Templates

## Temporary robot templates

### Advanced Robot (+1 CR):

+2 natural armor, +4 Str, +4 Dex, +4 Int, +4 Wis, +4 Cha, +2 Fortitude saves, +2 hit points per hit die.

### Bodyguard (+1 CR):

Defensive: Double the robot's size bonus to HP, +4 CMD, +5 hardness

Attacks: +4 CMB. Bodyguards do not provoke an attack of opportunity when using maneuvers as a readied action against attacks.

Spell-like abilities: 1/day Shield Other

Special:

* Bodyguards grant cover to all allies within their natural reach (+4 AC, +2 reflex saves, evasion). Bodyguards never provide cover for enemies.
* Bodyguards can take a 5ft step as a free action when an ally takes a 5ft step. Doing so prevents the bodyguard from moving or taking a 5ft step on their following turn.

### Conduit (+1 CR):

A conduit robot activated by Awaken Automaton gains the following abilities:

-Shared prowess: A conduit robot uses the caster's base attack bonus, base saving throws, and base skill ranks each if higher than the robot's base bonus

A spellcaster that activates this robot with Awaken Automaton gains the following abilities:

-Deliver spells: When you cast a spell you may use a conduit robot as the origin when determining range and area. When you cast a touch spell you may designate a conduit robot to deliver the spell. This grants the robot the free action to deliver and the robot holds the remaining charges.

-Share Senses: As a standard action, you may use a conduit robot's senses in place of your own. You must spend a move action on each following round to maintain this connection.

-Share spells: You may target a conduit robot with spells that have a personal range or have a target of "you"

### Security (+1 CR):

Defensive: +1 natural armor, +5 hardness

General: +2 Dexterity, +4 initiative, Proficiency with light armor and one exotic technological weapon group (beam weapons, firearms, or powered weapons)

Note: Security is a little under powered

### Surveillance (+1 CR):

Spell-like abilities based on total CR
 2
 4
 5

Skills: Surveillance robots have ranks in perception, disguise, stealth, and survival equal to their HD, with a +4 racial bonus. Surveillance robots can take 10 on these skills. Distance penalties on perception checks are halved.

Special: Surveillance robots can communicate as if they had a commset.

### Target (+1 CR):

Defensive: +5 Hardness, Evasion

General: +10ft all speed, +4 Dexterity

Bonus feats: Targets gain Mobility as a bonus feat

### Technician (+1 CR):

Spell-like abilities: 1/hour Technomancy

Skills: Technicians have ranks in disable device, knowledge (engineering), and linguistics equal to their HD, with a +4 bonus. Technicians can take 10 when using aid another on skill checks.

Feats: Technicians gain Technologist as a bonus feat.

Special:

* Technicians can draw and stow technological items as a free action. Technicians can also replace batteries and nanite canisters as a free action.
* Technicians can administer doses from medlances and/or nanite hypoguns to up to 8 targets as a full-round action.

### Weapon Expert (+1 CR):

Weapon Experts are proficient with all simple and martial weapons. They are also proficient with one exotic technological weapon group (beam weapons, firearms, or powered weapons)

AC: +4 on CMD against disarm and sunder attempts

Attacks: +2 on attack and damage rolls with all attacks.

Bonus feats: Combat reflexes, Improved Critical (All), Point Blank Master (All)

Special: Weapon Experts gain both bonus feats associated with technological exotic weapons they are proficient with.

## Permanent robot templates

Permanent robot templates require an amount of robot parts worth the 1000gp times the difference between the CRs squared (minimum 1000gp)

### Bare-bones (-2 CR):

Requires a tech workbench. Cannot be combined with Nanite-hardened. The base robot must have at least 5 racial hit dice.

-5 hardness (minimum 0)

-4 HD. -2 STR/DEX/INT/WIS/CHA (min 1). Recalculate attacks, CMD, DCs, HP, saves, and skills.

-Special abilities deal one-half damage and have one-half duration.

### Nanite-hardened (+2 CR)

Requires a nanite workbench

+5 hardness

+4 natural AC

+4 HD. Recalculate attacks, CMD, DCs, HP, saves, and skills.

Increase natural attack damage by die size.

### Retrain (+0 CR):

You may reassign any number of feats and skill ranks bestowed by the robot's racial hit dice.

### Weapon Integration (+0 or +1 CR):

Requires a weapon workbench

Replace an arm with a weapon. The robot cannot be disarmed of this weapon, may use it without provoking an attack of opportunity, and can use it in conjunction with other weapons as if it were a natural weapon.

You may add a weapon without removing an arm by adding 1 CR. Doing so adds 1 racial HD to the robot.