 1d4 piercing damage per round that the pineto is in its stomach.

Pinetos are cactus-like plants with curiously equine behaviors. They dwell in herds on the plains and deserts of Gamma Terra, and dip their head roots into pools of water to drink. They can be trained and ridden, but a thick leather saddle and much caution is required due to the pineto’s thick coat of thorns.

PODOG
A deep bay mastiff the size of a horse utters a deep, rumbling growl and bares its dagger-like teeth.
PODOG CR 3
XP 800
N Large animal
Init +3; Senses low-light vision, scent; Perception +13
DEFENSES
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
hp 25 (3d8+12)
Fort +7, Ref +4, Will +3
Immune sonic/concussive
OFFENSE
Speed 50 ft.
Melee bite +7 (2d6+7 plus trip)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 21, Dex 12, Con 18, Int 10, Wis 15, Cha 11
Base Atk +2; CMB +8; CMD 19 (23 vs. trip)
Feats Improved Natural Attack [bite], Weapon Focus [bite]
Skills Perception +13, Survival +13
Genotype Modifiers +2 Perception, +2 Survival
Languages Canine
ECOLOGY
Environment cold and temperate forests and plains
Organization solitary, pair, or pack (3—12)
Treasure incidental
SPECIAL ABILITIES
Sound Imitation (Ex) The podog can mimic almost any sound it has heard. It can use this ability to
imitate a member of a specific genotype, or even a specific individual, by making a special Charisma check with a +10 modifier. Others who hear the imitation can make an opposing Perception check to detect the deception. This ability can also be used to imitate other kinds of sounds, as if the podog were using the spell ghost sound (CL 3rd).

Podogs are intelligent, mutated mastiffs that hunt in packs, using their sound imitation ability to lure or drive their prey.


Anthony,

I have yet to make a google doc myself, but I reckon it's not terribly difficult to accomplish. I'll have to try it when I get the chance.

Out of curiosity, how have you gone about 'Pathfinderizing' the skills? I figure some may be obvious by combining into Acrobatics and Perception, for instance. But I was curious as to what you did as a whole.


Urizen wrote:

Anthony,

I have yet to make a google doc myself, but I reckon it's not terribly difficult to accomplish. I'll have to try it when I get the chance.

Out of curiosity, how have you gone about 'Pathfinderizing' the skills? I figure some may be obvious by combining into Acrobatics and Perception, for instance. But I was curious as to what you did as a whole.

As you pointed out, much of the work was obvious. Any skill taken from d20 Future or d20 Modern was checked for references to other skills that have been combined, i. e. Acrobatics, Perception, etc.

Some skills (Computer Use, Drive, Repair, etc.) have been added, and some expanded (Craft, Knowledge), more or less taking them from d20 Modern and d20 Future SRDs.

The Craft (chemical) skill allows the synthesis of various toxins, so I had to translate each of the toxins into PF format. (I didn't include that in the post containing skills, because the tables would have been rendered unintelligible).


Michael Johnson 66 wrote:

As you pointed out, much of the work was obvious. Any skill taken from d20 Future or d20 Modern was checked for references to other skills that have been combined, i. e. Acrobatics, Perception, etc.

Some skills (Computer Use, Drive, Repair, etc.) have been added, and some expanded (Craft, Knowledge), more or less taking them from d20 Modern and d20 Future SRDs.

The Craft (chemical) skill allows the synthesis of various toxins, so I had to translate each of the toxins into PF format. (I didn't include that in the post containing skills, because the tables would have been rendered unintelligible).

I'll have to take a look again at d20 Future/Modern and make a comparison if I have any questions, I suppose.

What's next on your conversion for Gamma World we should be expecting? I guess some of us are basically looking forward to your Word doc.

P.S. I apologize about the name mix-up. I didn't have a chance to go back and edit to whom I was properly responding. :-)


Urizen wrote:
Michael Johnson 66 wrote:

As you pointed out, much of the work was obvious. Any skill taken from d20 Future or d20 Modern was checked for references to other skills that have been combined, i. e. Acrobatics, Perception, etc.

Some skills (Computer Use, Drive, Repair, etc.) have been added, and some expanded (Craft, Knowledge), more or less taking them from d20 Modern and d20 Future SRDs.

The Craft (chemical) skill allows the synthesis of various toxins, so I had to translate each of the toxins into PF format. (I didn't include that in the post containing skills, because the tables would have been rendered unintelligible).

I'll have to take a look again at d20 Future/Modern and make a comparison if I have any questions, I suppose.

What's next on your conversion for Gamma World we should be expecting? I guess some of us are basically looking forward to your Word doc.

P.S. I apologize about the name mix-up. I didn't have a chance to go back and edit to whom I was properly responding. :-)

I plan to finish monsters, figure out what to do about XP costs currently attached to certain psionic powers, and clarify the inclusions of the added skills and feats. Also, vehicles and vehicle rules. Once all of that is done, I'll be ready to send the doc.

I'd like to flesh out the Eukay setting alot more, including stats for major npcs, but I'll finish the crunchy stuff first, and get that out to you (and whomever else is interested).

No worries about name mix-up! :) --Mike


Michael Johnson 66 wrote:
I plan to finish monsters, figure out what to do about XP costs currently attached to certain psionic powers, and clarify the inclusions of the added skills and feats. Also, vehicles and vehicle rules. Once all of that is done, I'll be ready to send the doc.

Cool! I've been trying to ask around about the XP cost conversion as well. Hopefully something will turn up.


Urizen wrote:
Michael Johnson 66 wrote:
I plan to finish monsters, figure out what to do about XP costs currently attached to certain psionic powers, and clarify the inclusions of the added skills and feats. Also, vehicles and vehicle rules. Once all of that is done, I'll be ready to send the doc.
Cool! I've been trying to ask around about the XP cost conversion as well. Hopefully something will turn up.

Thanks for your help, Urizen! :)

Re: XP costs, what do you think of these options:

1.) Remove the more powerful powers (or all powers) with XP costs;

2.) Double or triple the power point costs of powers with XP costs;

3.) Require the esper to purchase rare and expensive psionic materials that are destroyed/consumed/disintegrated when powers with XP costs are used;

4.) Using powers with XP costs inflicts ability damage to the esper (probably Wis or other mental ability, but maybe Con would really keep the use of those powers in check).


Any chance of being able to grab all this info in one handy nicely formatted PDF?


This has been a great read so far Michael. It's too bad that Paizo wouldn't snag you and this up to tweak and produce a well-made PA RPG.

BTW, Google docs is VERY easy to work with. Heck, I'd almost be tempted to toss this into a some formatting for folks if Michael doesn't mind :)


Twin Agate Dragons wrote:
Any chance of being able to grab all this info in one handy nicely formatted PDF?

It is in development, and will be freely distributed to whomever requests it. Still tweaking it, and am open to feedback/suggestions/etc.

It is currently a ms word doc, but I will convert it to pdf form once I'm satisfied with it.

The formatting will actually be legible in the pdf! :)

Thanks for your interest, Twin Agate Dragons!


Sketchpad wrote:

This has been a great read so far Michael. It's too bad that Paizo wouldn't snag you and this up to tweak and produce a well-made PA RPG.

BTW, Google docs is VERY easy to work with. Heck, I'd almost be tempted to toss this into a some formatting for folks if Michael doesn't mind :)

Thanks for the encouragement, Sketchpad, and feel free to do whatever you'd like to regarding formatting. I will be converting my word doc into a pdf and sharing it with whomever wants it once I'm finished, but I can't honestly say how long that will take, so if you want to make the info here easier to use and distribute it, you have my blessing!


Michael Johnson 66 wrote:

Re: XP costs, what do you think of these options:

1.) Remove the more powerful powers (or all powers) with XP costs;

2.) Double or triple the power point costs of powers with XP costs;

3.) Require the esper to purchase rare and expensive psionic materials that are destroyed/consumed/disintegrated when powers with XP costs are used;

4.) Using powers with XP costs inflicts ability damage to the esper (probably Wis or other mental ability, but maybe Con would really keep the use of those powers in check).

Yes = 2, 4. No = 1, 3.

With regard to #3, I am not a fan of psicrystals and the likes as it comes across a bit 'new-agey' to me. Given that a typical Gamma World is a post-apocalyptic setting and the standard money system as one knows it may not be in existence (something else could be the standard, such as 'bottle caps' (for the sake of absurdity) or a bartering system), that may not be a viable option.

With regard to #2 and #4, I'd venture anywhere from 1.5 to double the power point cost, but I'd also agree with ability damage. I'd focus it on physical damage (such as CON and STR) and also use the fatigue/exhaustion rules. It would be like using your body for fuel (there's a feat out there for that somewhere...); sort of a self-cannibalization. Perhaps a combo of both 2 and 4?

That's my $0.02.


Sketchpad wrote:
BTW, Google docs is VERY easy to work with. Heck, I'd almost be tempted to toss this into a some formatting for folks if Michael doesn't mind :)

+1


Urizen wrote:
Michael Johnson 66 wrote:

Yes = 2, 4. No = 1, 3.

With regard to #3, I am not a fan of psicrystals and the likes as it comes across a bit 'new-agey' to me. Given that a typical Gamma World is a post-apocalyptic setting and the standard money system as one knows it may not be in existence (something else could be the standard, such as 'bottle caps' (for the sake of absurdity) or a bartering system), that may not be a viable option.

With regard to #2 and #4, I'd venture anywhere from 1.5 to double the power point cost, but I'd also agree with ability damage. I'd focus it on physical damage (such as CON and STR) and also use the fatigue/exhaustion rules. It would be like using your body for fuel (there's a feat out there for that somewhere...); sort of a self-cannibalization. Perhaps a combo of both 2 and 4?

That's my $0.02.

#4 seems to be the more debilitating option for the esper, but the powers with XP costs are pretty uber, so I think the esper should feel the cost in game. So far, I'm leaning toward #4.

Thanks again, Urizen!


Michael,

Just saw a post from Jeremy over at DSP and they're still trying to figure out the issue involving XP as well. In addition to what you mentioned regarding #4, have you thought about negative levels being involved? It would somewhat address the XP cost as simple rest tends to resolve the hit point and/or ability damage in the short term.

Sovereign Court

Hey, Michael Johnson 66, is there any way I can contact you? I love post-apocalyptic settings, as well as the Gamma World game.


Urizen wrote:

Michael,

Just saw a post from Jeremy over at DSP and they're still trying to figure out the issue involving XP as well. In addition to what you mentioned regarding #4, have you thought about negative levels being involved? It would somewhat address the XP cost as simple rest tends to resolve the hit point and/or ability damage in the short term.

I did consider neg levels as an option, but I think I want to keep it as simple as possible. I'll have to check on the PF rules regarding neg levels. Is there still a chance of neg level becoming a permanent loss? I'd like to avoid any mechanic which might cause an imbalance in XP totals/character levels within a party (which is probably the reason Paizo decided to ditch XP costs).

The more I think about it, the more I like a Con damage cost, at a rate of 1 Con dmg per level of the power. For example, using a 5th-level power deals 5 Con damage. That would certainly limit the use of such powers, but maybe too much so? Perhaps the Con dmg should equal one-half the level of the power? It makes Con a much more important ability for espers, especially at high levels.

Rest restores the lost Con, but adventurers usually won't want to sit around at an inn for several days waiting on one party member to heal up very often, so I think situations where the system could be abused would be unusual (although I'm sure someone will eventually orchestrate such a situation: "We're gonna camp here for two months so Barny the esper can use true creation to equip the entire city with full plate armor!")


Pax Veritas wrote:
Hey, Michael Johnson 66, is there any way I can contact you? I love post-apocalyptic settings, as well as the Gamma World game.

Hi, Pax. I check this forum frequently, so this is a good way to contact me. I'd love to get your take on this stuff, and on PA settings in general. If you have any ideas, whether for crunch or fluff, post 'em here. Thanks! --Mike

Liberty's Edge

You rock!!! Consider this to be on my official list of stuff to play test in 2010! I have some old GW stuff and all I can use for the fluff side of this. I want to run some of my D&D game using the new PF system first, then branch out into other settings using the PF system...this fits what I am looking for. If you happen to have a .pdf or a word version of your work, I'd love to have it. If you want to chit chat off list, email me at my handle as one word...no underscore at gmail dot com. Please put in the subject line "In regards to PF Gamma World" without quotation marks so I know it isn't some kind of spam.


Aries_Omega wrote:
You rock!!! Consider this to be on my official list of stuff to play test in 2010! I have some old GW stuff and all I can use for the fluff side of this. I want to run some of my D&D game using the new PF system first, then branch out into other settings using the PF system...this fits what I am looking for. If you happen to have a .pdf or a word version of your work, I'd love to have it. If you want to chit chat off list, email me at my handle as one word...no underscore at gmail dot com. Please put in the subject line "In regards to PF Gamma World" without quotation marks so I know it isn't some kind of spam.

Right on, Aries_Omega, glad to hear someone will be trying this stuff out!

A pdf will be made available for free once I've polished everything up. Still some monsters to convert, vehicles, and probably some other odds and ends I'm not thinking of yet.

I'll e-mail u when I get a bit more time (at work atm). Cheers! Mike


I've been doing some editing here and there to fix small errors in monster stats, but don't want to clutter this thread with every new errata. Anyway, here are some more classic (except the rud, I made him up) GW monsters . . . .

RAKOX
This large ox sports a formidable rack of horns that jut forward from a bony plate across the crown of its head, serving the great beast as weapon and shield.
RAKOX CR 4
XP 1,200
N Large animal
Init -1; Senses low-light vision; Perception +8
DEFENSES
AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
hp 38 (4d8+20)
Fort +9, Ref +3, Will +2
OFFENSE
Speed 40 ft.
Melee gore +10 (2d6+10)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (1d8+10, DC 19)
STATISTICS
Str 25, Dex 8, Con 20, Int 1, Wis 12, Cha 7
Base Atk +3; CMB +11; CMD 20
Feats Improved Natural Attack [gore], Weapon Focus [gore]
Skills Perception +8, Survival +7
ECOLOGY
Environment temperate hills and plains
Organization solitary, pair, or herd (3—30)
Treasure none

Rakoxen are slow but powerful mutated oxen with racks of multiple horns on their heads. Though prone to panic and stampede, rakoxen are among the most favored draft animals of Gamma Terra due to their freakish strength.

RUD (RED FOLK)
This tall, hairless, blood-red humanoid has black eyes and a nasal opening rather than a nose, giving its face a skull-like appearance. It is clad in studded leather armor and armed with a morningstar and a heavy wooden shield.
RUD (RED FOLK) CR 1/2
XP 200
NE Medium humanoid (human)
Init +4; Senses Perception +0
DEFENSES
AC 15, touch 10, flat-footed 15 (+3 armor, +2 shield)
hp 13 (2d8+4)
Fort +5, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Melee morningstar +6 (1d8+3)
Range light crossbow +2 (1d8/19—20), 80 ft.
STATISTICS
Str 16, Dex 11, Con 15, Int 12, Wis 10, Cha 13
Base Atk +2; CMB +5; CMD 15
Feats Improved Initiative, Weapon Focus [morningstar]
Skills Handle Animal +9, Intimidate +5, Ride +5, Survival +5
Genotype Modifiers +2 Intimidate
Languages 1 local human language plus 1 other language
ECOLOGY
Environment temperate and warm deserts and plains
Organization solitary, pair, band (11—20, plus 2 3rd-level warriors, plus a leader of 3rd—6th level), or tribe
(30—100, plus 150% noncombatants, plus a 3rd-level warrior per 10 adults, plus 5 5th-level warriors, plus 3 7th-level warriors, plus a chieftain of 7th—9th level)
Treasure standard (includes studded leather armor, heavy wooden shield, morningstar, light crossbow,
and 20 bolts)

Ruds are cruel, predatory, mutated humans who live a nomadic existence in the deserts and plains of Gamma Terra. Ruds raise hoppers to use as mounts and food, and ride them when raiding caravans and settlements.

SARBIS (VARK)
This creature is a human-sized bipedal aardvark, wearing a leather harness to which a pick, a spade, and a chisel are secured. Its fingers end in long claws that seem as capable of rending flesh as they are of digging earth.
SARBIS (VARK) CR 3
XP 800
LN Medium humanoid (mutated animal)
Init -1; Senses low-light vision, scent; Perception +#
DEFENSES
AC 15, touch 9, flat-footed 15 (-1 Dex, +6 natural)
hp 32 (5d8+10)
Fort +6, Ref +0, Will +2
OFFENSE
Speed 20 ft., burrow 5 ft.
Melee 2 claws +7 (1d8+3)
Ranged light crossbow +2 (1d8/19—20), 80 ft.
STATISTICS
Str 17, Dex 9, Con 14, Int 10, Wis 13, Cha 10
Base Atk +3; CMB +6; CMD 15
Feats Improved Natural Attack [claw], Skill Focus [Perception], Weapon Focus [claw]
Skills Perception +12, Profession [miner] +12
Languages Sarbis
ECOLOGY
Environment any hills and mountains
Organization solitary, pair, or crew (3—10), or tribe (4—40)
Treasure standard (includes heavy pick and other mining tools)

Sarbises are intelligent, bipedal mutated aardvarks with a natural knack for mining. They are masters of smelting and refining iron, gold, and other valuable minerals, trading these refined metals for other goods and services.

SEP (LAND SHARK)
With only a brief tremor as a warning, a large, shark-like beast erupts from the ground. Its gaping jaws are filled with multiple rows of razor-sharp teeth, and its pectoral fins end in short but powerful claws.
SEP (LAND SHARK) CR 7
XP 3,200
N Large animal
Init -1; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +10
DEFENSES
AC 20, touch 8, flat-footed 20 (-1 Dex, +12 natural, -1 size)
hp 85 (9d8+45)
Fort +11, Ref +5, Will +4
OFFENSE
Speed 20 ft., burrow 20 ft.
Melee bite +13 (4d6+10 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks swallow whole (3d6 bludgeoning damage, AC 16, 8 hp)
STATISTICS
Str 24, Dex 9, Con 21, Int 1, Wis 12, Cha 8
Base Atk +6; CMB +14 (+18 to start or maintain a grapple); CMD 23
Feats Improved Natural Armor (3), Improved Natural Attack [bite], Weapon Focus [bite]
Skills Perception +10, Survival +10
ECOLOGY
Environment any deserts and plains
Organization solitary, pair, or pack (3—6)
Treasure none

Seps are voracious carnivores that prey on almost anything that moves. By the use of its stubby but iron-hard claws and a primitive form of telekinesis, the sep can burrow so quickly and effortlessly through earth or sand that it almost seems to be swimming.

SERF (THOUGHT MASTER)
This humanoid has sharp claws, and a ridged bony plate that extends from the top of its head and protects its head and neck, like a bone helmet. It wears chainmail armor, a light wooden shield and battleaxe are strapped to its back, and a pair of flintlock pistols is stuffed under its belt.
SERF (THOUGHT MASTER) CR 6
XP 2,400
Any alignment Medium monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +14
DEFENSES
AC 18, touch 10, flat-footed 18 (+1 natural armor, +6 armor, +1 shield)
hp 37 (5d10+10)
Fort +3, Ref +4, Will +7
Defensive Abilities +2 saves against mind-affecting effects, +2 saves against poison;
Immune life leech (its own and that of other serfs), poison (its own and that of other serfs)
OFFENSE
Speed 20 ft.
Melee battleaxe +8 (1d8+3/x3)
Melee 2 claws +8 (1d6+3 plus poison)
Ranged pistol +5 (1d10/x3), 50 ft.
Special Attacks life leech, mind blast
STATISTICS
Str 16, Dex 11, Con 14, Int 15, Wis 17, Cha 12
Base Atk +5; CMB +8; CMD 18
Feats Cleave, Great Cleave, Power Attack
Skills Craft [armor] +13, Craft [weapons] +13, Intimidate +12, Perception +14, Ride +5, Survival +14
Languages 1 local human language plus 1 other language; telepathy 100 ft.
ECOLOGY
Environment Any cold and temperate
Organization solitary, patrol (2—12), or brigade (10—100 plus 50% noncombatants, a 6-HD captain per
10 combatants, and a 7- to 9-HD general)
Treasure standard (includes chainmail armor, light wooden shield, battleaxe, 2 pistols, 20 bullets, and
powderhorn)
SPECIAL ABILITIES
Life Leech (Ex) 5/day, as a standard action that does not provoke an attack of opportunity, the serf can
deal 3d6 damage to all living creatures within a 30-ft. radius centered on the ark. A DC 14 Will save halves the damage. Each use of life leech grants the serf 5 temporary hp. The save DC is Constitution-based.
Mind Blast (Ex) As a standard action that does not provoke an attack of opportunity, a serf can create a
60-ft. cone of psionic energy. Creatures in the cone must succeed on a DC 15 Will save or be stunned for 3d4 rounds. The save DC is Wisdom-based.
Poison (Ex) Claw—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage;
cure 1 save. The save DC is Constitution-based.
Psionic Telekinesis (Ex) As spell, CL 5th, CMB +8, DC 15 Will negates (object only). The save DC is
Wisdom-based.

Serfs are aggressive, militaristic, semi-nomadic monstrous humanoids with deadly psionic abilities.

SEROON LOU (HAUNTED FRUIT TREE)
A sweet scent like apples wafts from the red fruits and white blossoms that festoon the branches of this towering tree. Several long vines, also festooned with fragrant blossoms, trail out from the tree and float on the surface of the surrounding bog.
SEROON LOU (HAUNTED FRUIT TREE) CR 10
XP 9,600
N Gargantuan plant
Init -2; Senses low-light vision, tremorsense 90 ft.; Perception +12
DEFENSES
AC 15, touch 5, flat-footed 15 (-2 Dex, +10 natural, -3 size)
hp 85 (9d8+45)
Fort +11, Ref +1, Will +3
Immune plant traits
OFFENSE
Speed 0 ft.
Melee vine +14 (2d6+10 plus grab), 4 vines +12 (2d6+5 plus grab)
Space 20 ft.; Reach 60 ft.
Special Attacks constrict (grapple, 2d6+10)
STATISTICS
Str 30, Dex 6, Con 20, Int 2, Wis 10, Cha 2
Base Atk +6; CMB +19 (+23 to start or maintain a grapple); CMD 27
Feats Multiattack, Power Attack, Skill Focus [Perception], Skill Focus [Stealth], Weapon Focus [vine]
Skills Perception +12, Stealth -2 (+13 in forest or swamp)
Genotype Modifiers +15 Stealth in forest or swamp
ECOLOGY
Environment any forests, lakes, or swamps
Organization solitary
Treasure none

Seroon lous are giant, carnivorous fruit trees that grow in wetlands and beside forest lakes and ponds. They are deadly, easily overpowering most prey with their long, powerful vines. Once its prey ceases to struggle, the seroon lou inserts long roots into its victim and slowly drains out its body fluids, a process that can take up to two days.

SLEETH (SEER LIZARD)
This creature has both humanoid and crocodilian features. Standing as tall as a human man, it has the head, tail, webbed feet, and scaly hide of an alligator, and the torso, limbs, and hands of a humanoid. It wears animal skins over chainmail armor, and a heavy steel shield and warhammer are strapped to its back. It carries an ornate musket in its scaly hands.
SLEETH (SEER LIZARD) CR 10
XP 9,600
Any alignment Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +23
DEFENSES
AC 23, touch 11, flat-footed 22 (+4 armor, +1 Dex, +6 natural armor, +2 shield)
hp 136 (13d10+52+13); fast healing 5
Fort +8, Ref +9, Will +12
Immune mind-affecting effects
OFFENSE
Speed 20 ft., swim 15 ft.
Melee warhammer +18/+13/+8 (1d8+4/x3), bite +13 (1d6+2)
Ranged masterwork musket +15 (1d12/x3), 150 ft.
Special Attacks control plants, disrupt force field
STATISTICS
Str 18, Dex 13, Con 18, Int 17, Wis 19, Cha 16
Base Atk +13; CMB +17; CMD 28
Feats Cleave, Combat Expertise, Great Cleave, Power Attack, Toughness, Weapon Focus [bite], Weapon
Focus [warhammer]
Skills Craft (mechanical) +22, Knowledge [history] +22, Perception +23, Ride +13, Survival +23, Swim
+24, Use Artifact +22
Genotype Modifiers all Knowledge skills and Use Artifact are class skills
Languages Crocodilian plus 3 other languages; telepathy 100 ft.
ECOLOGY
Environment any temperate and warm except deserts and mountains
Organization solitary, clutch (2—12), or village (10—100 plus 100% noncombatants)
Treasure standard (includes chainmail armor, heavy steel shield, warhammer, masterwork musket, 20
bullets, and powderhorn)
SPECIAL ABILITIES
Control Plants (Ex) 7/day, as spell, CL 13th, up to 26 HD, DC 20 Will negates. Only one use of this ability
can be active at any given time. The save DC is Wisdom-based.
Disrupt Force Fields (Ex) 7/day, as a standard action that provokes an attack of opportunity, the sleeth
can disrupt all force fields and other force effects within 30 ft. Even force fields or force effects that do not fit entirely within the area of this ability are disrupted; as long as some part of the force field is overlapped by the area of the disrupt force fields ability, it is disrupted. Continuous force effects, such as those generated by an artifact or an extraordinary ability, cannot be reactivated for 1d4 rounds.

Sleeths are powerful mutated alligators of great intellect and discipline. They are generally peaceful beings who study the lore of the ancients, but they are formidable if provoked, using their control plants ability to send plant creatures against their foes (typically horl choos or kai lins), and using their ability to disrupt force fields as needed.


Replacing Use Artifacts with Identify Artifacts, a new skill. Here's the skill description (1st draft):

IDENTIFY ARTIFACTS (INT)
You can make an Identify Artifacts check to correctly identify any unfamiliar technological devices, such as artifacts of the ancients.
Check: When confronted with an unfamiliar piece of technology or artifact of the ancients, you can make an Identify Artifacts check to correctly surmise the primary (if not singular) purpose of the device. A successful check generally allows you to use that particular artifact and all others of its specific kind. For example, if you successfully identify a laser pistol, you can use that particular laser pistol and any other laser pistol you acquire thereafter. Players must keep a record of their character’s known artifacts somewhere on the character sheet.
A successful check result does not enable you to activate the item if you normally would not be able to do so, nor does it make you proficient with the item. The DC of the Identify Artifacts check depends on the item being identified and the difference in Progress Level, as shown below:
Unfamiliar Item DC
Armor, weapon, or equipment item 0
Robot or vehicle 5
Robotic or vehicular component 10
Cybernetic attachment 15
Alien artifact or nanotechnology 20
Each step in Progress Level (up or down) +5
For example, a party of adventurers from a PL 3 civilization (most current civilizations of Gamma Terra are at PL 3) discovers a trove of artifacts – a soother pulse (PL 5 equipment item), a plasma pistol (PL 7 weapon), and an AutoDyn hoverbike (PL 7 vehicle) – in a ruined city of the ancients. The DC to identify the soother pulse is 10 (base 0 for equipment item, +10 for 2 steps in PL); the DC to identify the plasma pistol is 20 (base 0 for weapon, +20 for 4 steps in PL); and the DC to identify the hoverbike is 25 (base 5 for vehicle, +20 for 4 steps in PL).
A failed check indicates that the character has failed to discern the nature and purpose of the examined item. A check that fails by 5 or more indicates a false identification. A natural 1 on the check indicates a dangerous misidentification. For example, a character examining a laser pistol who fails on an Identify Artifacts check by 5 or more points might misidentify the pistol as a “fancy hammer” and hold it by the barrel. If the same character rolls a natural 1 on the check, he might misidentify it as a “healing ray” and fire it at a wounded companion.
Special: Examiners add one-half their examiner level to all Identify Artifacts checks.
A character can take 10 on an Identify Artifacts check, but cannot take 20, as there is a penalty for failure (misidentifying the artifact).
A character that has identified an artifact can use the aid another action to help another character identify an artifact of the same specific kind, granting a +4 bonus on the other character’s Identify Artifacts check (instead of the usual +2 bonus) if the aiding character’s check succeeds. A character being aided in this way cannot misidentify an artifact, even on a roll of 1; failure simply indicates the character hasn't mastered the use of the artifact.
Time: Identifying an artifact is usually a full-round action.


Michael Johnson 66 wrote:

Replacing Use Artifacts with Identify Artifacts, a new skill. Here's the skill description (1st draft):

IDENTIFY ARTIFACTS (INT)
You can make an Identify Artifacts check to correctly identify any unfamiliar technological devices, such as artifacts of the ancients.
Check: When confronted with an unfamiliar piece of technology or artifact of the ancients, you can make an Identify Artifacts check to correctly surmise the primary (if not singular) purpose of the device. A successful check generally allows you to use that particular artifact and all others of its specific kind. For example, if you successfully identify a laser pistol, you can use that particular laser pistol and any other laser pistol you acquire thereafter. Players must keep a record of their character’s known artifacts somewhere on the character sheet.
A successful check result does not enable you to activate the item if you normally would not be able to do so, nor does it make you proficient with the item. The DC of the Identify Artifacts check depends on the item being identified and the difference in Progress Level, as shown below:
Unfamiliar Item DC
Armor, weapon, or equipment item 0
Robot or vehicle 5
Robotic or vehicular component 10
Cybernetic attachment 15
Alien artifact or nanotechnology 20
Each step in Progress Level (up or down) +5
For example, a party of adventurers from a PL 3 civilization (most current civilizations of Gamma Terra are at PL 3) discovers a trove of artifacts – a soother pulse (PL 5 equipment item), a plasma pistol (PL 7 weapon), and an AutoDyn hoverbike (PL 7 vehicle) – in a ruined city of the ancients. The DC to identify the soother pulse is 10 (base 0 for equipment item, +10 for 2 steps in PL); the DC to identify the plasma pistol is 20 (base 0 for weapon, +20 for 4 steps in PL); and the DC to identify the hoverbike is 25 (base 5 for vehicle, +20 for 4 steps in PL).
A failed check indicates that the character has failed to...

Try Again: Yes, but no further attempts can be made to identify a misidentified artifact until an attempt to use the artifact for its supposed purpose fails.


How close is the PDF to being ready?


Ravendragon wrote:
How close is the PDF to being ready?

I'm estimating that I'll be done tinkering with it before the end of January, at which point I'll convert to pdf and post a notice here that it is ready. All that needs be done now is:

- Vehicles;

- A few more monsters;

- Convert XP costs for psionic powers to a PF-compatable system (I'm leaning toward the use of rare components that cost approx. 5 domars per XP);

- A few more features for each class (especially examiner - let me know if you have any suggestions);

- One last edit for rules clarifications.

I'm lighting a fire under my @$$ right now! :)


Am finally nearing completion of my PF Gamma World project!

I'm done w monsters, and will post the rest later.

Right now, I'm in the process of adapting Michael Shortt's article on gunpowder weapons for 3.5 from Dragon.

Then adding vehicle rules.

Then pdf, and sending out to whomever requests it.

Thanks for all the encouragement everyone who's posted has given. It helped to keep me interested knowing that others were also interested!

--Mike


Michael Johnson 66 wrote:


Thanks for all the encouragement everyone who's posted has given. It helped to keep me interested knowing that others were also interested!

--Mike

Definitely appreciate your efforts! It's the first step toward anyone tackling on a modern/future conversion toward Pathfinder compatibility.

FWIW, I'm trying to get some 3pp's interested in biting on such projects. I gave you some props. Feel free to voice your own thoughts when you got time.


Michael Johnson 66 wrote:
Right now, I'm in the process of adapting Michael Shortt's article on gunpowder weapons for 3.5 from Dragon.

Which issue was that in?


Dancing Deinonychus wrote:
Michael Johnson 66 wrote:
Right now, I'm in the process of adapting Michael Shortt's article on gunpowder weapons for 3.5 from Dragon.
Which issue was that in?

#321. Great article for anyone who wants to include early gunpowder weapons such as the blunderbuss, arquebus, bombards, etc. in their 3.5 game. As weapons seem to have basically stayed the same from 3.5 to PF, these early firearms should be fully compatible with PF.


As a finishing touch on my GW bestiary, I'm going to include a list of monsters from the PF bestiary that are appropriate for a Post-Apocalyptic setting.

I encourage anyone who has an opinion to list ten monsters here that make sense, and I'll review and use info to compile the list.

Thanks in advance!


Michael Johnson 66 wrote:

As a finishing touch on my GW bestiary, I'm going to include a list of monsters from the PF bestiary that are appropriate for a Post-Apocalyptic setting.

I encourage anyone who has an opinion to list ten monsters here that make sense, and I'll review and use info to compile the list.

Michael,

Are you wanting them specifically from the PF bestiary? I'm sure you probably want to limit to PF beasties that are able to be purchased and not to refer to out-of-print products, correct?

Unless you're wanting to convert other 3.x beasties that deserve a 2nd life in a post-apoc setting...?


Urizen wrote:

Michael,

Are you wanting them specifically from the PF bestiary? I'm sure you probably want to limit to PF beasties that are able to be purchased and not to refer to out-of-print products, correct?

Unless you're wanting to convert other 3.x beasties that deserve a 2nd life in a post-apoc setting...?

Yes, just from PF bestiary, 'cause all I'm going to do is add a list with maybe a sentence of explanation, for example:

Ankheg: Found throughout the wilds of Gamma Terra, ankhegs are believed to be giant mutated insects of some kind.

Carrion Crawler: Monstrous mutated centipedes with paralytic tendrils that inhabit subterranean regions and the ruins of the ancients.

Mike


Here's what I got thus far:
.
.
.


Dire animals would make sense as they represent a gentetic mutation that breeds larger and more ferocious animals.


Urizen wrote:

Here's what I got thus far:

.
.
.


Good picks, Urizen. Re: ghoul and zombie; change type to something else, or would you add explanation to the effect that some kind of virus or fungal colony infests and animates the bodies?


Dancing Deinonychus wrote:
Dire animals would make sense as they represent a gentetic mutation that breeds larger and more ferocious animals.

Definitely going to add the dire animals. Totally fits GW. Seems like half (or alot more) of the GW monsters are just giant versions of normal animals with a few mutations thrown in.

Thanks, DD


Michael Johnson 66 wrote:
Good picks, Urizen. Re: ghoul and zombie; change type to something else, or would you add explanation to the effect that some kind of virus or fungal colony infests and animates the bodies?

Could suggest a template or provide one yourself; a simple instruction how to add that to certain types of undead or other humanoids to best fit the setting.

Personally, I don't want to see slow moving old school zombie stereotypes (although I do like them). I want to see 'em from Resident Evil or Dawn of the Dead remake.


Urizen wrote:
Michael Johnson 66 wrote:
Good picks, Urizen. Re: ghoul and zombie; change type to something else, or would you add explanation to the effect that some kind of virus or fungal colony infests and animates the bodies?

Could suggest a template or provide one yourself; a simple instruction how to add that to certain types of undead or other humanoids to best fit the setting.

Personally, I don't want to see slow moving old school zombie stereotypes (although I do like them). I want to see 'em from Resident Evil or Dawn of the Dead remake.

Yeah, Dawn of the Dead remake was one of only a few movies that have ever spooked me, particularly the early scene with the little girl.

If I include any undead, I will include a note to the effect that there is a pseudo-science reason for their existence (rather than a supernatural one). Cannibalistic mutants are a great staple of post-apocalyptic fiction, and ghouls fit the bill nicely.

I gave espers the channel energy feature (otherwise, Gamma Terra would be littered with the corpses of countless PCs), but I only included info about healing or harming the living. Should undead in GW be affected by this ability in the same way they are affected by clerical channeling in PF? GW is generally devoid of gods and other supernatural trappings, so I envision esper channeling as being more of a manipulation of "bio-energetic fields", or some similar comic book science. What do you think?

1 to 50 of 129 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / PF Gamma World All Messageboards

Want to post a reply? Sign in.