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User:Eiji-kun/Robots/Companion

< User:Eiji-kun‎ | Robots
Table: The Robotic Companion

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +0 Augment (Least), Alertness, Basic Frame, Natural Weapon Limit, Quasi-Living Traits, Variable Save
2nd +1 +0 +0 +0 Augment (Least)
3rd +2 +1 +1 +1 Enhancements +1
4th +3 +1 +1 +1 Augment (Least)
5th +3 +1 +1 +1 Self Repair
6th +4 +2 +2 +2 Augment (Lesser)
7th +5 +2 +2 +2 Enhancements +2
8th +6 +2 +2 +2 Augment (Lesser)
9th +6 +3 +3 +3 Battery Backup
10th +7 +3 +3 +3 Augment (Lesser)
11th +8 +3 +3 +3 Enhancements +3
12th +9 +4 +4 +4 Augment (Greater)
13th +9 +4 +4 +4 Improved Self Repair
14th +10 +4 +4 +4 Augment (Greater)
15th +11 +5 +5 +5 Enhancements +4
16th +12 +5 +5 +5 Augment (Greater)
17th +12 +5 +5 +5 Improved Battery Backup
18th +13 +6 +6 +6 Augment (Superior)
19th +14 +6 +6 +6 Enhancements +5
20th +15 +6 +6 +6 Augment (Superior)

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Special (see below). ().

Class FeaturesEdit

All of the following are class features of the Roboticist.

Weapon and Armor Proficiency: A robotic companion is not proficient in any weapons or armor normally, but is proficient with its natural weapons. It can gain proficiency through feats or augmentations.

Ability Bonuses: X.

Augment: At first level and every even level, the Roboticist gains an augment that he can add to his companion. These can be taken one time only, unless otherwise noted. Each augment needs 8 hours and a successful {Craft or Use Mechanical Device} check in order to be implemented. A lesser augment has a DC of 10, Least is of 15, Greater is of 20, and Superior is of 25. A roboticist starts off with least augments at 1st level. At 6th, 8th, and 10th level, he may choose a Lesser augment, or switch that in for two Least augments. At 12th, 14th, and 16th level, he may choose a Greater augment, or switch it in for two Lesser augments, which can then each be switched in 2 Least augments. At 18th and 20th levels, he may choose a Superior augment, or switch it in for two Greater augments, which each can switch into 2 Lesser augments, which each can switch into 2 Least augments.

Alertness: While a robotic companion is within arm’s reach, the master gains the Alertness feat.

Basic Frame: Each robotic companion starts off as a base body type as listed before. The robotic companion is by default medium sized, but you can choose a small sized robotic companion with a -2 Str penalty and +2 Dex bonus. Choose from below.

Aquatic : Speed 20 ft., swim 40 ft.; AC +4 natural armor; Saves Fort (bad), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 16, Dex 12, Con 13, Int -, Wis 10, Cha 11

Automatic Augments: Bite, Head, Swimming Fins

Humanoid : Speed 30 ft.; AC +2 natural armor; Saves Fort (bad), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int -, Wis 10, Cha 11

Automatic Augments: Head, Extra Arms, Legs, Claws

Quadruped : Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int -, Wis 10, Cha 11

Automatic Augments: Bite, Head, Legs x2

Serpentine : Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (bad); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int -, Wis 10, Cha 11

Automatic Augments: Head, Bite, Tail Slap

Natural Weapon Limit: Each natural weapon augment is limited upon a number of certain body parts a companion has, depending on the natural attack.

Quasi-Living Traits: A companion, even though it is a construct, has a Con score, but still doesn't have an Int score, so can't be affected by mind affecting spells and spell-like abilities. The companion is still functional at hp below 0, out to damage equal to its Con score. After that, it falls into disrepair, some parts falling out of place, losing steam, oil/fuel tank is empty, etc.

Variable Save: Saves are determined by the basic frame they have decided, as listed above.

Enhancements (Su): As the roboticist gains in level, the magic of the connection grows stronger. The companion gains an enhancement bonus to weapons, armor, and shields (including natural weapons), starting with +1 at 3rd level and another +1 every 4 levels afterwards (7, 11, 15, 19) to a maximum of +5 at level 19.

Self Repair (Ex): The robotic companion can repair themselves as a swift action, recovering up to 1 hp per HD each day.

Battery Backup (Ex): At 9th level the robotic companion can travel out of its range for life link without decreasing its health or shutting down right away. It can persist for 1 round/level outside its life link range before penalties apply.

Improved Self Repair (Ex): At 13th level, the companion's self repair improves. They can repair up to 3 hp per HD each day.

Improved Battery Backup (Ex): At 17th level the robotic companion's battery backup improves. It may now persist for up to 1 minute/level outside its life link range.

Least AugmentationsEdit

Buff Body (Ex): The robotic companion gains an additional +1 hp/level.

Climbing Irons (Ex): Gains a pair of retractable hooks that gives a climb speed equal to half its land speed.

Damage Reduction Magic (Su): The companion gains additional shielding, gaining DR 5/magic.

Energy Touch (Su): The robotic companion is able to make a touch attack at will dealing 1d6 damage + 1 damage per level. The damage is either acid, cold, electric, or fire damage (chosen when taking this augmented) and may be used as a standard action at will.

Extra Legs (Ex): The robotic companion gains a pair of legs which increase its base land speed by +5 feet, and gives it a +4 stability bonus (as a dwarf) if it possesses more than two legs. You may select this ability multiple times, each time gaining a new pair of legs.

Least Ability Bonus (Ex): The robotic companion gains a +2 bonus to any ability score.

Least Intelligence (Ex): The companion gains rudimentary intelligence. It gains an intelligence score of 6, 4 + Int skill points per level, and four class skills. However it also makes the companion vulnerable to all mind affecting spells and spell-like abilities. It gains additional saving throws against any effect which would result in harming its master each round. It gains the ability to speak one language the roboticist knows.

Least Spell-Like Abilities (Sp): Select three 0th level spells and one 1st level spell from any spell list. The robotic companion may use the 0th level spells at will, and the first level spell 2/day. The saving throws are Charisma based.

Limited Feat (Ex): The robotic companion can choose from the following feats: any Improved X combat maneuver (such as Improved Disarm, Combat Expertise, Combat Reflexes, Improved Initiative, Power Attack, and Run. It does not need to qualify for these bonus feats, but they cannot be used as pre-requisites to other feats.

Natural Weapon Bite (Ex): The robotic companion gains a bite attack which deal 1d6 for Medium companions. Can only be taken once per head.

Natural Weapon Claws (Ex): The robotic companion gains two claw attack which deal 1d4 damage each for Medium companions. Can only be taken once per set of arms.

Natural Weapon Slam (Ex): Adds a slam attack available to the companion, dealing 1d8 damage for Medium creatures.

Proficiency Augment (Ex): The robotic companion gains all simple weapon proficiency, light armor, and shields (but not tower shields).

Running Legs (Ex): The robotic companion's base land speed increases by +10 ft.

Second Save (Ex): Choose a saving throw (Fortitude, Reflex, or Will). That saving throw now gains Good scaling.

Swimming Fins (Ex): The robotic companion gains a swim speed equal to its land speed.

Tank Treads (Ex): The robotic companion's legs are turned into wheels. It is unable to jump, but gains a +20 stability bonus (as a dwarf and a +20 bonus to its base land speed. It gains the trample ability if it charges.

Lesser AugmentationsEdit

Berserker (Ex): The robotic companion can enter a state of rage as a barbarian equal to half its level (including number of rages per day and improvements to rage), with the same benefits and penalties. Instead of fatigue, it is staggered for as long as it would have remained fatigued.

Burrow Bit (Ex): The robotic companion gains a burrow speed equal to half its land speed. It can choose to leave a tunnel by moving at a quarter of its land speed.

Combat Feat (Ex): Gains a bonus feat from the fighter bonus feat list.

Damage Reduction Material (Ex): Choose a material (adamantine, cold iron, or silver). The companion gains additional shielding, gaining DR 5/the selected material.

Death Throes (Su): If the robotic companion is killed, it can explode as a non-action dealing 10 points of energy damage (acid, cold, electric, or fire, chosen on taking this augment) in a 20 ft radius burst, with a Reflex save for half. The saving throw is Charisma based.

Energy Blast (Su): The robotic companion can shoot a line of energy (acid, cold, electric, or fire chosen on taking this augment) out to a range of 60 ft as standard action. It deals 1d6 damage per level with a Reflex save for half once every 1d4 rounds. The saving throw is Charisma based.

Energy Ray (Su): The robotic companion can shoot blasts of energy (acid, cold, electric, or fire chosen on taking this augment) out to a range of 60 ft as an attack action. It deals 1d6 damage + 1 damage per level as a ranged touch attack.

Enlarged/Reduced Construct (Ex): Choose enlargement or reduction. The robotic companion is under a constant effect of enlarge person or reduce person (which does not stack with the spells), and may be toggled off and on as a standard action.

Extra Arms (Ex): The robotic companion gains an extra pair of arms. This does not permit additional attacks without a weapon or natural weapon applied to them. They gain an additional +2 bonus on grapple attempts. This may be selected more than once, but the cost of the augmentation increases by 1 each time (becoming a greater, and then superior augment).

Fast Healing (Ex): The robotic companion gains fast healing 1.

Full Proficiency Augment (Ex): The robotic companion gains proficiency in all martial weapons, all armor, and all shields (including tower shields). The companion must have the Proficiency Augment.

Improved Buff Body (Ex): The robotic companion gains an additional +2 hp/level. This stacks with Buff Body.

Improved Damage Reduction Magic (Su): Your DR 5/magic increases to DR 10/magic. Must have Damage Reduction Magic augment.

Lesser Ability Bonus (Ex): Gain a +4 ability boost to any ability score.

Lesser Intelligence (Ex): The robotic companion's base intelligence rises to 10. Must have the Least Intelligence augment.

Lesser Spell-Like Abilities (Sp): Choose two 1st level spells and a 2nd level spell from any spell list. You may use your 1st level spells known 3/day, and the 2nd level spell 2/day. Must have the Least Spell-Like Abilities augment.

Minor Flight (Ex): Gains a pair of mechanical wings, giving it a fly speed of 40 ft with average maneuverability.

Natural Weapon Gore (Ex): Gives the companion a pair of horns for a gore attack, dealing 1d6 damage for Medium creatures. It may be readied against a charge, and deals double damage on a charge attack.

Natural Weapon Tail Slap (Ex): Gives the companion a tail that can be lashed at opponents, dealing 2d4 damage for Medium creatures. Tail slaps can be used to make trip attempts without provoking attacks of opportunity.

Natural Weapon Tentacle (Ex): The companion gets a sinuous tentacle that can be used to lash at opponents, dealing 1d4 damage for Medium creatures. The tentacle has reach, but can attack adjutant opponents normally.

Poison Touch (Ex): The companion is enabled to secrete a poison over any of it's natural weapons. The poison must be supplied by the roboticist into a special chamber in the back of the head. Can hold up to 5 doses of any poison with affliction of touch or injury.

Shield Unit (Su): Gains an invisible force field that absorbs blows. Gains temporary hit points equal to the roboticist level which may be recharged over the course of 1 minute.

Speed Boost (Ex): Choose a movement (such as land, burrow, or flight). Increase the chosen speed by +10 ft. You can take this ability multiple times, the effect stacks.

Spell Resistance (Su): The robotic companion gains spell resistance equal to 5 + HD.

Greater AugmentationsEdit

Damage Reduction Alignment (Ex): Gives the companion DR 5/ one alignment of choice.

Disarming Weapon (Ex): Gains a +4 bonus to Disarm checks.

Extra Head (Ex): Companion gains an extra head. Allows for another bite or gore attack.

Grabbing Weapon (Ex): Select one of the robotic companion's natural weapons. The robotic companion gains improved grab on the selected weapon.

Greater Ability Bonus (Ex): Gains a +6 to any ability score.

Greater Buff Body (Ex): The robotic companion gains an additional +3 hp/level. This stacks with Buff Body and Improved Buff Body.

Greater Intelligence (Ex): The robotic companion's base intelligence score is now equal to its masters, or 14, whichever is more.

Greater Spell-Like Abilities (Sp): Choose two 2nd level spells and a 3rd level spell from any spell list. You may use your 2nd level spells known 3/day, and the 3rd level spell 2/day. Must have the Lesser Spell-Like Abilities augment.

Improved Damage Reduction Material (Ex): Must have Damage Reduction Material augment. Increases DR by 5.

Improved Energy Blast (Ex): The energy blast ability improves, and may now be used at will. Must have Energy Blast.

Improved Fast Healing (Ex): The robotic companion gains fast healing 5. Must have the Fast Healing augment.

Improved Spell Resistance (Su): The robotic companion gains spell resistance equal to 10 + HD.

Pushing Weapon (Ex): Select one of the robotic companion's natural weapons. The robotic companion gains a free bull rush attempt when making a successful attack with the selected weapon. The robotic companion does not need to follow the creature with the bull rush.

Reach Attack (Ex): The robotic companion gains he reach of a creature one size larger than itself.

Third Save (Ex): Choose a saving throw (Fortitude, Reflex, or Will). That saving throw now gains Good scaling. Must have Second Save augment.

Trample (Ex): The robotic companion gains the trample ability.

Tripping Weapon (Ex): Select one of the robotic companion's natural weapons. The robotic companion gains the ability to make a trip attempt on a successful attack with the selected weapon.

Superior AugmentationsEdit

Constrict (Ex): The robotic companion gains the constrict ability.

Auto-Recovery (Ex): Once per day if the robotic companion is brought below 0 hp, they are automatically targeted with a total repairECS spell with a caster level equal to their HD.

Greater Fast Healing (Ex): The robotic companion gains fast healing 10. Must have the Lesser Fast Healing augment.

Improved Damage Reduction Alignment (Ex): Must have taken the Damage Reduction Alignment augment. Improves DR to Dr 10/ chosen alignment.

Improved Enlarge/Reduced Construct (Ex): The robotic companion is increased (or reduced) two sizes as per the augmented form of compression or expansion. This overrides Enlarge/Reduce Construct. Must have the Enlarge/Reduce Construct augment.

Improved Shield Unit (Su): The shield unit improves, recharging once every 1d4 rounds. Must have taken the Shield Unit augment.

Magic Immunity (Su): The companion becomes immune to all magic, as the golem trait of the same name.

Major Flight (Ex): Must have the Minor Flight augment. Fly speed increases to 60ft and maneuverability improves to good.

Rend (Ex): The robotic companion gains the rend ability.

Superior Ability Bonus (Ex): Gains a +8 to any ability score.

Superior Intelligence (Ex): The robotic companion's intelligence becomes equal to its master's +4, or 18, whichever is greater. Must have the Greater Intelligence augment.

Superior Spell-Like Abilities (Sp): Choose two 3rd level spells and a 4th level spell from any spell list. You may use your 3rd level spells known 3/day, and the 4th level spell 2/day. Must have the Greater Spell-Like Abilities augment.

Total Damage Reduction (Ex): Must have taken the Improved Damage Reduction Magic, Improved Damage Reduction Material or Improved Damage Reduction Alignment. Replaces all DR with DR 10/-