PDA

View Full Version : Clockwork robots



paigeoliver
2007-04-20, 03:02 AM
Ok, I would like some feedback on these guys, obviously they are not right for every campaign. They are designed to be created by the Clockwork Virtuoso prestige class, but I wrote them in such a manner that they may be created by other (currently non-existent) classes with the Clockwork Robots class feature. Also, anybody want to make up some sample robots?

I still need to rework a lot of the text about making them, since it is fairly rambling. But is the concept basically understandable?

Clockwork Robot

The clockwork robot is a construct that can only be created by characters with the Craft Construct feat and the Clockwork Robot class ability. Instead of flesh and blood, magic, or unlife the Clockwork Robot is driven by gears, magnets, steam, and other mechanical means. A clockwork robot may look like absolutely anything the creator desires.

A character can create a Clockwork Robot with hit dice of up to three times his level in the class that gave him the Clockwork Robot class ability. Creating a Clockwork Robot requires multiple skill checks, the crafter can only take 10 on these checks if he is duplicating a design he has already successfully created. Any change to the design means all new skill checks. The crafter cannot take 20 on these checks under any circumstances.

The Basic Clockwork Robot

The basic clockwork robot is a construct with one construct hit die, a single feat, and a base of 10 in STR, DEX, WIS, and CHA. The clockwork robot can either have a slam attack or proficiency with all simple and martial weapons. The slam attack can be bludgeoning, piercing, or slashing damage and may be defined as something other than an actual slam, such as a claw or pincher. That basic creature is then customized via skill rolls and choices from the various abilities that clockwork robots are able to have.

Clockwork robots receive one feat at creation. Robots with intelligence scores also receive an additional feat every 3rd hit die just like other creatures.

All clockwork robots have a basic move speed of 30’, although this can be modified by various features.

Clockwork robots normally have to be wound for one minute per day per hit die of the robot, although there is a robot feature available that eliminates the need for winding.

Creating a Clockwork Robot

Every clockwork robot can have features equal in feature points to its hit die total. In order to use a feature in a clockwork robot the creator must have levels in the class that gave him the Clockwork Robots ability equal or higher than the cost of the individual feature in feature points. Creating a clockwork robot requires a robot laboratory valued at a minimum of 100 GP times the robot’s hit dice. The laboratory counts as a masterwork tool for the Craft: Constructs skill.

Basic Statistics

A clockwork robot starts with a base of 10 in STR, DEX, WIS, and CHA. A character with the Improved Clockwork Robots class ability can also create robots with an Intelligence score, which starts off with a base of 1, this does count as a feature. Clockwork robots never have a constitution score, as they are all constructs. Add 1 to each of those scores for every level the creator has in the class that gave him the Clockwork Robots class ability, to a maximum of +5.

The creating character makes a Craft: Construct roll for each ability score and modifies the basic scores with the results. The chart does not continue forever, +6 is the highest score possible with a skill check. Each skill check takes 1 day for each hit die of the robot. A creator may voluntarily subtract 10 from all his craft checks in order to create the robot twice as fast as normal, although this brings about the risk of a possible failed skill check, which means a non-functional robot.

The creator can also opt to make a disguise check upon creating the robot, and the result is the spot DC needed to determine that the clockwork robot is a construct and not a living creature. This step is completely optional.

The creator must select the robots size and all of its features before making the first skill check, you cannot wait to see how the first skill rolls turn out before selecting features or stat bumps from hit dice.



Skill Roll Result
Less than 5 Robot non functional
5 -1 to score
10 No adjust to score.
15 +1 on score
20 +2 on score
25 +3 on score
30 +4 on score
35 +5 on score
40+ +6 on score
After the basic scores are determined they are modified by the size of the robot and then by any features selected that modify ability scores. All clockwork robots receive natural armor equal to the class level of the creator, although this number may be modified by various robot features. Robots of all sizes have a basic reach of 5’, although this can be modified by features.



Size Ability Modifiers Slam Damage
Tiny -6 STR, +6 DEX 1d3
Small -2 STR, +2 DEX 1d4
Medium None 1d6
Large +4 STR, -2 DEX 1d8
Huge +8 STR, -4 DEX 2d6
Costs

Clockwork robots cost 1000 GP per hit dice to make with an additional surcharge based on size. The additional charge is 500 GP for small robots, 1000 GP for medium robots, 2000 GP for large robots, and 5000 GP for huge robots. If sold on the open market (which is rare) they usually sell for at least twice what they cost to construct.

Repairs

Clockwork robots cannot be healed by normal methods, as healing magic does not work on them and they do not heal naturally. A clockwork robot can be repaired by making a Craft: Construct roll that takes 10 minutes per hit point of damage to be repaired. Making the check at DC 10 costs 200 GP in materials for each hit point repaired. Making the check at DC 20 costs 100 GP per hit point repaired, and making it at DC 30 costs 50 GP per hit point repaired. Clockwork robots can also be repaired by any magical spells or items capable of healing constructs.

Salvage

A clockwork robot that is completely destroyed cannot be repaired, but it can be salvaged. A salvaged robot is worth half its creation price in clockwork components. These components can be used either in the creation of new robots, or in the repair of existing ones.

Robot Features

Armor Plated

An armor plated robot gains 1 additional point of natural armor. This feature may be taken up to 10 times. Cost 1 Feature Point

Bite Attack

The robot gains a bite attack, which becomes its primary attack, and any slam attacks become secondary attacks at -5 to hit. The bite deals damage as if it was a slam attack from a creature one size category larger. Cost 3 Feature Points

Breath Weapon

The robot gains a breath weapon, which need not come from the robot’s mouth. It can be used as a free action once every 1d4+1 rounds and deals elemental damage (player’s choice of type) in a 15’ line or a 10’ cube. The save DC is 10+ half the robot’s hit die total. Creating a robot with a breath weapon requires the Improved Clockwork Robots class ability. Cost 1 Feature Point per 1d6 of damage.

Burrow

The robot gains a burrow speed of 10’ per round, but cannot burrow through solid rock. Cost 4 Feature Points

Burrow, Improved

The robot gains a burrow speed of 10’ per round, and is capable of burrowing through solid rock. Cost 5 Feature Points

Climb

The robot gains a climb speed of 20’, a +8 racial bonus on climb checks, and can always choose to take 10 on a climb check even when rushed or threatened. Cost 1 Feature Point

Communications, Basic

A robot with basic communications can answer simple yes or no questions using either gestures or a chime of some sort. The complexity of the questions answered is extremely limited if the robot does not have an intelligence score. Cost: 1 Feature Point

Communications, Advanced

A robot with advanced communications is capable of speech. Without an intelligence score the robot is still extremely limited in its ability to speak, but can reliably repeat information told to it. Cost: 2 Feature Points

Damage Reduction

The robot gains DR 3/Adamantine. This feature can be taken up to five times. Cost 1 Feature Point

Elemental Ray Attack

The robot can do elemental damage as a ranged touch attack, the type is up to the robot’s creator. Creating a robot with an Elemental Ray Attack requires the Improved Clockwork Robots class feature. Cost 2 Feature Points per 1d6 of damage


Elemental Slam Attack

The robot’s slam attacks also do elemental damage, the type is up to the robot’s creator. Creating a robot with an Elemental Slam Attack requires the Improved Clockwork Robots class feature. Cost 3 Feature Points per 1d6 of damage

Fast Movement

Select a movement mode that the robot possesses and increase the speed by 10’. This feature may be taken up to 3 times for each movement mode the robot has. Cost 1 Feature Point

Flight

The robot has wings and possesses a flight speed of 40’. Medium sized creatures start with average maneuverability, small robots have good maneuverability, and tiny robots have perfect maneuverability. Meanwhile large and huge robots have poor and clumsy maneuverability respectively. Cost 3 Feature Points

Flight, Improved

The robot’s flight maneuverability class is increased by 1, this feature can be taken multiple times. Cost 1 Feature Point

Improved Ability Score

The robot gains either +1 to STR or Dexterity. This feature can be taken up to 5 times per score. Cost 1 Feature Point

Improved Grab

The robot gains the improved grab ability. Cost 4 Feature Points

Improved Reach

The robot’s natural reach is extended by 5’. This feature can be taken multiple times. The maximum reach for a small robot is 10’, 15’ for a medium robot, 20’ for a large robot, and 25’ for a huge robot.
Cost 1 Feature Point

Intelligence

A robot with the intelligence feature has an intelligence score, which starts off at a base of 1, but can be modified from there using standard clockwork robot creation rules. Creating a clockwork robot with an intelligence score requires the Advanced Clockwork Robots class feature, even though it only counts as a single feature point. Cost: 1 Feature Point

Manual Controls

This robot has a control panel that allows it to be controlled directly by someone else. These controls override the robots own actions, although Self Aware robots can make a Will Save DC 15 in order to ignore manual controls. A robot with manual controls must also have the quadruped or transport platform feature. Cost 1 Feature Point

Personality Emulation, Basic

A robot with basic personality information has some random gearing that serves to give it the most basic framework of a personality. The robot will look around while idle, move around its assigned area, do tasks it is given in varying order, and (if capable of speech), will make true statements in response to hearing words that it understands. A robot with an intelligence score, advanced communications and basic personality emulation is capable of speaking in basic terms about everything it knows how to do.

A robot without personality emulation will always stand motionless when not carrying out tasks, will never vary the order or methods that it uses, and will never speak other than to answer a direct query. Cost: 1 Feature Point

Example: Karen the robot has Advanced Communications and Basic Personality Emulation. Karen’s normal tasks include cleaning the house, taking care of the yard, feeding the dog, and taking the mail from the mailbox and putting it on the table. Karen will do these tasks in different orders each day, and will intersperse lots of wandering and examination of her environment. If Karen hears someone mention the yard, then she will likely respond by saying something about the yard, as the yard is something she is familiar with.

Personality Emulation, Advanced

A robot with advanced personality emulation has all the features of basic personality emulation, and (if able to speak) is also capable of basic small talk about a variety of simple subjects, and will often initiate conversation on its own. These robots are very inquisitive, and are likely to ask questions about anything they cannot understand. Likewise these robots will pick up on subtle details (such as a new cloak, or a particularly strong looking donkey) and comment on them. Without an intelligence score the robot will often be inappropriate or annoying, but with an intelligence score it will be much more lifelike. Cost: 2 Feature Points

Quadruped

A quadruped clockwork robot has four or more legs. It counts as a quadruped for purposes of carrying capacity, it has +10’ to its base movement rate, and it can be rode as if it were a mount. Cost: 2 Feature Points

Realistic Features

A robot with the realistic features ability feels real to the touch, it has skin, fur, claws, and the like that look and feel like those of a natural creature. When making a robot with realistic features the creator adds 5 to the disguise check made for the robot to determine how realistic the robot looks. A robot with realistic features has a natural armor total of 2 less than normal, although the natural armor bonus can never drop below zero. Cost: 1 Feature Point

Secondary Attack

A robot with the secondary attack feature gains a secondary natural attack at a -5 penalty. This feature can be taken up to 3 times. Cost 2 Feature Points

Self Awareness

A self aware robot is for all practical purposes an independent being. All self aware robots must also have an intelligence score, although communications and personality emulation is not required. Self aware robots are capable of independent thought and action, they have an alignment, and they have a soul. Alignment is determined by the gamemaster, although Lawful Neutral, Neutral Good, and Neutral Evil are the most common. Self aware robots are full fledged independent beings and do not see themselves as equipment or as a class feature. Most of them are loyal to their creator, although the loyalty is not assured if the robot is poorly treated. Self aware robots gain a +1 bonus on their intelligence score and gain one extra skill point per hit die. Self aware robots who survive at least 100 years are capable of advancing by character class in addition to their hit die. Cost: 5 Feature Points

Self Winding

A self winding clockwork robot never needs to be wound, as it has internal mechanisms that wind it utilizing tricks such as temperature and air pressure variations. Cost 1 Feature Point

Swim

The robot gains a swim speed of 20’ per round, but is not capable of submerging itself underwater as it floats naturally. Cost 1 Feature Point

Swim, Improved

The robot gains a swim speed of 20’ per round, and is capable of operating underwater without penalty. Cost 2 Feature Points

Trample

The robot can use the trample ability. Cost 2 Feature Points

Transport Platform

The robot has some means of safely carrying a single passenger. Small and medium robots can take this feature once. Large robots can take this feature up to 4 times and huge robots can take it up to 9 times. Cost 1 Feature Point

Transport Platform, Improved

The robot gives cover to all creatures on its transport platform. This feature requires the transport platform feature. Cost 1 Feature Point

Wheels

Most robots use legs for transportation, but some robots use wheels. Robots with wheels gain +20’ movement rate, but cannot navigate stairs or many other obstacles that would be impossible for a wheeled creature to roll over. Cost 1 Feature Point

paigeoliver
2007-04-20, 08:34 PM
No one have any input on these? When I posted the class everyone wanted to see the robots.

levi
2007-04-20, 09:45 PM
Not that long ago, I created a template for clockwork creatures. I posted it over at the wizards boards and got some useful feedback, but I never got around posting it here. I also never got around to implementing the suggested changes.

It's rather different than your stuff, but I figured that comparing and contrasting would allow us both to improve our related work. Following the feedback I got (One person wanted his character to be a clockwork lich like being. It was pretty cool.), I was breifly inspired to do a small, freeware suppliment on clockpunk stuff like this, but then sorta forgot about it until your guys reminded me of it.

Would you be interested in collaborating on such a project?

Clockwork Creatures

Clockwork creatures are constructs operated by a complex profusion of whirling gears, ratcheting pinions, and other clockwork components. They are often found on the plane of Mechanus, but some rare examples have been crafted by talented Tinker Gnomes or other such artisans.

Creating a Clockwork Creature

"Clockwork" is an inherited template that can be added to any corporeal creature of the following base types: Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Plant, or Vermin. (Referred to hereafter as the base creature.)

A clockwork creature uses all the base creature's statistics and special
abilities, except as noted here.

Size and Type: The creature's type changes to Construct. It retains any subtype except for alignment subtypes (such as good). Clockwork creatures native to Mechanus encountered on any other plane have the Extraplanar subtype. Size is unchanged. Do not recalculate base attack bonus or saves.

Hit Dice: Change the base creature’s racial HD to d10. Do not change class HD.

Armor Class: Natural armor increases by +5.

Special Qualities: A clockwork creature has all the special qualities of the base creature, plus Construct Traits. It also gains the Malfunction special quality (see below).

Abilities: A clockwork creature has no Constitution or Intelligence score.

Skills: A clockwork creature has no skills. It does, however, retain any skill bonuses from racial or other sources.

Feats: A clockwork creature has no feats, except for bonus feats.

Environment: Same as base creature or Mechanus.

Challenge Rating: ... FIXME ...

Alignment: Always Neutral

Level Adjustment: --

Malfunction

Whenever a clockwork creature rolls a natural one on any d20 roll, it suffers some ill effect as it's internal mechanisms cease to function properly. Roll on the table below to determine the results.

Some of these effects are temporary, and will go away after a short time. The others are permanent and must be repaired with a DC 25 Craft (Clockwork) check. This takes 1d4 hours of work per check. Damage to a clockwork creature (such as that from "Grinding Gears") may be repaired normally.

A clockwork creature that shuts down and needs to be rewound can be restarted with a DC 15 Craft (Clockwork) check. A specially made winding key is required. Attempting to to restart the clockwork without such a key imposes a -4 penalty on the check. Rewinding is a full round action that provokes attacks of opportunity.

A clockwork creature that explodes is destroyed and cannot be repaired.

Malfunction Table
{table=head]Roll (1d100) | Effect | Details
01-20 | Dazed | The clockwork creature is dazed for 1d4 rounds.
21-40 | Stunned | The clockwork creature is stunned for 1d4 rounds.
41-55 | Confusion | The clockwork creature is confused for 1d4 rounds.
56-70 | Slowed | The clockwork creature is slowed for 1d4 rounds.
71-80 | Grinding Gears | The clockwork creature takes 1d6 points of damage.
81-85 | Degraded Performance | The clockwork creature loses 1d4 points from a random ability.
86-90 | Loss of Function | The clockwork creature loses the use of one special attack or beneficial special quality. (Determine the function at random. Ignore Construct Traits, except Darkvision.)
91-95 | Shutdown | The clockwork creature completely ceases to function. It must be rewound (01-60) or repaired (61-100).
96-99 | Explosion | The clockwork creature explodes in a 5 foot per HD radius, dealing 1d6 (Reflex Half, DC 10 + HD + Cha Mod) piercing, slashing, and bludgeoning damage per HD.
100 | Multiple Problems | Roll again twice on this table.
[/table]

Hoorex
2007-04-20, 09:53 PM
You didn't happen to read "Hellboy: God Machine" did you?

paigeoliver
2007-04-20, 10:14 PM
That is some nice stuff. It isn't really compatible with what I was trying to do, as I did not want my clockwork robots to be templates (that is what made the effigy master a bit too much), but your templates are pretty good. If I were you I would make the natural armor a fixed value rather than a bonus. You are making your creature out of totally different stuff so the previous natural armor of the character doesn't matter.

Eldritch_Ent
2007-04-21, 01:20 AM
Very interesting, might be interesting to make a PC Class that involves being a clockwork being... Hmm...

Also, you'd think Personality Emulation would be a requirement for Self Awareness. How does a self away entity without emotions act? I keep thinking like HAL or something...

paigeoliver
2007-04-21, 02:08 AM
Self Awareness without personality emulation does end up with a computer or Vulcan-like mind. I wanted to keep a lot of options open which was why I allowed for that.


Very interesting, might be interesting to make a PC Class that involves being a clockwork being... Hmm...

Also, you'd think Personality Emulation would be a requirement for Self Awareness. How does a self away entity without emotions act? I keep thinking like HAL or something...

levi
2007-04-21, 02:34 AM
I didn't mean to sound like I was saying "Hey, use my template." What I was going for was something more like "Here's something similar I did, feel free to steal any bit you like."

As for your clockworks, I think the best way to see how balanced (or not) they are is to try and break the class. For this exersize, I recommend you choose a character level (or better yet, several levels) and see how cheesy a build you can make. I figure most stuff gets abused in the combat department, so start there. Assume he's at the recomended wealth level and spends pretty much all of his gold on his lab, an army of combat bots, and boosting his craft skill.

Have him build as many of the most powerful combat bots you can at the given level and then see how he stacks up against the classic four (fighter, rouge, cleric, wizard) at that level. If his army of bots mops the floor with the competion, then he's overpowered.

Of course, this requires being fairly skilled at optimization, which, I am not. If you're also lacking in this department, perhaps you could get some advice from others here. Hope this helps.

Matthew
2007-04-21, 12:19 PM
Looks interesting. Are Self Aware Clock Work Robots actually self aware or do they just appear to be? I ask mainly because of the analogy with War Forged and Golems, the latter I think are supposed to be inhabited by a spirit of some sort.

KingGolem
2007-04-21, 04:46 PM
I think it's awesome! I like how you have created a system (untested or otherwise) that I think is a great solution to the problem of creating non-magical constructs. However, I would like to point out one detail that you could improve upon; the system for creating robots only includes those that work by a wind-up motor. I think you could solve this by offering other methods of power, such as steam or combustion engines or perhaps even electric motors. These alternate methods of power could confer their own unique bonuses and requirements (like refueling or batteries). In my campaign setting (work in progress), steam engines must be loaded with a certain ammount of wood (or half as much coal) and a certain amount of water every few hours or the device that runs on it will slowly power down. A combustion engine should probably have to be refueled with gasoline (or maybe alchemists fire, for more power perhaps) every few hours. Finally, electric motors and batteries work in my world on electricity points. Batteries contain a certain ammount of EPs and electric motors consume a certain amount of EPs per hour. Batteries come in both standard and rechargeable varieties. It'd be awesome if you could take some of this into consideration, and in the meantime I'll work on making some sample robots with the existing information.

Edit: OK, and now I've made a robot using your rules. I have found several flaws that should be considered.

Deforestation Robot
Large Construct
Hit Dice: 3d10 (15 hp)
Speed: 30ft
Armor Class: 10 (-1 size, -1 Dex, +2 natural), touch 8, flat footed 10
Base Attack/Grapple: +2/+6
Attack: Saw +3 melee (1d8+1)
Full Attack: Saw +3 melee (1d8+1)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities: Construct Traits, Features, Repairs, Wind-Up
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 10
Skills: Escape Artist +7, Spot +6, Survival +4
Feats: Improved Natural Armor
Environment: Any Land or Underground (though usually a forest)
Organization: Any
Challenge Rating: 2
Treasure: Salvage (see text)
Alignment: Always True Neutral
Advancement:
Level Adjustment: -

As you and your party trudge through the forest, you hear the not-so-distant sound a tree falling, and then a high pitched grinding noise. You step into a stump filled clearing and see a metallic creature that resembles a metal ball on two massive piston-driven legs. A segmented arm tipped with a spinning saw blade sticks out from its front side.

Deforestation robots are clockwork automatons created to clear forested areas of trees, or sometimes to harvest cultivated trees. Their one arm is a saw blade, to serve them in this purpose. A standard deforestation robot is about 9ft tall and weighs around 1,000lbs.

Combat
Features: All clockwork robots can be customized with features in their design to aid their purpose. The standard deforestation robot is equipped with Basic Communications, enabling it to answer simple yes or no questions with a chiming noise, and this is usually used to ask them how many trees they cut down.
Repairs: Clockwork robots cannot be healed by normal methods, as healing magic does not work on them and they do not heal naturally. A clockwork robot can be repaired by making a Craft: Construct roll that takes 10 minutes per hit point of damage to be repaired. Making the check at DC 10 costs 200 GP in materials for each hit point repaired. Making the check at DC 20 costs 100 GP per hit point repaired, and making it at DC 30 costs 50 GP per hit point repaired. Clockwork robots can also be repaired by any magical spells or items capable of healing constructs.
Salvage: A deforestation robot’s body may be salvaged for its mechanical parts, which in this case are worth 3,000gp. These parts can either be sold or used in the creation of a new robot.
Wind-Up: A deforestation robot’s mechanical motor must be wound for 3 minutes every 24 hours, or they become non-functional.

Construction
Creating a deforestation robot requires a fully-equipped robotics laboratory costing at least 300gp. This laboratory is reusable. The ability scores in the stat block assume the creator was able to at least make 4 DC 10 Craft (Construct) checks.
Craft Construct, Clockwork Robots class feature, At least 1st level in class that offered Clockwork Robots class feature, Price: 12,000gp; Cost 6,000gp

Ok, I here's the robot, and here are the several points that I have noticed:

1. The robot just gains one natural attack, right?

2. Assuming that you meant to give mindless constructs skills and feats, how do you determine what skills are apropriate for the robot to have, and how many skills should it have?

3. What should be put in the Organization and Advancement areas of the stat block?

4. Notice that the cost to create a CR 2 (my estimate) robot was 6,000gp. That's alot of money for so weak a creature, and that also means that it would make a party of four 1st level adventurers very rich indeed with a salvaged treasure of 3,000gp.

5. How do you determine a robot's weight?

6. Repairing that robot with mundane means seems way too expensive to be worth it. I'd just buy a caster level 1st scroll of Repair Light Damage (from Complete Arcane, I think), for 50gp. That would repair 1d8 points of damage instantly.

No offense for pointing out all these flaws; I'd just like to give my constructive criticism.

Jacob_Gallagher
2007-04-22, 12:58 PM
Go buy the book Liber Mechanika for Iron Kingdoms. Steamjacks sound pretty much like what you're trying to make.

Single Shot Zombie
2007-04-25, 05:18 PM
Customizable clockwork automata? Hmmm, lessee........

Y'know, maybe you should change the feature point progression. Maybe progress it like skill points, giving four for that first HD? Then even "cheap" bots will have some versatility.

Maybe make some of those abilities common to all the clockwork bots without any feature point expenditure. My pick for this would be Basic Communication (and maybe cutting Advanced Communication's cost to 1).

Not too sure about the "single slam vs. full martial proficiency" thing. Taking Elemental Slam/Secondary Attack and the Improved Natural Attack feat would help, I guess. Though for a 1-2 HD bot a greatsword-locked gauntlet combo works just as well.

And with the high HD and (even with amazing rolls) dull Intelligence, I am in doubt about the viability of the self-aware bot as a potential character.

paigeoliver
2007-04-25, 10:16 PM
A self aware bot should end up with an intelligence of at least 10. Base of 1, +1 for self aware, +5 for the level of the creator. That is 7 right there. The creator should be able to peg a DC 25 craft check without too much trouble making for a 10, and remember they get a stat point every 4 hit dice, which can be INT if they choose so.

The bit about allowing them to advance by character level after a lengthy period of time simply allows for gamemasters to make free roaming robots.

Single Shot Zombie
2007-04-26, 05:03 AM
Eh? Let me check........


A clockwork robot starts with a base of 10 in STR, DEX, WIS, and CHA. A character with the Improved Clockwork Robots class ability can also create robots with an Intelligence score, which starts off with a base of 1, this does count as a feature. Clockwork robots never have a constitution score, as they are all constructs. Add 1 to each of those scores for every level the creator has in the class that gave him the Clockwork Robots class ability, to a maximum of +5.

Woops, my bad. Hehe. :smalltongue: Probably no clockwork wizards, though.

Still think they need a bit on the boost on the feature points. Maybe make the base robot more expensive and the extra hitdice slightly cheaper to compensate.

paigeoliver
2007-04-26, 05:35 AM
Oops, it looks like my posted version skipped the bit about the robots getting one feature point per hit die. I will fix that part. And also post a modified version of the posted example robot that assumes a 3rd level creator with a craft skill of +18.

paigeoliver
2007-04-26, 05:51 AM
Part of the reason the Deforestation robot seemed so weak is that the stat points were missing most of the bonuses from creators level and skill rolls. I remade it from a 3rd level creator who has a +18 to his skill roll. It also had two unused feature points (they get 1 per hit die), and was missing the bonus hit points that all constructs get for size. I used those feature points for DR and reach.

Details like weight and what feats and skills are appropriate are up to the creator, although most robots only get one feat.

Deforestation Robot
Large Construct
Hit Dice: 3d10+30 (46 hp)
Speed: 30ft
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat footed 13
Base Attack/Grapple: +2/+11
Attack: Saw +7 melee (1d8+5)
Full Attack: Saw +7 melee (1d8+5)
Space/Reach: 10ft/10ft
Special Attacks: -
Special Qualities: Construct Traits, Features, Repairs, Wind-Up, Damage Reduction 3/Adamantine
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 20, Dex 14, Con -, Int -, Wis 16, Cha 18
Skills: Escape Artist +9, Spot +9, Survival +7
Feats: Improved Natural Armor
Environment: Any Land or Underground (though usually a forest)
Organization: Any
Challenge Rating: 2
Treasure: Salvage (see text)
Alignment: Always True Neutral
Advancement:
Level Adjustment: -

As you and your party trudge through the forest, you hear the not-so-distant sound a tree falling, and then a high pitched grinding noise. You step into a stump filled clearing and see a metallic creature that resembles a metal ball on two massive piston-driven legs. A segmented arm tipped with a spinning saw blade sticks out from its front side.

Deforestation robots are clockwork automatons created to clear forested areas of trees, or sometimes to harvest cultivated trees. Their one arm is a saw blade, to serve them in this purpose. A standard deforestation robot is about 9ft tall and weighs around 1,000lbs.

Combat
Features: All clockwork robots can be customized with features in their design to aid their purpose. The standard deforestation robot is equipped with Damage Reduction 3/adamantine, 10' reach and Basic Communications, enabling it to answer simple yes or no questions with a chiming noise, and this is usually used to ask them how many trees they cut down.
Repairs: Clockwork robots cannot be healed by normal methods, as healing magic does not work on them and they do not heal naturally. A clockwork robot can be repaired by making a Craft: Construct roll that takes 10 minutes per hit point of damage to be repaired. Making the check at DC 10 costs 200 GP in materials for each hit point repaired. Making the check at DC 20 costs 100 GP per hit point repaired, and making it at DC 30 costs 50 GP per hit point repaired. Clockwork robots can also be repaired by any magical spells or items capable of healing constructs.
Salvage: A deforestation robot’s body may be salvaged for its mechanical parts, which in this case are worth 3,000gp. These parts can either be sold or used in the creation of a new robot.
Wind-Up: A deforestation robot’s mechanical motor must be wound for 3 minutes every 24 hours, or they become non-functional.

Construction
Creating a deforestation robot requires a fully-equipped robotics laboratory costing at least 300gp. This laboratory is reusable. The ability scores in the stat block assume the creator was able to at least make 4 DC 10 Craft (Construct) checks.
Craft Construct, Clockwork Robots class feature, At least 1st level in class that offered Clockwork Robots class feature, Price: 12,000gp; Cost 6,000gp

paigeoliver
2007-04-26, 06:52 AM
Here is another one. This is a general purpose companion robot. Made by a 3rd level creator with a +18 Craft skill.

As far as comments on repair cost go. I of course assume that they will usually be healed with the various repair damage spells. But those are not SRD material so I can't reference them in my setting book (which is where these robots are ultimately going). So I looked at the repair costs for repairing other constructs (like stone horses) and based the costs off that.

Halfling Servant Robot
Small Construct
Hit Dice: 9d10+10 (59 hp)
Speed: 50ft
Armor Class: 17 (+1 size, +5 dex, +1 natural), touch 16, flat footed 12
Base Attack/Grapple: +6/+4
Attack: Rapier +12 melee (1d6+2)
Full Attack: Rapier +12/+7 melee (1d6+2)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Construct Traits, Features, Repairs, Damage Reduction 6/Adamantine
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 14, Dex 20, Con -, Int -, Wis 17, Cha 18
Skills: Escape Artist +9 , Handle Animal +6, Hide +13, Profession (Cook) +5
Feats: Weapon Finesse, Martial Weapon Proficiency (All)
Environment: Any civilized.
Organization: Any
Challenge Rating: 4
Treasure: Salvage (see text)
Alignment: Always True Neutral
Advancement:
Level Adjustment: -

As you and your party enter the craftsman‘s home you see a pantry filled to the brim with lard and donkey feed. The genius sits at a table with his head in his hands. “I am never letting Karen do the shopping again”. As if responding to what he said a pretty young halfling girl walks into the room and proclaims in a slightly strange voice, “Karen did the shopping!”.

Halfling servant robots are clockwork automatons created as general purpose servant robots. They are capable of cooking and taking basic care of animals and children.

Combat
Features: All clockwork robots can be customized with features in their design to aid their purpose. The standard halfling servant robot is equipped with Advanced Communication, Basic Personality Emulation, Realistic Features, Self Winding, DR 6/ Adamantine, and a movement rate of 50’. See the clockwork robots entry for full details on features. The spot check to determine that this particular clockwork halfling is not a real halfling is DC 20.

Repairs: Clockwork robots cannot be healed by normal methods, as healing magic does not work on them and they do not heal naturally. A clockwork robot can be repaired by making a Craft: Construct roll that takes 10 minutes per hit point of damage to be repaired. Making the check at DC 10 costs 200 GP in materials for each hit point repaired. Making the check at DC 20 costs 100 GP per hit point repaired, and making it at DC 30 costs 50 GP per hit point repaired. Clockwork robots can also be repaired by any magical spells or items capable of healing constructs.

Salvage: A halfling servant robot’s body may be salvaged for its mechanical parts, which in this case are worth 4,750 gp. These parts can either be sold or used in the creation of a new robot.

KingGolem
2007-04-26, 06:27 PM
Ok, you have cleared a few things up in their creation, but I still think that they are far too expensive to make and repair.

Single Shot Zombie
2007-04-27, 01:11 AM
There's one thing I just noticed that makes absolutely no sense to me. That Deforestation Robot you made is all business, no brains, right? It doesn't have any form of Personality Emulation, so it's not likely to hang around and chit chat, right? So why the heck does it have an 18 for Charisma?

What I would suggest is to change how Basic/Advanced Personality Emulation work. Maybe try this: Reduce starting Charisma (before modifiers for level/rolls) to 1. Make Basic Personality Emulation increase this to 5, and have the Advanced version increase it to 10. Feature point costs and behavior patterns (the latter simply being a matter of RP) should remain the same.

That way, your clockwork "golem" won't possess a force of personality better reserved for sorcerors and bards.

Just my 2 cp worth.

paigeoliver
2007-04-27, 01:20 AM
You are absolutely right. I will make those changes in my next revision.


There's one thing I just noticed that makes absolutely no sense to me. That Deforestation Robot you made is all business, no brains, right? It doesn't have any form of Personality Emulation, so it's not likely to hang around and chit chat, right? So why the heck does it have an 18 for Charisma?

What I would suggest is to change how Basic/Advanced Personality Emulation work. Maybe try this: Reduce starting Charisma (before modifiers for level/rolls) to 1. Make Basic Personality Emulation increase this to 5, and have the Advanced version increase it to 10. Feature point costs and behavior patterns (the latter simply being a matter of RP) should remain the same.

That way, your clockwork "golem" won't possess a force of personality better reserved for sorcerors and bards.

Just my 2 cp worth.

Thexare Blademoon
2007-04-27, 02:04 AM
Deforestation RobotI read this as Defenestration Robot.

I liked my version more. :smallbiggrin:

Single Shot Zombie
2007-04-27, 03:27 AM
I read this as Defenestration Robot.

I liked my version more. :smallbiggrin:

Make one of these suckers Huge sized, and give it Improved Ability Score (Strength), Improved Grab and Improved Reach. Maybe make him a Quadruped to increase his max load. Add some Intelligence so it can snag more feats. Have two of the feats learnt be Rock Hurling (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rock_Hurling,all) and Fling Enemy (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fling_Enemy,all) (meeting the prereqs should NOT be a problem).

Perfect for throwing unwanted guests out of windows. :smallbiggrin:

Heh, can just picture that; this nice big metal-plated hulk hurling hapless cat-burglars into the nearby bushes........

Ok, I've commented enough; it's time for me to try my hand at making one myself using paigeoliver's system. I'll assume that this guy's using the same creator as that for the Deforestation Robot, so that he can take 10 on a DC 25 check. Here goes........

"Jeeves", Clockwork Butler
Medium Construct
Hit Dice: 7d10+20 (58 hp)
Speed: 30ft
Armor Class: 14 (+3 dex, +1 natural), touch 13, flat footed 11
Base Attack/Grapple: +5/+8
Attack: Rapier +8 melee (1d6+3)
Full Attack: Rapier +8/+3 melee (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Construct Traits, Features, Repairs
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 16, Dex 16, Con -, Int 8, Wis 16, Cha 16
Skills: Diplomacy +7, Knowledge (local) +1, Knowledge (nobility and royalty) +4, Sense Motive +7, Profession (Butler) +8
Feats: Negotiator, Skill Focus (Knowledge (nobility and royalty), Skill Focus (Profession (Butler)), Martial Weapon Proficiency (All)
[B]Environment: Any civilized.
Organization: Any
Challenge Rating: 4 (?)
Treasure: Salvage (see text)
Alignment: Always True Neutral
Advancement:
Level Adjustment: -

As you finish up the last of your meal at the Count's residence, the liveried man, standing at attention all this while, now strides towards your table, pushing a trolley in front of him. Halting next to your seat, he politely offers to refill your glass. "Would you like some wine, sir?"

Polished, pleasant and perfect, Jeeves is the first of a series of clockwork manservants, designed to serve guests at private dinners, formal gatherings, or whenever the situation would require a highly trained butler. Jeeves possesses a level of intelligence not normally seen in most clockwork automata; though not quite yet as smart as the average human, he can generally hold his own in conversation on several subjects, and is capable of carrying out complex tasks without complaint. After having met and interacted with Jeeves at the residence of the Count of Marne, his creator has been flocked with orders from noblemen and rich merchants, each and every one of them willing to pay well to possess a clockwork butler of their own.

Jeeves stands at 5'10" and weighs around 160 pounds. His appearance is that of a middle aged human man, with graying hair and bland features.

Combat
Features: All clockwork robots can be customized with features in their design to aid their purpose. Jeeves is equipped with Advanced Communication, Advanced Personality Emulation, Realistic Features, Self Winding and Intelligence. See the clockwork robots entry for full details on features. The spot check to determine that Jeeves is not a real human is DC 20.

Repairs: Clockwork robots cannot be healed by normal methods, as healing magic does not work on them and they do not heal naturally. A clockwork robot can be repaired by making a Craft: Construct roll that takes 10 minutes per hit point of damage to be repaired. Making the check at DC 10 costs 200 GP in materials for each hit point repaired. Making the check at DC 20 costs 100 GP per hit point repaired, and making it at DC 30 costs 50 GP per hit point repaired. Clockwork robots can also be repaired by any magical spells or items capable of healing constructs.

Salvage: Jeeves’ body may be salvaged for its mechanical parts, which in this case are worth 4,000 gp. These parts can either be sold or used in the creation of a new robot.

Construction
Creating Jeeves requires a fully-equipped robotics laboratory costing at least 300gp. This laboratory is reusable. The ability scores in the stat block assume the creator was able to at least make 5 DC 10 Craft (Construct) checks (beating the checks by at least 15) and 1 DC 15 Disguise check.

Craft Construct, Clockwork Robots class feature, At least 3rd level in class that offered Clockwork Robots class feature, Price: 8,000gp; Cost 4,000gp.

KingGolem
2007-04-27, 03:37 PM
Make one of these suckers Huge sized, and give it Improved Ability Score (Strength), Improved Grab and Improved Reach. Maybe make him a Quadruped to increase his max load. Add some Intelligence so it can snag more feats. Have two of the feats learnt be Rock Hurling (http://realmshelps.dandello.net/cgi-bin/feats.pl?Rock_Hurling,all) and Fling Enemy (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fling_Enemy,all) (meeting the prereqs should NOT be a problem).

Perfect for throwing unwanted guests out of windows. :smallbiggrin:

Heh, can just picture that; this nice big metal-plated hulk hurling hapless cat-burglars into the nearby bushes........

Brilliant! :smallbiggrin: :smallcool: Sir, I would very much like to stat that robot over this weekend, which I shall (probably) post on Sunday evening. And on another note, yes, I do agree that the charisma is far too high for these robots.