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
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