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Bestiary+
#36
Robot Family

Death Searcher
This small robot sneaks up on unsuspecting foes and destroys them.
CR 7 XP 3200
NE Small Construct (Robot)
Init: +9; Senses darkvision 60 ft., low-light vision; Perception +15

AC 23, touch 16, flat-footed 18(+5 Dex, +7 natural, +1 size)
hp 63(8d10+10), force field (40 hp, fast healing 8)
Fort +2, Ref +9, Will +7
Defensive Abilities all-around vision, hardness 5; Immune construct traits
Weakness critical hits, lightning

Speed 20 ft., fly 60 ft. (perfect)
Melee 2 claws +12(1d4+3), integrated laser torch +12(1d12 fire)
Ranged integrated laser rifle +14 touch(2d8 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)
Special Attacks Flash

Str 16, Dex 20, Con -, Int 10, Wis 20, Cha 1
Base Atk +8; CMB +10; CMD 25(33 vs trip)
Feats Alertness, Deadly Aim, Improved Initiative, Lightning Reflexes, Precise Shot
Skills Fly +17, Perception +22, Sense Motive +12, Stealth +14, Survival +12; Racial Modifiers +4 Perception
Languages Common
SQ camouflage

Camouflage (Ex)
A death searcher outer shell contains color-shifting screens that allow the creature to blend into any background. Though not truly invisible, they are hard to pinpoint. While using this ability, a death searcher gains a +8 racial bonus on Stealth checks and has concealment from creatures more than 5 feet away.

Flash (Su)
A death searcher emits a bright flash around itself blinding all those within a 15-ft.-radius who did not succeed on a Will Save(DC 17). Blue mages may learn this ability as a 2nd level spell(DC 23).

Force Field (Ex)
A death searcher is sheathed in a thin layer of shimmering energy that grants it 40 bonus hit points. All damage dealt to a death searcher with an active force field is reduced from these hit points first. As long as the force field is active, the death searcher is immune to critical hits. A death searcher’s force field has fast healing 8, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A death searcher has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Integrated Laser Torch (Ex)
A death searcher is outfitted with an integrated laser torch used to bypass barriers or restraints. When activated, the torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d12 points of fire damage. This damage is not modified further by Strength. A death searcher integrated laser torch is mounted on an extending arm that allows it greater reach. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses hardness up to 20 points, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch.

Gamma
An advance high-magitek killing machine meant for one thing, annihilation.
CR 18 XP 153,600
N Gargantuan Construct (Robot)
Init: +6; Senses darkvision 120 ft., low-light vision, superior optics; Perception +28

AC 33, touch 10, flat-footed 30(+3 Dex, +1 dodge, +24 natural, -4 size)
hp 210(24d10+60), force field (120 hp, fast healing 24)
Fort +10, Ref +13, Will +9
DR 15/adamantine, hardness 10; Immune construct traits
Weakness critical hits, lightning

Speed 50 ft., climb 30 ft.; booster jets
Melee 2 claws +33(2d8+13/19-20)
Ranged 2 integrated chain guns +24(9d6/x4)
Space 20 ft.; Reach 20 ft.
Special Attacks combined arms, gravity bomb, plasma lance, rockets, suppressing fire

Str 36, Dex 16, Con -, Int 16, Wis 13, Cha 1
Base Atk +24; CMB +41; CMD 54(62 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical(chain gun), Improved Initiative, Improved Natural Attack(Claw), Lightning Reflexes, Mobility, Skill Focus(Arcobatics), Weapon Focus(chain gun)
Skills Acrobatics +32(+40 when jumping), Climb +24, Intimidate +19,  Perception +28, Sense Motive +28
Languages Common, + three more

Booster Jets (Ex)
As a swift action up to 10 times per hour, a gamma can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.

Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. A gamma’s core can process scrap metal into new ammunition, effectively giving gamma infinite ammo with these weapons.

Combined Arms (Ex)
When taking a full attack action, a gamma can attack with melee and ranged integrated weapons simultaneously.

Gravity Bomb (Ex)
As a standard action once every 4 rounds, a gamma may fire a glowing purple bomb at a single target up to a range of 120 feet. This ability functions exactly like Gravity(Fortitude DC 25). The save DC is Intelligence-based.

Plasma Lance (Ex)
As a standard action once every 3 rounds, a gamma may fire a 120-foot-long line of plasma from its face plates. All creatures in this area take 24d6 points of plasma damage (Reflex DC 25 halves). The save DC is Intelligence-based.

Rockets (Ex)
As a standard action, a gamma can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 25 halves). A gamma carries a maximum of eight rockets. Its core can replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Suppressing Fire (Ex)
As a standard action, a gamma can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.

Force Field (Ex)
A gamma is sheathed in a thin layer of shimmering energy that grants it 120 bonus hit points. All damage dealt to a gamma with an active force field is reduced from these hit points first. As long as the force field is active, the gamma is immune to critical hits. A gamma's force field has fast healing 24, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Superior Optics (Ex)
Gamma see invisible creatures and objects as if they were visible.

Heavy M-tek Armor
An upgraded magitek armor built with an integrated CPU to think for itself and learn. This magitek armor comes with extra offensive and defensive capabilities.
CR 9 XP 6400
N Large Construct (Robot)
Init: +5; Senses darkvision 60 ft., low-light vision, superior optics; Perception +20

AC 22, touch 10, flat-footed 21(+1 Dex, +12 natural, -1 size)
hp 105(12d10+30), force field (60 hp, fast healing 12)
Fort +9, Ref +8, Will +8
DR 5/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning

Speed 30 ft.
Melee 2 claws +18(1d8+7)
Ranged integrated laser rifle +12 touch(2d10 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks combined arms, Magitek Barrier, Tek Laser

Str 24, Dex 13, Con -, Int 14, Wis 13, Cha 1
Base Atk +12; CMB +20; CMD 31(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Point-Blank Shot, Precise Shot
Skills Climb +10, Perception +20, Sense Motive +16
Languages Common, + two more

Combined Arms (Ex)
As part of a full-attack action, a heavy m-tek armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)
A heavy m-tek armor is sheathed in a thin layer of shimmering energy that grants it 60 bonus hit points. All damage dealt to a heavy m-tek with an active force field is reduced from these hit points first. As long as the force field is active, the heavy m-tek is immune to critical hits. A heavy m-tek’s force field has fast healing 12, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A heavy m-tek armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d10 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Magitek Barrier (Su)
Once every 1d2 rounds, a heavy m-tek armor can put up a green barrier by gaining the affects of protect and reflect for three rounds. Blue mages may learn this ability as a 5th level spell(DC 25).

Resilient (Ex)
Heavy m-tek armor receive a +3 racial bonus on all saving throws.

Superior Optics (Ex)
Heavy m-tek armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d4 rounds and as a standard action, a heavy m-tek armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 16) for half damage. Those failing the Reflex save must make a Fortitude save (DC 16) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).

Io
A high-tech Magitek killing machine that attacks with a variety of methods.
CR 14 XP 38,400
NE Huge Construct (Robot)
Init: +6; Senses darkvision 120 ft., low-light vision, superior optics; Perception +22

AC 29, touch 11, flat-footed 26(+2 Dex, +1 dodge, +18 natural, -2 size)
hp 154(18d10+40), force field (90 hp, fast healing 18)
Fort +8, Ref +8, Will +7
DR 10/adamantine, hardness 10; Immune construct traits
Weakness critical hits, lightning

Speed 40 ft., climb 25 ft.; booster jets
Melee 2 claws +26(2d4+10/19-20)
Ranged 2 integrated chain guns +18(7d6/x4)
Space 15 ft.; Reach 15 ft.
Special Attacks combined arms, rockets, suppressing fire

Str 30, Dex 15, Con -, Int 14, Wis 13, Cha 1
Base Atk +18; CMB +30; CMD 42(50 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical(chain gun), Improved Initiative, Mobility, Skill Focus(Arcobatics)
Skills Acrobatics +26(+34 when jumping), Climb +16, Intimidate +13,  Perception +22, Sense Motive +22
Languages Common, + two more

Booster Jets (Ex)
As a swift action up to 10 times per hour, an io can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.

Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. An io’s core can process scrap metal into new ammunition, effectively giving io infinite ammo with these weapons.

Combined Arms (Ex)
When taking a full attack action, an io can attack with melee and ranged integrated weapons simultaneously.

Rockets (Ex)
As a standard action, an io can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 21 halves). An io carries a maximum of five rockets. Its core can replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Suppressing Fire (Ex)
As a standard action, an io can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.

Force Field (Ex)
An io is sheathed in a thin layer of shimmering energy that grants it 90 bonus hit points. All damage dealt to an io with an active force field is reduced from these hit points first. As long as the force field is active, the io is immune to critical hits. An io's force field has fast healing 18, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Superior Optics (Ex)
Io see invisible creatures and objects as if they were visible.

Killing Machine
This machine was meant to do one thing, to annihilate all with many different methods.
CR 16 XP 76,800
N Gargantuan Construct (Robot)
Init: +6; Senses darkvision 120 ft., low-light vision, superior optics; Perception +24

AC 31, touch 9, flat-footed 28(+2 Dex, +1 dodge, +22 natural, -4 size)
hp 182(20d10+60), force field (100 hp, fast healing 20)
Fort +8, Ref +8, Will +7
DR 10/adamantine, hardness 10; Immune construct traits
Weakness critical hits, lightning

Speed 50 ft., climb 30 ft.; booster jets
Melee 2 claws +28(2d6+12/19-20)
Ranged 2 integrated chain guns +19(8d6/x4)
Space 20 ft.; Reach 20 ft.
Special Attacks combined arms, plasma lance, rockets, suppressing fire

Str 34, Dex 15, Con -, Int 16, Wis 13, Cha 1
Base Atk +20; CMB +36; CMD 48(56 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical(chain gun), Improved Initiative, Mobility, Skill Focus(Arcobatics), Weapon Focus(chain gun)
Skills Acrobatics +28(+36 when jumping), Climb +20, Intimidate +15,  Perception +24, Sense Motive +24
Languages Common, + three more

Booster Jets (Ex)
As a swift action up to 10 times per hour, a killing machine can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.

Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. A killing machine’s core can process scrap metal into new ammunition, effectively giving killing machine infinite ammo with these weapons.

Combined Arms (Ex)
When taking a full attack action, a killing machine can attack with melee and ranged integrated weapons simultaneously.

Plasma Lance (Ex)
As a standard action once every 4 rounds, a killing machine may fire a 120-foot-long line of plasma from its face plates. All creatures in this area take 20d6 points of plasma damage (Reflex DC 23 halves). The save DC is Intelligence-based.

Rockets (Ex)
As a standard action, a killing machine can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 23 halves). A killing machine carries a maximum of eight rockets. Its core can replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Suppressing Fire (Ex)
As a standard action, a killing machine can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.

Force Field (Ex)
A killing machine is sheathed in a thin layer of shimmering energy that grants it 100 bonus hit points. All damage dealt to a killing machine with an active force field is reduced from these hit points first. As long as the force field is active, the killing machine is immune to critical hits. A killing machine's force field has fast healing 20, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Superior Optics (Ex)
Killing machine see invisible creatures and objects as if they were visible.

Magitek Armor
The standard magitek armor built with an integrated CPU to think for itself and learn. Also used to protect and serve.
CR 7 XP 3200
N Large Construct (Robot)
Init: +1; Senses darkvision 60 ft., low-light vision, superior optics; Perception +16

AC 20, touch 10, flat-footed 19(+1 Dex, +10 natural, -1 size)
hp 77(8d10+30), force field (35 hp, fast healing 7)
Fort +7, Ref +6, Will +6
DR 5/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning

Speed 30 ft.
Melee 2 claws +13(1d8+6)
Ranged integrated laser rifle +8 touch(2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks combined arms, Tek Laser

Str 22, Dex 12, Con -, Int 12, Wis 12, Cha 1
Base Atk +8; CMB +17; CMD 26(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Precise Shot
Skills Climb +6, Perception +16, Sense Motive +12
Languages Common, + one more

Combined Arms (Ex)
As part of a full-attack action, a magitek armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)
A magitek armor is sheathed in a thin layer of shimmering energy that grants it 35 bonus hit points. All damage dealt to a magitek armor with an active force field is reduced from these hit points first. As long as the force field is active, the magitek armor is immune to critical hits. A magitek armor’s force field has fast healing 7, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A magitek armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Resilient (Ex)
Magitek armor receive a +3 racial bonus on all saving throws.

Superior Optics (Ex)
Magitek armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d4 rounds and as a standard action, a magitek armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 15) for half damage. Those failing the Reflex save must make a Fortitude save (DC 15) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).

Mega Armor
Magitek armor mark III made with the finest of materials also has rockets. This magitek armor comes with extra offensive and defensive capabilities than its previous models.
CR 11 XP 12800
N Large Construct (Robot)
Init: +6; Senses darkvision 60 ft., low-light vision, superior optics; Perception +23

AC 25, touch 11, flat-footed 23(+2 Dex, +14 natural, -1 size)
hp 126(15d10+30), force field (75 hp, fast healing 15)
Fort +10, Ref +12, Will +10
DR 10/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning

Speed 30 ft.
Melee 2 claws +22(1d8+8)
Ranged integrated laser rifle +16 touch(2d10 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks combined arms, Magitek Barrier, Tek Laser, rockets

Str 27, Dex 15, Con -, Int 15, Wis 14, Cha 1
Base Atk +15; CMB +24; CMD 36(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot
Skills Climb +13, Perception +23, Sense Motive +19
Languages Common, + two more

Combined Arms (Ex)
As part of a full-attack action, a mega armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)
A mega armor is sheathed in a thin layer of shimmering energy that grants it 75 bonus hit points. All damage dealt to a mega armor with an active force field is reduced from these hit points first. As long as the force field is active, the mega armor is immune to critical hits. A mega armor’s force field has fast healing 15, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A mega armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d10 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Magitek Barrier (Su)
Mega armor can put up a green barrier by gaining the affects of protect and reflect for three rounds. Blue mages may learn this ability as a 5th level spell(DC 25).

Resilient (Ex)
Mega armor receive a +3 racial bonus on all saving throws.

Rockets (Ex)
As a standard action, a mega armor can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 19 halves). A mega armor carries a maximum of five rockets. Its core can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Superior Optics (Ex)
Mega armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d3 rounds and as a standard action, a mega armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 16) for half damage. Those failing the Reflex save must make a Fortitude save (DC 16) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).

Pluto Armor
Pluto Armor is the best quality of magitek armor ever made as far as we know...
CR 14 XP 38,400
N Huge Construct (Robot)
Init: +6; Senses darkvision 60 ft., low-light vision, superior optics; Perception +26

AC 28, touch 10, flat-footed 26(+2 Dex, +18 natural, -2 size)
hp 154(18d10+40), force field (90 hp, fast healing 18)
Fort +11, Ref +13, Will +11
DR 15/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning

Speed 30 ft.
Melee 2 claws +27(2d6+11)
Ranged integrated laser rifle +18 touch(2d12 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks combined arms, Magitek Barrier, Tek Laser, rockets

Str 32, Dex 15, Con -, Int 16, Wis 14, Cha 1
Base Atk +18; CMB +31; CMD 43(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot
Skills Climb +16, Perception +26, Sense Motive +22
Languages Common, + three more

Combined Arms (Ex)
As part of a full-attack action, a pluto armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)
A pluto armor is sheathed in a thin layer of shimmering energy that grants it 90 bonus hit points. All damage dealt to a pluto armor with an active force field is reduced from these hit points first. As long as the force field is active, the pluto armor is immune to critical hits. A pluto armor’s force field has fast healing 18, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A pluto armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d12 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Magitek Barrier (Su)
Pluto armor can put up a green barrier by gaining the affects of protect and reflect for three rounds. Blue mages may learn this ability as a 5th level spell(DC 25).

Resilient (Ex)
Pluto armor receive a +3 racial bonus on all saving throws.

Rockets (Ex)
As a standard action, a pluto armor can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 22 halves). A pluto armor carries a maximum of five rockets. Its core can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Superior Optics (Ex)
Pluto armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d3 rounds and as a standard action, a pluto armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 17) for half damage. Those failing the Reflex save must make a Fortitude save (DC 17) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).

Searcher
This small robot usually scouts out terrain or something that it must find but who really knows what they're really looking for.
CR 2 XP 600
N Small Construct (Robot)
Init: +2; Senses darkvision 60 ft., low-light vision; Perception +15

AC 17, touch 13, flat-footed 16(+2 Dex, +4 natural, +1 size)
hp 28(3d10+10)
Fort +1, Ref +5, Will +4
Defensive Abilities all-around vision, hardness 5; Immune construct traits
Weakness critical hits, lightning

Speed 20 ft., fly 60 ft. (perfect)
Melee 2 claws +6(1d3+2), integrated laser torch +6(1d10 fire)
Ranged integrated laser rifle +6 touch(2d4 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)

Str 14, Dex 15, Con -, Int 10, Wis 17, Cha 1
Base Atk +3; CMB +4; CMD 16(24 vs trip)
Feats Alertness, Lightning Reflexes
Skills Fly +12, Perception +15, Sense Motive +5, Stealth +9, Survival +5; Racial Modifiers +4 Perception
Languages Common
SQ camoflage

Camouflage (Ex)
A searcher outer shell contains color-shifting screens that allow the creature to blend into any background. Though not truly invisible, they are hard to pinpoint. While using this ability, a searcher gains a +8 racial bonus on Stealth checks and has concealment from creatures more than 5 feet away.

Integrated Laser Rifle (Ex)
A searcher has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d4 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Integrated Laser Torch (Ex)
A searcher is outfitted with an integrated laser torch used to bypass barriers or restraints. When activated, the torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d10 points of fire damage. This damage is not modified further by Strength. A searcher integrated laser torch is mounted on an extending arm that allows it greater reach. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses hardness up to 20 points, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch.

Security Eye
This small robot hides in plain sight while keeping any eye out for intruders.
CR 4 XP 1200
N Small Construct (Robot)
Init: +7; Senses darkvision 60 ft., low-light vision; Perception +15

AC 20, touch 14, flat-footed 17(+3 Dex, +6 natural, +1 size)
hp 42(5d10+10), force field (25 hp, fast healing 5)
Fort +1, Ref +6, Will +5
Defensive Abilities all-around vision, hardness 5; Immune construct traits
Weakness critical hits, lightning

Speed 20 ft., fly 60 ft. (perfect)
Melee 2 claws +8(1d3+2), integrated laser torch +8(1d10 fire)
Ranged integrated laser rifle +9 touch(2d6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)
Special Attacks Flash

Str 15, Dex 17, Con -, Int 10, Wis 18, Cha 1
Base Atk +5; CMB +6; CMD 19(27 vs trip)
Feats Alertness, Improved Initiative, Lightning Reflexes, Precise Shot
Skills Fly +14, Perception +18, Sense Motive +8, Stealth +11, Survival +8; Racial Modifiers +4 Perception
Languages Common
SQ camouflage

Camouflage (Ex)
A security eye outer shell contains color-shifting screens that allow the creature to blend into any background. Though not truly invisible, they are hard to pinpoint. While using this ability, a security eye gains a +8 racial bonus on Stealth checks and has concealment from creatures more than 5 feet away.

Flash (Su)
A security eye emits a bright flash around itself blinding all those within a 15-ft.-radius who did not succeed on a Will Save(DC 16). A security eye will only use this as an escaping measure. Blue mages may learn this ability as a 2nd level spell(DC 23).

Force Field (Ex)
A security eye is sheathed in a thin layer of shimmering energy that grants it 25 bonus hit points. All damage dealt to a security eye with an active force field is reduced from these hit points first. As long as the force field is active, the security eye is immune to critical hits. A security eye’s force field has fast healing 5, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A security eye has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d6 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Integrated Laser Torch (Ex)
A security eye is outfitted with an integrated laser torch used to bypass barriers or restraints. When activated, the torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d10 points of fire damage. This damage is not modified further by Strength. A security eye integrated laser torch is mounted on an extending arm that allows it greater reach. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses hardness up to 20 points, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch.

Warmech
This is an ancient magitek construct built for war. Although no longer being built, they have been found in ancient ruins, still functional.
CR 6 XP 2400
N Large Construct (Robot)
Init: +0; Senses darkvision 60 ft., low-light vision, superior optics; Perception +16


AC 20, touch 10, flat-footed 19(+10 natural, -1 size)
hp 77(8d10+30), force field (30 hp, fast healing 6)
Fort +7, Ref +5, Will +5
DR 5/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning, water


Speed 20 ft.
Melee 2 claws +14(1d8+7)
Ranged integrated laser rifle +7 touch(2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Megaton Punch, Tek Laser


Str 25, Dex 11, Con -, Int 10, Wis 11, Cha 1
Base Atk +8; CMB +16; CMD 26(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Precise Shot
Skills Climb +6, Perception +16, Sense Motive +12
Languages Common, + one more

Force Field (Ex)
A warmech is sheathed in a thin layer of shimmering energy that grants it 35 bonus hit points. All damage dealt to a warmech with an active force field is reduced from these hit points first. As long as the force field is active, the warmech is immune to critical hits. A warmech’s force field has fast healing 7, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A warmech has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Megaton Punch(Ex)
As a standard action, a warmech launches both of its limbs at an opponent. If a successful hit, the creature takes 4d4+14 points of damage and the warmech can make a Bull Rush combat maneuver against the target it hits as a free action. A warmech using this attack is inflicted with a -2 penalty to AC for one round.

Resilient (Ex)
Wartech receive a +3 racial bonus on all saving throws.

Superior Optics (Ex)
Wartech see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d4 rounds and as a standard action, a wartech can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 14) for half damage. Those failing the Reflex save must make a Fortitude save (DC 14) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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Messages In This Thread
Bestiary+ - by Fortheseen - 03-06-2017, 11:58 AM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:02 PM
RE: Bestiary+ - by Viladin - 03-06-2017, 12:07 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:17 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:10 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:15 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:24 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:28 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:39 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:43 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:47 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 12:50 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 01:06 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 01:11 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 01:13 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 01:16 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 01:18 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 01:21 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 01:24 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 01:27 PM
RE: Bestiary+ - by MrDeimos - 03-06-2017, 02:25 PM
RE: Bestiary+ - by Manly Man - 03-06-2017, 04:07 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:23 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:31 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:34 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:36 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:40 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:42 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:44 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:46 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:50 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:52 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 10:55 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:01 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:07 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:09 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:13 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:21 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:22 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:24 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:26 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:44 PM
RE: Bestiary+ - by Fortheseen - 03-06-2017, 11:50 PM
RE: Bestiary+ - by Fortheseen - 03-07-2017, 12:21 AM
RE: Bestiary+ - by Fortheseen - 03-07-2017, 02:10 AM
RE: Bestiary+ - by Fortheseen - 03-09-2017, 09:35 PM
RE: Bestiary+ - by Viladin - 03-10-2017, 01:13 AM
RE: Bestiary+ - by Fortheseen - 03-10-2017, 08:26 PM
RE: Bestiary+ - by Fortheseen - 03-10-2017, 08:37 PM
RE: Bestiary+ - by Fortheseen - 03-12-2017, 03:15 PM
RE: Bestiary+ - by Fortheseen - 03-12-2017, 03:23 PM
RE: Bestiary+ - by Fortheseen - 04-05-2017, 08:47 PM
RE: Bestiary+ - by Fortheseen - 04-07-2017, 10:08 PM
RE: Bestiary+ - by Fortheseen - 04-07-2017, 10:12 PM
RE: Bestiary+ - by Viladin - 04-07-2017, 10:21 PM
RE: Bestiary+ - by Fortheseen - 04-07-2017, 10:52 PM
RE: Bestiary+ - by Viladin - 04-07-2017, 10:59 PM
RE: Bestiary+ - by Fortheseen - 04-07-2017, 11:04 PM
RE: Bestiary+ - by Fortheseen - 04-21-2017, 09:22 AM
RE: Bestiary+ - by Fortheseen - 04-21-2017, 11:10 AM
RE: Bestiary+ - by Fortheseen - 04-29-2017, 09:08 AM
RE: Bestiary+ - by Fortheseen - 04-29-2017, 10:04 AM
RE: Bestiary+ - by Fortheseen - 04-29-2017, 10:26 AM
RE: Bestiary+ - by Viladin - 05-01-2017, 03:15 PM
RE: Bestiary+ - by Fortheseen - 05-02-2017, 04:33 AM
RE: Bestiary+ - by Manly Man - 05-02-2017, 09:36 AM
RE: Bestiary+ - by Viladin - 05-02-2017, 01:02 PM
RE: Bestiary+ - by Manly Man - 05-02-2017, 06:34 PM
RE: Bestiary+ - by Fortheseen - 05-03-2017, 12:41 AM
RE: Bestiary+ - by Viladin - 05-03-2017, 01:33 AM
RE: Bestiary+ - by Fortheseen - 05-03-2017, 10:02 AM
RE: Bestiary+ - by Viladin - 05-03-2017, 10:40 AM
RE: Bestiary+ - by Fortheseen - 05-03-2017, 08:34 PM
RE: Bestiary+ - by Viladin - 05-04-2017, 12:55 AM
RE: Bestiary+ - by Fortheseen - 05-04-2017, 01:46 AM
RE: Bestiary+ - by Fortheseen - 05-08-2017, 04:34 AM
RE: Bestiary+ - by Fortheseen - 05-22-2017, 10:46 PM
RE: Bestiary+ - by Fortheseen - 05-22-2017, 10:47 PM
RE: Bestiary+ - by Fortheseen - 05-22-2017, 10:56 PM
RE: Bestiary+ - by Manly Man - 05-22-2017, 11:53 PM
RE: Bestiary+ - by Fortheseen - 05-23-2017, 11:01 AM
RE: Bestiary+ - by Fortheseen - 06-04-2017, 08:50 AM
RE: Bestiary+ - by Fortheseen - 06-04-2017, 08:56 AM
RE: Bestiary+ - by Fortheseen - 06-04-2017, 09:02 AM
RE: Bestiary+ - by Fortheseen - 06-12-2017, 09:53 PM
RE: Bestiary+ - by Manly Man - 06-13-2017, 10:57 PM
RE: Bestiary+ - by Fortheseen - 06-15-2017, 10:19 PM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 10:17 AM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 10:24 AM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 10:28 AM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 03:23 PM
RE: Bestiary+ - by Fortheseen - 07-21-2017, 04:20 PM
RE: Bestiary+ - by Manly Man - 07-22-2017, 02:26 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 02:52 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:02 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:05 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:06 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:08 PM
RE: Bestiary+ - by Fortheseen - 08-24-2017, 03:22 PM
RE: Bestiary+ - by Hiei - 09-05-2017, 12:00 PM
RE: Bestiary+ - by Fortheseen - 09-05-2017, 05:02 PM
RE: Bestiary+ - by Hiei - 09-06-2017, 09:33 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:33 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:36 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:39 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:43 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:45 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 09:47 AM
RE: Bestiary+ - by Fortheseen - 11-19-2017, 10:13 AM
RE: Bestiary+ - by Manly Man - 11-19-2017, 09:09 PM
RE: Bestiary+ - by Fortheseen - 11-23-2017, 04:02 PM
RE: Bestiary+ - by silverwerret - 11-26-2017, 05:01 PM
RE: Bestiary+ - by Fortheseen - 11-26-2017, 06:08 PM
RE: Bestiary+ - by silverwerret - 11-26-2017, 06:27 PM
RE: Bestiary+ - by Fortheseen - 11-26-2017, 06:58 PM
RE: Bestiary+ - by Viladin - 12-23-2017, 03:27 PM
RE: Bestiary+ - by Fortheseen - 12-24-2017, 10:53 AM
RE: Bestiary+ - by Viladin - 12-29-2017, 05:15 PM
RE: Bestiary+ - by Fortheseen - 12-29-2017, 05:26 PM
RE: Bestiary+ - by Viladin - 12-30-2017, 02:17 AM
RE: Bestiary+ - by Loxsis - 01-04-2018, 12:01 PM
RE: Bestiary+ - by Fortheseen - 01-04-2018, 01:10 PM
RE: Bestiary+ - by Loxsis - 01-09-2018, 09:49 AM
RE: Bestiary+ - by Fortheseen - 01-09-2018, 02:08 PM
RE: Bestiary+ - by Loxsis - 01-09-2018, 02:32 PM
RE: Bestiary+ - by Fortheseen - 01-10-2018, 12:16 PM
RE: Bestiary+ - by Fortheseen - 01-15-2018, 02:39 PM
RE: Bestiary+ - by Manly Man - 01-09-2018, 02:34 PM
RE: Bestiary+ - by Fortheseen - 01-10-2018, 12:18 PM
RE: Bestiary+ - by Loxsis - 01-16-2018, 12:06 PM
RE: Bestiary+ - by Fortheseen - 01-19-2018, 04:17 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 01:33 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 01:42 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 01:55 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:08 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:12 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:17 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:36 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:43 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:48 PM
RE: Bestiary+ - by Fortheseen - 02-11-2018, 02:52 PM
RE: Bestiary+ - by Fortheseen - 06-24-2018, 09:15 PM
RE: Bestiary+ - by Fortheseen - 07-07-2018, 08:35 PM
RE: Bestiary+ - by Fortheseen - 07-07-2018, 08:43 PM
RE: Bestiary+ - by Fortheseen - 08-02-2018, 11:18 AM
RE: Bestiary+ - by Fortheseen - 10-19-2018, 08:08 PM
RE: Bestiary+ - by DMLeibfrid - 12-06-2018, 07:41 PM
RE: Bestiary+ - by Fortheseen - 12-07-2018, 02:39 PM
RE: Bestiary+ - by DMLeibfrid - 02-11-2019, 10:26 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:04 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:06 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:13 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:44 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 02:46 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 02:50 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 03:12 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 03:28 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 03:30 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 03:31 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 05:31 PM
RE: Bestiary+ - by Fortheseen - 02-17-2019, 07:40 PM
RE: Bestiary+ - by Fortheseen - 02-17-2019, 09:44 PM

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