Mechanic AI
You construct an atificial intelligence (AI) , a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
First, choose the drone’s chassis, which along with your mechanic level determines its base statistics.
Next, resolve your drone’s special abilities.
Finally, select your drone’s modifications (“mods”), which grant your drone additional abilities and allow you to fully customize it.
Other than those aspects determined by your drone’s chassis and mods, the exact details of your drone’s appearance and personality are up to you.
combat,
hover,
and stealth
Each has different sizes and specializations that impact the drone's base stats. It's important to note that for attacks, the drone uses the Base Attack Bonus listed in the table rather than the bonus from the relavant stat in its base stat.
Bonus Skill Unit:
Some chassis come programmed with knowledge of a skill that is a part of the chassis itself. The drone applies your proficiency bonus to checks with this skill and your drone can use this skill while not under your direct control. You can’t change this skill unit when you gain levels or when you rebuild your drone unless you choose a new chassis. If a chassis does not have a bonus skill unit entry, it gains no bonus skill units. Initial Mods:
Each chassis comes with initial drone mods that are a part of the chassis itself. These are in addition to the mods a drone gains by level. You can’t change these mods when you gain levels or rebuild your drone unless you choose a new chassis. Saving Throw Proficiency:
For the listed saving throws, the drone can add your proficiency bonus to its saving throws of that type even if you are not proficient in the save type yourself. If a save type is not listed it cannot apply this bonus and only applies bonuses from it's base stat's.
Speed: 30ft
Base AC: 12
HP: Mech. Level * 8
Ability Scores:
Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 6 (-2), Wis 10 (+0), Cha 6 (-2)
Saving Throw Proficiency: Constitution
Initial Mods: energy armor, weapon mount or melee weapon arm (up to 2 in any combination), weapon proficiency
Speed: 30ft, fly 30ft (hover)
AC: 11
HP: Mech. Level * 4
Ability Scores:
Str 6 (-2), Dex 16 (+3), Con 10 (+0), Int 6 (-2), Wis 10 (+0), Cha 6 (-2)
Saving Throw Proficiency: Dexterity
Bonus Skill Unit: Acrobatics
Initial Mods: flight system (×2, included in its speed), weapon mount
Speed: 40ft, climb 20ft
AC: 10
HP: Mech. Level * 6
Ability Scores:
Str 10 (+0), Dex 12 (+2), Con 10 (+0), Int 12 (+2), Wis 16 (+3), Cha 6 (-2)
Saving Throw Proficiency: Wisdom
Bonus Skill Unit: Stealth
Initial Mods: climbing claws, reactive camouflage, weapon mount
You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once. Mods are listed in the section below.
Your drone moves and acts on your turn and does not have an initiative of its own. At this stage, it can only operate at the end of your turn (after you have taken all of your actions and moved). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. This command can either be to move or to use an action but cannot be both. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone enters a standby mode and cannot move or take any actions until you are again able to command it or it is once more within range.
As an action, you can instead take full control of your drone. You can move it and have it perform and action as your action so long as the drone can see or hear you, or be within range of your custom rig. This action is in addition to it's limited AI, meaning once your turn is done, it can be moved the remainder of its movement or take another action.
Choose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. Your drone uses your proficiency bonus for these checks. Your drone can use this skill when not under your direct control. You can change your drone’s skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, you can control it to use your proficiency bonus to skills it does not have, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example).
Your drone’s AI has grown more sophisticated, giving it a more robust combat routine when not under your direct control. Each round on your turn, the drone can act at any point on your turn (decided by you) though is still limited in what it can do. Like Limited AI, you must still be conscious and within range.
Your drone's power core can provide backup energy to weapons in a pinch. If it has no more ammunition charges it can attempt to replicate the necessary materials for 1 attack. This attack is made with a -2 penalty. This penalty increases by 2 each attack made until ammunition is replenished. Additionally, the drone has a +2 bonus on saving throws to prevent it being shutdown, surged, or otherwise drained of power.
You can choose from any of the mods on the advanced mod list whenever your drone gains a new mod (in addition to those from the basic mod list). Your drone must always have at least 5 mods from the basic list before you can add any advanced mods, even if you rebuild your drone after it gains this ability.
Your drone’s AI can act with complete autonomy. Each round on your turn, your drone can act with full autonomy without requiring your direct control. You don’t need to issue commands to your drone for it to take actions (though you as a player are still in control of the drone's behavior). You must still directly control the drone for it to use your proficiency in skills it is not proficient in.
Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor, longarms, and artillery firearms.
You can use your exocortex’s memory module to enhance your own knowledge. Once per day, while not in combat, you can reroll a failed skill check to recall knowledge. In addition, your exocortex grants you a minor skill bonus. Upon selection of the exocortex, choose 1 skill of your choice and you gain a +1 bonus in addition to any other bonuses or penalties for that skill. This bonus is available so long as your memory module is usable by you. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s selected skill with a different skill. This skill bonus increases to +2 at level 7 and again to +3 at level 15.
At 3rd level, as a bonus action during combat, you can designate a foe (a creature or mechanical mount / vehicle) for your exocortex to track which requires your concentration. You cannot access or use the benefits of your memory module while Combat Tracking is engaged. As long as that target is in sight, the exocortex feeds you telemetry, weak spots, and combat tactics, allowing you to make attacks against that target at advantage. Designating another target causes you to immediately lose this bonus against the previous target. Whether you lose concentration, you lose visability on the target, or you manually change targets, the same creature cannot be targeted for the next minute.
Instead of Combat Tracking, you may use a bonus action to engage your exocortex to access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus without requiring any further action on your part. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective action toward the total time required. For example: if a computer would take 4 successful checks (4 rounds) to hack, you could engage your exocortex to start hacking and use you action to wirelessly hack (2 potential successes this round). Thus you could hack in only 2 rounds over 4 rounds.
Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, energy armor, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in 1 weapon you are already not proficient in). At 11th level, you can apply an additional mod, and your options expand to include echolocators, excavator, flight system, greater energy armor, invisibility field, and reactive camouflage. At 14th and 17th levels, you can apply an additional mod. Each time you gain a level in Mechanic, you can switch any of your mods for different mods, but you must always have at least one mod from the 7th-level list.
You can designate two creatures as targets for your exocortex to track as part of Combat Tracking, applying your advantage to both. You must use a bonus action to target each and must maintain visual on the target for it to still be affected. If you do lose tracking of one due to lose of visual, you can target another with another bonus action without losing concentration. If you are forced to lose concentration due to damage or some other effect, you lose the bonus to all tracked targets.
You can designate three targets for your exocortex to track as part of Combat Tracking (and designate them all as a single bonus action action). In addition, the range of your exocortex’s wireless hack increases to 40 feet. Your exocortex can also engage in combat tracking and hack a nearby computer at the same time, but the computer counts as one of the exocortex’s designated targets (allowing you to track only two targets at the same time while wirelessly hacking the computer). Lastly, you can access your exocortex’s memory module (and its bonuses) in combat, even while it is engaged in combat tracking.
Your exocortex Combat Tracking can track four targets simultaneously, and hacking a nearby computer doesn’t count against that limit.
Drones
Exocortex
AI Mods
Drones
If you choose the drone option for your artificial intelligence, you begin play with a robotic drone that you design. All drones have a neutral alignment and the same senses as an ordinary human. A drone is considered a construct with the technological subtype for the purposes of spells and effects targeting it. Your drone speaks all of the languages that you do. Your drone is proficient in your choice of small arms or basic melee weapons, and it gains specialization in that weapon type once you reach 3rd level. Like most constructs, a drone cannot recover from damage on its own. You may spend 10 minutes of uninterrupted work to repair your drone up to 10% of its max HP. Repairing a drone can be done during a short rest without losing the short rest bonuses. If a drone is reduced to 0 Hit Points, it becomes inactive until it is restored to 1 Hit Point or more. If a drone takes damage from a single attack equal to or greater than its maximum Hit Points while it has 0 current HP, the drone is destroyed. If your drone is ever destroyed or lost, you retain its mind and all its subroutines in your custom rig and can replace its body for free using your custom rig after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any other interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your drone. In addition, every time you gain a mechanic level, you can rebuild your drone from scratch with the same amount of work, allowing you to change any or all of the choices you made for your drone (including ability scores, chassis, feats, mods, and skills).Building Your Drone
Building a drone is a multistep process.Drone Chassis
Each drone has one of three chassis types that determines its size, starting statistics, and initial mods, as well as the drone’s overall look and theme. These chassis types areSome chassis come programmed with knowledge of a skill that is a part of the chassis itself. The drone applies your proficiency bonus to checks with this skill and your drone can use this skill while not under your direct control. You can’t change this skill unit when you gain levels or when you rebuild your drone unless you choose a new chassis. If a chassis does not have a bonus skill unit entry, it gains no bonus skill units. Initial Mods:
Each chassis comes with initial drone mods that are a part of the chassis itself. These are in addition to the mods a drone gains by level. You can’t change these mods when you gain levels or rebuild your drone unless you choose a new chassis. Saving Throw Proficiency:
For the listed saving throws, the drone can add your proficiency bonus to its saving throws of that type even if you are not proficient in the save type yourself. If a save type is not listed it cannot apply this bonus and only applies bonuses from it's base stat's.
Combat Drone
Bigger than other chassis options, the combat drone moves along the ground and is outfitted with wheels, tracks, legs, or a similar form of propulsion. This drone is designed specifically for battle. It has an armored body and multiple weapon mounts, allowing it to pack a variety of armaments. Size: MediumSpeed: 30ft
Base AC: 12
HP: Mech. Level * 8
Ability Scores:
Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 6 (-2), Wis 10 (+0), Cha 6 (-2)
Saving Throw Proficiency: Constitution
Initial Mods: energy armor, weapon mount or melee weapon arm (up to 2 in any combination), weapon proficiency
Hover Drone
The smallest of the chassis options, the hover drone is made from a lightweight frame equipped with miniature hoverjets, rotors, turbofans, or a similar form of aerial propulsion (small legs or wheels provide propulsion on land). This drone can fly at a good pace and avoid obstacles, but it is not very stealthy. Size: TinySpeed: 30ft, fly 30ft (hover)
AC: 11
HP: Mech. Level * 4
Ability Scores:
Str 6 (-2), Dex 16 (+3), Con 10 (+0), Int 6 (-2), Wis 10 (+0), Cha 6 (-2)
Saving Throw Proficiency: Dexterity
Bonus Skill Unit: Acrobatics
Initial Mods: flight system (×2, included in its speed), weapon mount
Stealth Drone
Sleek and covered in a light-absorbing alloy, the stealth drone prowls along the ground on multiple small legs, silenced wheels, an air cushion, or some similar form of propulsion. This drone specializes in stealth and infiltration and can vanish almost entirely from sight as long as it remains perfectly still. Size: SmallSpeed: 40ft, climb 20ft
AC: 10
HP: Mech. Level * 6
Ability Scores:
Str 10 (+0), Dex 12 (+2), Con 10 (+0), Int 12 (+2), Wis 16 (+3), Cha 6 (-2)
Saving Throw Proficiency: Wisdom
Bonus Skill Unit: Stealth
Initial Mods: climbing claws, reactive camouflage, weapon mount
Drone Base Stats
Mechanic Level | Base Attack Bonus | AC Bonus | Max Mods | Special Abilities |
---|---|---|---|---|
1 | +0 | +0 | 1 | Basic mods, limited AI, master control, skill unit |
2 | +0 | +0 | 1 | - |
3 | +0 | +0 | 2 | - |
4 | +0 | +0 | 2 | - |
5 | +1 | +1 | 3 | - |
6 | +1 | +1 | 3 | - |
7 | +1 | +1 | 4 | Expert AI |
8 | +2 | +2 | 4 | - |
9 | +2 | +2 | 5 | - |
10 | +2 | +2 | 5 | Upgraded Power Core |
11 | +3 | +3 | 6 | Advanced Mods Unlocked |
12 | +3 | +3 | 6 | - |
13 | +3 | +3 | 7 | - |
14 | +4 | +4 | 7 | - |
15 | +4 | +4 | 8 | - |
16 | +4 | +4 | 8 | - |
17 | +5 | +5 | 9 | - |
18 | +5 | +5 | 9 | - |
19 | +5 | +5 | 10 | - |
20 | +5 | +5 | 10 | True AI |
Drone Abilities
Your drone gains the following abilities at the indicated level.Basic Mods
Level: 1stYou can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once. Mods are listed in the section below.
Limited AI
Level: 1stYour drone moves and acts on your turn and does not have an initiative of its own. At this stage, it can only operate at the end of your turn (after you have taken all of your actions and moved). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. This command can either be to move or to use an action but cannot be both. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone enters a standby mode and cannot move or take any actions until you are again able to command it or it is once more within range.
Master Control
Level: 1stAs an action, you can instead take full control of your drone. You can move it and have it perform and action as your action so long as the drone can see or hear you, or be within range of your custom rig. This action is in addition to it's limited AI, meaning once your turn is done, it can be moved the remainder of its movement or take another action.
Skill Unit
Level: 1stChoose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. Your drone uses your proficiency bonus for these checks. Your drone can use this skill when not under your direct control. You can change your drone’s skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, you can control it to use your proficiency bonus to skills it does not have, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example).
Expert AI
Level: 7thYour drone’s AI has grown more sophisticated, giving it a more robust combat routine when not under your direct control. Each round on your turn, the drone can act at any point on your turn (decided by you) though is still limited in what it can do. Like Limited AI, you must still be conscious and within range.
Upgraded Power Core
Level: 10thYour drone's power core can provide backup energy to weapons in a pinch. If it has no more ammunition charges it can attempt to replicate the necessary materials for 1 attack. This attack is made with a -2 penalty. This penalty increases by 2 each attack made until ammunition is replenished. Additionally, the drone has a +2 bonus on saving throws to prevent it being shutdown, surged, or otherwise drained of power.
Advanced Mods
Level: 11thYou can choose from any of the mods on the advanced mod list whenever your drone gains a new mod (in addition to those from the basic mod list). Your drone must always have at least 5 mods from the basic list before you can add any advanced mods, even if you rebuild your drone after it gains this ability.
True AI
Level: 20thYour drone’s AI can act with complete autonomy. Each round on your turn, your drone can act with full autonomy without requiring your direct control. You don’t need to issue commands to your drone for it to take actions (though you as a player are still in control of the drone's behavior). You must still directly control the drone for it to use your proficiency in skills it is not proficient in.
Exocortex
You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power. Only you can access or interact with your exocortex. Your exocortex updates and provides the following benefits at the indicated levels.Enhaced Combat Abilities
Level: 1stYour exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor, longarms, and artillery firearms.
Memory Module
Level: 1stYou can use your exocortex’s memory module to enhance your own knowledge. Once per day, while not in combat, you can reroll a failed skill check to recall knowledge. In addition, your exocortex grants you a minor skill bonus. Upon selection of the exocortex, choose 1 skill of your choice and you gain a +1 bonus in addition to any other bonuses or penalties for that skill. This bonus is available so long as your memory module is usable by you. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s selected skill with a different skill. This skill bonus increases to +2 at level 7 and again to +3 at level 15.
Combat Tracking
Level: 3rdAt 3rd level, as a bonus action during combat, you can designate a foe (a creature or mechanical mount / vehicle) for your exocortex to track which requires your concentration. You cannot access or use the benefits of your memory module while Combat Tracking is engaged. As long as that target is in sight, the exocortex feeds you telemetry, weak spots, and combat tactics, allowing you to make attacks against that target at advantage. Designating another target causes you to immediately lose this bonus against the previous target. Whether you lose concentration, you lose visability on the target, or you manually change targets, the same creature cannot be targeted for the next minute.
Wireless Hack
Level: 5thInstead of Combat Tracking, you may use a bonus action to engage your exocortex to access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus without requiring any further action on your part. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective action toward the total time required. For example: if a computer would take 4 successful checks (4 rounds) to hack, you could engage your exocortex to start hacking and use you action to wirelessly hack (2 potential successes this round). Thus you could hack in only 2 rounds over 4 rounds.
Exocortex Mods
Level: 7thYour exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, energy armor, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in 1 weapon you are already not proficient in). At 11th level, you can apply an additional mod, and your options expand to include echolocators, excavator, flight system, greater energy armor, invisibility field, and reactive camouflage. At 14th and 17th levels, you can apply an additional mod. Each time you gain a level in Mechanic, you can switch any of your mods for different mods, but you must always have at least one mod from the 7th-level list.
Twin Tracking
Level: 10thYou can designate two creatures as targets for your exocortex to track as part of Combat Tracking, applying your advantage to both. You must use a bonus action to target each and must maintain visual on the target for it to still be affected. If you do lose tracking of one due to lose of visual, you can target another with another bonus action without losing concentration. If you are forced to lose concentration due to damage or some other effect, you lose the bonus to all tracked targets.
Multitasking
Level: 15thYou can designate three targets for your exocortex to track as part of Combat Tracking (and designate them all as a single bonus action action). In addition, the range of your exocortex’s wireless hack increases to 40 feet. Your exocortex can also engage in combat tracking and hack a nearby computer at the same time, but the computer counts as one of the exocortex’s designated targets (allowing you to track only two targets at the same time while wirelessly hacking the computer). Lastly, you can access your exocortex’s memory module (and its bonuses) in combat, even while it is engaged in combat tracking.
Quad Tracking
Level: 20thYour exocortex Combat Tracking can track four targets simultaneously, and hacking a nearby computer doesn’t count against that limit.
AI Mods
Since most mods are usable by drones the descriptions are written for that case. Exocortexes get access to a limited number of these mods.Basic Mods
Armor Slot
Your drone gains an armor upgrade slot for an armor upgrade item. If you do not already have an armor upgrade to install, you must purchase one separately. You can install the armor upgrade only if your drone has enough open upgrade slots to meet the upgrade’s requirements. You can select this mod up to four times, each time adding an additional slot. Camera
Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig. Cargo Rack
Your drone is outfitted with cargo space. The drone’s Strength score counts as 4 higher for the purpose of how determining much bulk it can carry, but all of this extra bulk must be stored gear and cargo, not mounted weapons, armor mods, or the like. This does not affect the drone’s actual Strength score in any way, merely how much it can carry. Due to its size, a drone might still be unable to carry awkward or unwieldy items. Climbing Claws
Prerequisite: Combat or Stealth Drone
Your drone gains a climb speed equal to half its land speed. This mod can be applied to only combat and stealth drones. Energy Armor
Your drone gains a damage threshold to an energy type of your choice acid, cold, lightning, or fire equal to your mechanic level, to a maximum of 10. You can select this mod up to 3 times. Its effects do not stack; each time you select this mod, it must apply to a different energy type from the list above. Any attack dealing damage equal to or less than the threshold of the type does no damage. Attacks dealing damage over the threshold have a reduction equal to the threshold. Enhanced Armor
Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an advanced mod. Enhanced Senses
Your drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If your drone has the camera mod, the camera gains these senses as well. Extra Ammo
Prerequisite: Weapon Mount
One of your drone’s weapon mounts can hold two additional batteries, magazines, or other type of ammunition in addition to its usual weapon and ammunition capacity. Your drone must have the weapon mount mod before selecting this mod. You can select this mod more than once, up to the number of weapon mounts the drone has. Hardened AI
Your drone’s AI is secured against outside influence. Any attempt to hack your drone takes a -2 penalty, and your drone receives a +2 bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions. Hydrojets
Prerequisite: Combat or Stealth Drones
Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones. This mod can be taken twice resulting in a swim speed equal to its base speed. Jump Jets
Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again.
Your drone gains an armor upgrade slot for an armor upgrade item. If you do not already have an armor upgrade to install, you must purchase one separately. You can install the armor upgrade only if your drone has enough open upgrade slots to meet the upgrade’s requirements. You can select this mod up to four times, each time adding an additional slot. Camera
Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig. Cargo Rack
Your drone is outfitted with cargo space. The drone’s Strength score counts as 4 higher for the purpose of how determining much bulk it can carry, but all of this extra bulk must be stored gear and cargo, not mounted weapons, armor mods, or the like. This does not affect the drone’s actual Strength score in any way, merely how much it can carry. Due to its size, a drone might still be unable to carry awkward or unwieldy items. Climbing Claws
Prerequisite: Combat or Stealth Drone
Your drone gains a climb speed equal to half its land speed. This mod can be applied to only combat and stealth drones. Energy Armor
Your drone gains a damage threshold to an energy type of your choice acid, cold, lightning, or fire equal to your mechanic level, to a maximum of 10. You can select this mod up to 3 times. Its effects do not stack; each time you select this mod, it must apply to a different energy type from the list above. Any attack dealing damage equal to or less than the threshold of the type does no damage. Attacks dealing damage over the threshold have a reduction equal to the threshold. Enhanced Armor
Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an advanced mod. Enhanced Senses
Your drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If your drone has the camera mod, the camera gains these senses as well. Extra Ammo
Prerequisite: Weapon Mount
One of your drone’s weapon mounts can hold two additional batteries, magazines, or other type of ammunition in addition to its usual weapon and ammunition capacity. Your drone must have the weapon mount mod before selecting this mod. You can select this mod more than once, up to the number of weapon mounts the drone has. Hardened AI
Your drone’s AI is secured against outside influence. Any attempt to hack your drone takes a -2 penalty, and your drone receives a +2 bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions. Hydrojets
Prerequisite: Combat or Stealth Drones
Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones. This mod can be taken twice resulting in a swim speed equal to its base speed. Jump Jets
Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again.
Manipulator Arms
Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a -4 penalty. Melee Weapon Arm
Your drone is equipped with a robotic arm to which you can affix a one-handed melee weapon, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone. Skill Subroutines
Choose another skill from the skill unit list. Your drone has an additional +1 bonus to said skill. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill and both it and the original skill bonus are now +2. Your drone also increases its Intelligence score again by 2. Smuggler’s Compartment
Your drone has a secret compartment that can hold a single item of light bulk or smaller. A successful Perception check (DC = 15 + your mechanic level) is needed to notice or find the compartment. Accessing this compartment is a move action. Speed
Your drone’s land speed increases by 10 feet. You can take this upgrade up to 3 times. Tool Arm
Your drone is equipped with a robotic arm with a tool kit attached and the proper programming to use the item, although it cannot use a tool that requires skill checks unless it also has proficiency in the relevant skill (or you have proficiency in the relevant skill and the drone is under your direct control). Weapon Mount
You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone. Weapon Proficiency
Your drone gains proficiency in 1 weapon of your choice. it uses your proficiency bonus when making attacks and adds this bonus to its base attack bonus when attacking. You can select this mod multiple times; each time, your drone gains proficiency in a new weapon.
Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a -4 penalty. Melee Weapon Arm
Your drone is equipped with a robotic arm to which you can affix a one-handed melee weapon, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone. Skill Subroutines
Choose another skill from the skill unit list. Your drone has an additional +1 bonus to said skill. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill and both it and the original skill bonus are now +2. Your drone also increases its Intelligence score again by 2. Smuggler’s Compartment
Your drone has a secret compartment that can hold a single item of light bulk or smaller. A successful Perception check (DC = 15 + your mechanic level) is needed to notice or find the compartment. Accessing this compartment is a move action. Speed
Your drone’s land speed increases by 10 feet. You can take this upgrade up to 3 times. Tool Arm
Your drone is equipped with a robotic arm with a tool kit attached and the proper programming to use the item, although it cannot use a tool that requires skill checks unless it also has proficiency in the relevant skill (or you have proficiency in the relevant skill and the drone is under your direct control). Weapon Mount
You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone. Weapon Proficiency
Your drone gains proficiency in 1 weapon of your choice. it uses your proficiency bonus when making attacks and adds this bonus to its base attack bonus when attacking. You can select this mod multiple times; each time, your drone gains proficiency in a new weapon.
Advanced Mods
You must be of Mechanic Level 11 or higher to choose these mods.
Echolocators
Your drone uses basic echolocation to notice unseen foes. The drone gains the blindsight and tremor sense up to 20ft. Energy Shield
Your drone gains an energy shield that provides it with a number of temporary Hit Points equal to your mechanic level. This shield remains active until all of its temporary Hit Points are depleted. The shield replenished after not taking damage for 10 minutes. Excavator
Your drone gains a burrow speed equal to half its land speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface. Flight System
Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone’s fly speed increases to its full land speed, and there is no limit on the amount of time it can fly. Greater Energy Armor
Prerequisite: Energy Armor
Choose one type of energy for which your drone already has the Energy Armor mod. Increase your drone’s damage threshold of that energy type by 5. You can select this mod up to 2 times. Its effects do not stack. Each time you select this mod, it applies to a different energy type for which your drone has the Energy Armor mod. Invisibility Field
Prerequisite: Reactive Camouflage
Once per day as a standard action, your drone can turn invisible for 10 minutes, as per the invisibility spell. If it makes an attack during this time, the invisibility ends. Your drone must have the reactive camouflage mod to select this.
Your drone uses basic echolocation to notice unseen foes. The drone gains the blindsight and tremor sense up to 20ft. Energy Shield
Your drone gains an energy shield that provides it with a number of temporary Hit Points equal to your mechanic level. This shield remains active until all of its temporary Hit Points are depleted. The shield replenished after not taking damage for 10 minutes. Excavator
Your drone gains a burrow speed equal to half its land speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface. Flight System
Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone’s fly speed increases to its full land speed, and there is no limit on the amount of time it can fly. Greater Energy Armor
Prerequisite: Energy Armor
Choose one type of energy for which your drone already has the Energy Armor mod. Increase your drone’s damage threshold of that energy type by 5. You can select this mod up to 2 times. Its effects do not stack. Each time you select this mod, it applies to a different energy type for which your drone has the Energy Armor mod. Invisibility Field
Prerequisite: Reactive Camouflage
Once per day as a standard action, your drone can turn invisible for 10 minutes, as per the invisibility spell. If it makes an attack during this time, the invisibility ends. Your drone must have the reactive camouflage mod to select this.
Medical Subroutine
Prerequisite: Manipulator Arms and Skill Subroutines (Medicine)
Your drone is equipped with first aid capabilities. If you are reduced to 0 Hit Points, your drone can attempt to administer emergency medical treatment to you, even despite you being unconscious. On subsequent rounds on your turn, your drone moves as much as it can to return to your side, followed by an action to administer first aid if it is able to be within touch range. Once it has done so, it can perform a Medicine check to stablize you. If you roll a natural 20, you regain hp equal to half your Mechanic level rounded down (minimum 1) and are conscious. Your drone cannot use this mod on anyone but you nor use it if you are dead. You can’t benefit from this treatment more than once every 24 hours. Your drone must have the manipulator arms and skill subroutines (with the Medicine skill) mods to select this mod. Reactive Camouflage
Your drone is equipped with a thin coating that can change color to match the drone’s surroundings. Whenever your drone stays stationary for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If your drone takes any action, it loses this bonus until it once again spends 1 round remaining still. Rewired Configuration
Your drone gains a +1 bonus to 2 of its stats of your choice. You can select this mod up to 3 times, however you cannot improve a skill above 18. Shock Wave
Whenever your drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as a reaction (even if it is deactivated or destroyed by the attack). This deals 1d6 electricity damage per your mechanic level. An affected creature can attempt a Dexterity saving throw to take half damage (DC = 10 + half your mechanic level rounded down).
Prerequisite: Manipulator Arms and Skill Subroutines (Medicine)
Your drone is equipped with first aid capabilities. If you are reduced to 0 Hit Points, your drone can attempt to administer emergency medical treatment to you, even despite you being unconscious. On subsequent rounds on your turn, your drone moves as much as it can to return to your side, followed by an action to administer first aid if it is able to be within touch range. Once it has done so, it can perform a Medicine check to stablize you. If you roll a natural 20, you regain hp equal to half your Mechanic level rounded down (minimum 1) and are conscious. Your drone cannot use this mod on anyone but you nor use it if you are dead. You can’t benefit from this treatment more than once every 24 hours. Your drone must have the manipulator arms and skill subroutines (with the Medicine skill) mods to select this mod. Reactive Camouflage
Your drone is equipped with a thin coating that can change color to match the drone’s surroundings. Whenever your drone stays stationary for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If your drone takes any action, it loses this bonus until it once again spends 1 round remaining still. Rewired Configuration
Your drone gains a +1 bonus to 2 of its stats of your choice. You can select this mod up to 3 times, however you cannot improve a skill above 18. Shock Wave
Whenever your drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as a reaction (even if it is deactivated or destroyed by the attack). This deals 1d6 electricity damage per your mechanic level. An affected creature can attempt a Dexterity saving throw to take half damage (DC = 10 + half your mechanic level rounded down).
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