Robot, Octopod Mechanic DroneThis octopus-like robot has eight tentacles that it uses to repair multiple machines at a time.Octopod Mechanic Drone CR 13Source Construct Handbook pg. 56 XP 25,600 N Medium construct (robot) Init +7; Senses darkvision 60 ft., low-light vision; Perception +13 Aura crew boss (30 ft.)DefenseAC 24, touch 14, flat-footed 20 (+3 Dex, +1 dodge, +10 natural) hp 124 (16d10+36); force field (65 hp, fast healing 13) Fort +5, Ref +10, Will +2 Defensive Abilities hardness 10; Immune construct traits Weaknesses vulnerable to critical hits, vulnerable to electricityOffenseSpeed 30 ft., climb 30 ft. Melee 8 slams +22 (1d4+6/19–20 plus grab) Ranged 2 integrated laser pistols +19 touch (2d6 fire) Space 5 ft., Reach 10 ft. Special Attacks combined arms, constrict (1d6+6)StatisticsStr 22, Dex 16, Con —, Int 15, Wis 5, Cha 5 Base Atk +16; CMB +22; CMD 36 (can't be tripped) Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (slams), Improved Initiative, Lightning Reflexes, Power Attack, Toughness Skills Climb +30, Disable Device +19, Knowledge (engineering) +18, Perception +13 Languages Common SQ integrated weaponry, mass repair, mechanical expertise, reboot system, repair stationEcologyEnvironment any Organization solitary or pair Treasure noneSpecial AbilitiesCrew Boss (Ex) When working with other robots, an octopod mechanic drone can coordinate the group’s efforts to maximize efficiency. All other robots with 30 feet of an octopod mechanic drone gain a +2 competence bonus on attack rolls and skill checks.
Integrated Laser Pistols (Ex) An octopod mechanic drone has two integrated laser pistols with a range increment of 50 feet.
Mass Repair (Ex) An octopod mechanic drone can use its tentacles to repair multiple robots at one time. As a full-round action that does not provoke attacks of opportunity, an octopod mechanic drone can restore 3d10 hit points to itself and each allied robot within 10 feet of it.
Mechanical Expertise (Ex) An octopod mechanic drone is programmed with deep knowledge of machinery. The octopod mechanic drone is considered trained in all skills used against a technology-based subject.
Reboot System (Ex) An octopod mechanic drone can reboot a robot’s system, whether its own or an ally’s. As a standard action, an octopod mechanic drone can remove all of the following conditions from either itself or a robot within 10 feet of it: blinded, confused, dazzled, deafened, shaken, sickened, and staggered.
Repair Station (Ex) As a full-round action, an octopod mechanic drone can anchor its body to the ground, freeing its robotic tentacles to focus on attacking and repairing rather than supporting itself. While it is anchored, it loses its Dexterity bonus and dodge bonus to AC, it cannot move, and it gains a +8 enhancement bonus to CMD against bull rush, drag, and reposition combat maneuvers. An anchored octopod mechanic drone doubles the number of hit points it restores using its mass repair ability, and it gains a +2 enhancement bonus on damage rolls with its slam attacks. Unanchoring itself from the ground is a full-round action.DescriptionOctopod mechanic drones are the ultimate in repair-robot technology. These multilimbed robots can manipulate each of their metal tentacles with extreme precision, allowing them to perform delicate fixes and repair many machines at once. Octopod mechanic drones also have the ability to anchor themselves to the ground, allowing them to commit their tentacles entirely to repair rather than having to use them for support. Owners of octopod mechanic drones often rely on the robots to manage the rest of their mechanical workers; the robots communicate more loudly and directly than others of their kind, making them natural leaders, and they have a distinct ability to coordinate the group for maximum efficiency.
An octopod mechanic drone is about 6 feet tall, with tentacles roughly 10 feet long, and weighs approximately 750 pounds.Creatures in "Robot" CategorySource Inner Sea Bestiary pg. 42 Products of technology advanced far beyond even those of the gunsmiths of Alkenstar, robots represent constructs animated by engineering and advanced science rather than magic. The people of Golarion think of robots as “automatons” or “metal men”—their proper nomenclature is known to only a few.
The first robots arrived untold years ago, when a ship from beyond the stars smashed into Golarion. The metal vessel entered the atmosphere in a blaze of fire and broke apart, scattering fragments across the plains of Numeria. Over the following centuries, several varieties of robots emerged or were recovered from some of these ruins. A few still follow the alien dictates of their original programming, while others run amok, their directives corrupted or forgotten. Perhaps the best-known robots are the fabled gearsmen, a veritable army of humanoid robots found stored and awaiting orders in a massive hold in Silver Mount.
The means of commanding robots vary from model to model, a source of endless frustration for Numerian artificers. Some obey orders from any humanoid, some bond to a specific master until her death, and others yield only to the command of brooches or rods recovered from Silver Mount. Still others submit after mechanical surgery, or not all. A surprisingly large fraction of uncontrolled robots already speak Common or Hallit. Most models exhibit considerable linguistic talents, and the robots train each other in their new home’s languages. Despite comprehending Numerian languages, most robots rarely speak save for terse acknowledgments and orders. The Robot Subtype “Robot” is a special subtype that can be applied to any construct without changing its CR. Robots share some features with clockwork constructs (The Inner Sea World Guide 256), and as with clockworks, you can simply remove the robot subtype and its traits to transform it into a typical construct animated by magic. A construct cannot possess both the robot and the clockwork subtypes. All robots gain the following traits, unless noted otherwise. - Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
- Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.
- Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
- Difficult to Create: Robots are crafted via complex methods hidden and well guarded in Numerian ruins or other technological bastions. While the Technic League has developed magical solutions to some of these requirements, actual details on creating robots are beyond the scope of this book.
Numerian Technology Miraculous and deadly treasures lie in wait in Numerian dungeons, and the robots that dwell there often utilize these technological arms and tools themselves. A robot’s weapons and defenses are fueled by its central energy core, and unless otherwise indicated, a robot’s weapons and defenses have infinite ammunition and power.
Force Fields: A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot (typically 5 × the robot’s CR). All damage dealt to a robot with an active force field is reduced from these hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the robot’s CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Integrated Weaponry: A robot that has a technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the robot’s body once the robot is destroyed. A robot is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.
Laser Weapons: These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.
Plasma Weapons: These weapons emit bursts of superheated, electrically charged gas known as plasma. A plasma weapon’s attacks resolve as touch attacks. Half the damage dealt by plasma is fire damage, and half is electricity damage.Source Bestiary 5 pg. 205 Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Most people refer to robots as “automatons” or “metal men”; their proper nomenclature is known to only a few. Unlike most constructs, robots are capable of independent thought. However, they still must obey the programming instilled in them at their creation. Any robot whose creator hard-coded limitations into its programming can never be truly autonomous.
Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic.
Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs.
Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle. Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among the its former temporary masters.
The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home’s languages. Though they comprehend language, most robots rarely speak save for terse acknowledgements of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner.
Constructing a robot requires no magic, but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus, to create new types of robots. Typically, this doesn’t alter the construct’s CR. A character can’t create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here.
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