So, I'm kind of working with the idea of translating the D&D classes into the sci fi alien planet genre, but rewriting them rather than just refluffing.
The druid
could be the Xenobiologist, who somehow knows about the strange beasties you run into on the planet you've crash landed on, but that takes a lot of handwavium, so we're going the completely opposite direction:
The Mechrid
"Get him, Baymax."

In the late twenty first century, engineers began to focus on making robots better and better mimics of organic life. As the technology progressed, robots started becoming replacements and substitutes for animals. It was not uncommon to see mechanical cats, dogs and horses.
People began to form connections to robots that they never had before, because suddenly the robots looked like living creatures and had personality. While they still faced persecution and prejudice, this stage is credited with humanoid robots being accepted at all.
The Mechrid is a tinkerer and engineer who treats his mechanoid companion as a living being. Their connection with this mechanical entity also enables them to better use and communicate with other mechanisms and computers.
Role: The Mechrid can fulfill any role, depending on how their built. Their augments can fulfill a support or combat role, while their mechanoid companion can function as a combat or sneak character. A Mechrid will never be quite as good in a given role as a more focused class, but they can be an invaluable back up or "second pair of eyes/hands" to the more focused character. Their ability to reconfigure their role focus with some down time and access to a workshop means they also lend their party a measure of adaptability.
d8 HD
Good Fort and Will
Moderate BAB
4+Int Skill Points
Class Skills:
Level | Special
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1 | Cybermesh, Mechanoid Companion, Machine Empathy, Nanotech
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2 | Disguise Mesh
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3 |
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4 | Machine Sense
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5 | Purge Mesh
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6 |
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7 |
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8 | Health Mesh
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9 |
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10 |
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11 | Youth Mesh
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12 |
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13 |
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14 |
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15 |
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16 |
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17 |
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18 |
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19 |
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20 | Mechanical Reincarnation
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Cybermesh: The first connection a burgeoning Mechrid makes with machines is the Cybermesh. This is a cybernetic enhancement which spans the Mechrid's entire body, lying just beneath the skin. A Mechrid's cybermesh also connects to a small colony of nanites which rest in an implanted nanobarracks somewhere within the Mechrid's body (the nanobarracks is roughly the volume of an M&M Minis tube, and it's location does not impact it's use). All of a Mechrid's abilities rely on this cybermesh, and many rely upon their nanite colony. If a Mechrid ever loses their cybermesh in anyway, they cannot use any abilities of this class until it is replaced (As their companion is a separate entity, they do not lose it simply for having lost their cybermesh, but they do lose their link with their companion, and must direct it through other means of communication). Given the subcutaneous nature of the mesh, it is very difficult for this to happen (albeit not impossible).
Mechanoid Companion: The Mechrid's primary feature is the Mechanoid Companion, a robotic entity between animal and human level intelligence which the Mechrid designs and can re-design and upgrade given time and proper supplies and equipment. The Mechrid builds a basic Mechanoid, and improves it over time with Upgrades.
The Mechrid has a mental link with their companion, similar to Driftech, though the connection wireless. Through this connection, a Mechrid may communicate with their companion so long as both are on the same planet (in the case of one orbiting the planet the other is on, they are considered to be on the same planet).
Machine Empathy: The Mechrid has a technopathic ability to connect with machines and computers. For all Computer Use checks, they may add their level rounded up as a competency bonus, and may add +1/4 their level to any check involving a computer as an insight bonus. In addition, their mind has complete wireless connectivity. This has diverse implications--they can do something as mundane as listen to music from their EPod without need for headphones, or they can tell a door to open by acting as an RFid chip and telling the computer that it does in fact have the code that lets the door open.
Furthermore, a Mechrid's [mind-affecting] effects can affect artificial minds, such as those of Mechanoid Companions.
Nanotech: The Mechrid has the ability to control nanites and utilize nanotech. Much like the Technician, they must prepare programs each day prior to using this technology, taking time to upload them to their nanite cluster. Unlike Technicians, Mechrids inherently know their programs, and do not need an external database to prepare them. A Mechrid needs to be rested, and undisturbed for an hour in order to have the focus to upload their selected programs.
A Mechrid can only manage a few programs each day at first level, but as they grow in level they gain the ability to manage more, and gain more programs per day for having a high Wisdom. To upload or utilize a program, a Mechrid must have a Wisdom score equal to or greater 10+Program Level. The Difficulty Class for programs which allows saves is 10+Program Level+The Mechrid's Wisdom Modifier.
Disguise Mesh: A second level Mechrid learns how to use their cybermesh and nanite colony to alter their appearance. Once per day, they may alter their body within the normal parameters of their genotype, though any colouration is possible, and they may even add tattoos or other markings. This is a physical effect, and lasts until the Mechrid decides to change their appearance again. They may change back to their original appearance freely.
At fifth level, the Mechrid may use their Disguise Mesh three times per day, and at eighth they may use it at will.
Purge Mesh: At fifth level, the nanite colony of a Mechrid becomes more active, circulating through their body via the cybermesh. The nanite colony actively neutralizes any toxins which enter the Mechrid, effectively making them immune to all poisons that cannot overcome nanite systems.
Health Mesh: At 8th level, the active nanite colony of the Mechrid is strong enough to actively defend against disease. The Mechrid is immune to diseases which cannot specifically overcome nanite systems.
Youth Mesh: The 11th level Mechrid is continuously scrubbed at a cellular level by their nanites, removing all ill effects of aging and staving off the future effects. Mechrids of 11th level and higher suffer no aging penalties, but continue to accrue aging bonuses, to ability scores.
Mechanical Reincarnation: By 20th level, a Mechrid is less an organic entity with mechanical systems integrated into them, and more an intelligence inhabiting a neuro-mechanical mesh that has an organic body integrated into it--their mind and personality have been entirely uploaded into their Cybermesh as a back up. If the organic body of a Mechrid dies, the cybermesh and nanite colony retain the mind of the Mechrid, often in stasis, but the Mechrid can "wake up" in this state, using their link with machines over wireless technologies to communicate and act. If the cybermesh is integrated into a blank body, the Mechrid is effectively resurrected, taking on the genotype of the body. They may also, however, be integrated into a mechanical body, in which case their original natural abilities of their genotype are replaced by the inherent abilities of the machine they've been incorporated into.
Mechanoid Companion
A Mechanoid Companion is a robotic entity of the Mechrid's own creation. They are constructed wholly to the specifications of the Mechrid, with any of a number of additional upgrades and devices added to them by the Mechrid.
Level | HD | Natural Armour | Physical Ability Points | Upgrade Points | Special
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1 | 1 | +1 | - | 24 | Link, Evasion, Devotion
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2 | 1 | +1 | +2 | 25 |
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3 | 1 | +1 | - | 26 |
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4 | 2 | +1 | - | 27 |
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5 | 3 | +1 | +2 | 28 | Ability Score Increase
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6 | 4 | +2 | - | 29 |
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7 | 5 | +2 | +2 | 30 | Improved Evasion
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8 | 6 | +2 | - | 31 |
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9 | 7 | +3 | - | 33 |
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10 | 8 | +3 | +2 | 34 | Ability Score Increase
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11 | 9 | +3 | - | 35 |
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12 | 10 | +4 | +2 | 36 |
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13 | 11 | +4 | - | 37 |
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14 | 12 | +4 | - | 39 |
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15 | 13 | +5 | +2 | 40 | Ability Score Increase
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16 | 14 | +5 | - | 41 |
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17 | 15 | +5 | +2 | 42 |
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18 | 16 | +6 | - | 43 |
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19 | 17 | +6 | - | 45 |
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20 | 18 | +6 | +2 | 46 |
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Reading the table wrote:
Level: The Mechrid's character level
HD: The Mechanoid Companions Hit Die. Mechanoid Companions are of the Mechanoid type (see below), unless they have the Biotech Upgrade.
Natural Armour: Mechanoids have a natural armour bonus equal to 1/3 their hit die.
Physical Ability Points: Every Mechanical Companion is unique to the specifications of the Mechrid who created it, and as they accompany their Mechrid, the Mechrid continues to improve them. The Mechrid's player may increase the Mechanical Companion's Strength and Dexterity (and Constitution, if it has the Biotech Upgrade) by expending the points in this column corresponding to their level. 1 point increases the chosen ability score by 1.
Upgrade Points: These points are spent to apply Upgrades to the Mechanical Companion.
Link: The Mechanical Companion has a mental link to their Mechrid that is similar to Driftech, save that it is wireless. They may communicate at any range, so long as they are on the same planet, or either is in orbit of the planet the other is on.
Evasion: The Mechanical Companion has finely tuned sensors and servos, allowing it to react to danger quickly. Anytime the Mechanical Companion is forced to make a Reflex save and succeeds, it is unaffected by the effect which forced the save.
Devotion: The intimate link of Mechrid and Mechanoid Companion makes it almost unthinkable for the Mechanoid Companion to act in a way their Mechrid does not wish. They receive a +4 innate bonus to all saves against effect which would compel them.
Ability Score Increase: At fifth, tenth and 15th level, the Mechrid completely overhauls their Mechanoid Companion's systems, increasing all the Mechanoid Companion's ability scores by 1 point.
Improved Evasion: At seventh level, the Mechrid has upgraded their companion's reaction times such that they only take half damage on a failed save from effects allowing a reflex save.
Building Your Mechanoid
A Mechrid constructs their personal Mechanoid Companion whole clothe to their own specifications and desires, as such, no two Mechanoids are entirely the same. There is little mechanical difference between forms such as serpentine, biped, hexapod, etc, or even tall, long, and wide, as such, your Mechanoid can look like whatever you want--of course, it only has the special abilities you pay for. You can make your Mechanoid a giant bird, but it can't fly unless you actually give it the "Flight" Upgrade, and it's still a medium size creature unless you give it an Upgrade to change it's size. A Mechanoid may have two arms and two legs for free, or be a hexa/octopod or the like, but the number of limbs does not change their abilities unless the Extra Limbs Upgrade is purchased for each pair. The beginning "Legs" of a mechanoid may be described as any form of motive mechanism--legs, wheels, treads, little springs that act sort of like kangaroo legs--whatever. If you want your Mechanoid to have drastically different beginning limbs, such as if your Mechanoid is a mechanical octopus, you may purchase two pairs of limbs at half cost. A base Mechanoid octopus would then require 6 points to be spent on limbs--2 for two pairs of tendrils as starting limbs, 4 for the other four tendrils--and would have it's speed halved as it moved via pulling itself along the ground. If you wanted it to move at full speed, it would cost seven points, as one pair of starting limbs would need to be some manner of tread along the bottom, and one of your half-price pairs of tentacles is full price at 1 for 1.
All Mechanoid Companions are of the Mechanoid creature type, unless you choose to give it the Biotech Upgrade (see Upgrades). As such they have the following traits:
Mechanoid
- d10 Hit Die: Mechanoids are strong and durable, often made from metal or other high-strength materials, such as carbon fibre.
- Moderate Base Attack
- Good Reflex or Fortitude (but see below)
- 4+Int Skill Points (unless mindless)
- Dark Vision 60'
- Low-Light Vision
- No Natural Healing: Mechanoids do not, by default, have any way of healing damage on their own.
- Artificial Intelligence: Mechanoids have artificial minds or basic programming, and are not susceptible to [mind-affecting] effects, unless those effects specifically say they can affect artificial minds, ditto for effects which detect thoughts or minds.
- Reparable:[/b] Mechanoids are artificial and thus can be repaired by a skilled mechanic. They do not become staggered at 0 hit points, nor do they die at -10. As soon as a Mechanoid hits zero hit points they become inert, and any abilities they may have cease to function (including fast healing abilities). The Mechanoid may be repaired with a Craft (Mechanism) or Repair check with a DC equal to that required to make it, or 10+their HD.
The basic mechanoid companion is as follows:
Medium Mechanoid
Hit Die: 1d10
Speed: 30 ft.
Attack: Slam (1d6)
Space/Reach: 5'/5'
Special Qualities: Low-light Vision, Darkvision 60'
Abilities: Str 10, Dex 10, Con -, Int 7, Wis 7, Cha 7
A first level Mechrid has 18 points to then spend on upgrades. Upgrades may be converted to points of ability scores on a 1 to 1 basis. Then, select skills (4+Int mod, any), and feats (1 to start).
As you increase in level, your mechanoid gains HD. When your mechanoid increases in HD, it gains feats and skill points as normal.
Upgrades
As Mechrids level up, their Mechanoid Companions receive points which the Mechrid's player may spend to purchase additional abilities and increased numbers for the Mechanoid. In game, you could require the Mechrid to take down time to upgrade their Mechanoid Companion, but you can also just assume the Mechrid tinkers with their companion in the stolen moments of downtime they have while traveling, and the levels where they gain points represent them finally getting new devices to work, it really doesn't matter.
Upgrade points form a pool, and, if the Mechrid's player chooses, they may completely remake their companion using the full pool of Upgrade points. In this case, they do need to take downtime, with every ten points, or portion thereof, requiring a day (eight hours) of work, with no time given to activities more demanding than reading, eating, talking, and the like.
Upgrades are grouped by point cost. Some Upgrades have DCs which, on a living creature, would be Constitution based. Because Mechanoids do not have a Constitution (usually), they instead have an Effective Con score that is 15 at base, +5 per 4 HD. Biomechanoids instead use their actual Con score.
- 1 Point Upgrades
- Aversion Module: The Mechanoid has a small radio-emitter which causes non-sapient creatures to avoid it. Handlers must make a DC 25 Handling check to force the creature to approach closer than 20' from the Mechanoid. This module may be switched off, and individuals can be made accustomed to the Mechanoid's signal.
- Aquatic Module: The Mechanoid has propellers and fins or other ways to maneuver in a liquid environment, giving it a swim speed equal to it's base speed.
- Basic Device: The Mechanoid has a minor device built into it which it may use once per day. Choose one of the following devices: acid projector, dancing LEDs, dazer, detector, flash flare, echo box, light, gravity gun, cryoray, medkit, or sedation needle. When the Mechrid is third level, they may put an additional point into the device to allow their companion to use it three times per day. At fifth level, another point may be spent to make the device usable at will. The Mechanoid's Effect Level is equal to their HD, and DCs are Charisma based.
Acid Projector=Acid Splash
Dancing LEDs=Dancing Lights
Dazer=Daze
Detect=Detect Magic, but detects a thing or substance or phenomena chosen when you install it
Flash Flare=Flare
Echo Box=Ghost Sound
Light=Light
Gravity Gun=Mage Hand
Cryoray=Ray of Frost
Medkit=Stabilize
Sedation Needle=Touch of Fatigue
- Extension: One of the Mechanoid's attacks is mounted on a telescoping armature. The reach with the chosen weapon increases by 5'.
- Grappler Mechanisms: The Mechanoid has specialized devices that wrap around opponents and hold on to them, and has a +4 inherent bonus on Grab On and Hold Down maneuvers, as well as having the Edge when using these maneuvers.
- Grievous: One of the Mechanoid's melee weapons (or pair, in the case of knives) vibrates at a fierce frequency, making great holes in it's targets. Wounds made with a Grievous weapon [bleed] for 1d6 damage for a number of rounds equal to the Mechanoid's HD.
- Integrated Blade: The mechanoid has a short blade or a pair of knives integrated into their limbs. Short blades deal 1d6, while knives deal 1d4 each. The Mechanoid applies it's strength modifier as a bonus to the damage of these blades. If the Mechrid pays another point, the mechanoid may apply 1 1/2 times it's strength mod to attacks with a short blade. Each blade is integrated into an arm or forelimb of the Mechanoid, thus the Mechanoid must have at last as many limbs as the Mechrid wants them to have Integrated Blades. The Mechrid may spend additional points to raise the damage die by one step.
- Molecular Grippers: The Mechanoid's limbs are equipped with devices which form temporary molecular bonds with surfaces, allowing them to climb verticle surfaces and even move across ceilings without difficulty at a speed of 30 ft. Each additional point spent on Molecular Grippers increases this speed by 20 ft.
- Monofilament Edges: The Mechanoid's melee weapons are all honed to a single molecule's thickness, allowing them to cut through materials with terrible ease, ignoring hardness. A specialized nanite colony maintains the edges of the Mechanoid's blades.
- Olfa-sensor: The Mechanoid has a specialized sensor able to detect particles in the air, giving it the Scent quality. For 2 points, this sensor is strong enough to work out to 180'.
- Plating: The Mechanoid is more heavily plated than others, it's natural armour rating increased by two points. This Upgrade may be installed once for every five, or portion thereof, levels the Mechrid possesses (once for levels 1-4, a second time for levels 5-9, and so on). Alternatively, the plating of the Mechanoid has been modified to better protect against Non-kinetic attacks (acid, electricity, fire, ice, sonic), gaining resistance 5 against the chosen attack form, which increases by 5 for every five levels the Mechrid possesses. For 2 points, a Mechrid of 7th level or higher can Upgrade their Mechanoid with plating that completely nullifies one of these attack forms, giving their Mechanoid immunity to the chosen Non-Kinetic Damage.
- Pincers: The Mechanoid's arms end in large pincers, like an earth scorpion or crab. These claws deal 1d6 damage plus 1/2 the Mechanoid's strength modifier, and give the Mechanoid a +2 bonus to Grapple.
- Recurve Lungers: The Mechanoid has specially designed springs that propel it forward with great speed. It may make a full attack after charging.
- Roach Mechs: The Mechanoid has specialized servos and motors which allow it to compress itself. This gives the Mechanoid a +4 inherent bonus to Escape Artist checks and checks made to escape grapples.
- Specialized Programming: The Mechanoid is programmed to better excel at a specific skill. The chosen skill benefits from a +8 inherent bonus. This Upgrade may be selected more than once, applying to a separate skill each time.
- Tendril: The Mechanoid has a long, sinuous appendage which can be either a mechanical tentacle or a tail, depending on it's placement on it's chasis. This is a secondary attack which deals 1d4 bludgeoning damage, and acts as a basic grasping appendage. This Upgrade may be taken multiple times. Tendrils may be used as motile limbs, but the Mechanoid moves at half speed when pulling itself along with such improvised motile limbs.
2 Point Upgrades
- Ability Increase: The Mechanoid's systems are more finely tuned. A chosen ability score is increased by 2 points.
- Additional Limbs: The Mechanoid has an extra pair of arms or legs. Arms have the obvious benefit of hands, but do not, themselves, grant any extra attacks, while legs increase the Mechanoid's speed by 10'. Legs may also be additional wheels, treads, or the like for Mechanoids which do not move around with legs.
- Biomech: The Mechanoid is in-fact a biological entity, grown rather than built. It is not a Mechanoid, instead gaining one of the following Entity Types ([insert list]) with the [Biomechanoi] subtype. It has a Constitution score equal to it's strength at creation. After the game has started, changes to the Biomechanoid's strength score do not change it's constitution, and the two scores are entirely independent. As a biological creature, the Biomechanoid loses its immunity to poison and diseases, but heals naturally. It can be repaired by a character with the Biomechanics Knowledge skill.
Prerequisite: Knowledge Biomechanics 4 ranks, Can only be selected on a newly-created Mechanoid
- Charged Attack: The Mechanoid's attacks are charged with a Non-Kinetic Energy, and deal 1d6 points of Cold, Electricity or Fire damage in addition to their normal damage.
Prerequisite: Mechrid level 5
- Constriction: The Mechanoid can squeeze captured opponents, whether with large claws, a sinuous form, or powerful tentacles. Each round that it uses the Hold Down maneuver, the Mechanoid deals damage equal to that dealt by an attack chosen when this Upgrade is installed.
- Excavation Drill: The Mechanoid has a large drill which allows it to move large amounts of soil and rock and leave a hole behind. The Mechanoid has a burrow speed equal to 1/2 it's base speed, and can move through sand, dirt, clay, and soft stone, such as limestone (hardness 4 or less). Materials which are loose, such as sand, no tunnel is left behind. In more dense-packed materials, such as soil, the Mechanoid can leave a tunnel behind if it moves at half speed (1/4 it's base speed, rounded down).
- Featchip: The Mechanoid is programmed with a feat from the following list: Improved Trip, Simple Weapons Proficiency, Martial Weapons Proficiency (requires Simple Weapons Proficiency).
- Flight: The Mechanoid has the mechanisms required to fly. This may be rotors like a helicopter, wings and engines, or purely jet-propelled. Bio-mimicing wings are typically not going to be capable of producing the necessary lift, but wings are typically an area of "acceptable breaks from reality" in Sci Fi.
- Grasping Servos: The Mechanoid has servos and motors which allow it to quickly turn a successful attack into a hold. Whenever the Mechanoid makes a successful attack with the chosen weapon on a creature smaller than it, they may also also attempt to initiate a grapple for free.
- Minor Device: The Mechanoid has a minor device with enough power to use it once per day. At sixth level, the Mechrid can spend two additional points to make this device usable 3/day, and at eight can make it usable at will (tenth level and three additional points for the medkit). The EL for this device equals the Mechanoid's HD, and any save DC is Cha based. This Upgrade may be selected more than once, but each time it's taken it is a separate device. Choose from the following devices:
- flame emitter (burning hands)
- universal translator (comprehend languages)
- light medkit (cure light wounds)
- homing missile (magic missile)
- smoke screen (obscuring mist)
- holo-projector (silent image)
- flicker cloak (invisibility, 1 round/EL)
- projectile speaker (ventriloquism)
prerequisite: Mechrid level 4
- Raking Mechanism: The Mechanoid has a specialized weapon which deals damage to pinned opponents. The Mechanoid has a 1d4 primary attack which follows the rules for Rake attacks.
- Render: The Mechanoid has a bit of programming that makes paired melee attacks more effective--when it hits with two blades, it can maneuver those blades such that they are rip and tear their victim more. When the Mechanoid successfully hits a target with two blades, they automatically deal extra damage equal to the damage of one of those blades (the higher damage one, in case of different damages) plus one and a half times it's strength modifier.
Prerequisite: Mechrid level 6
- Shadowblend Plating: The Mechanoid has specialized, dark coloured platign which helps it to blend into darkness and shadow. In any light condition other than bright light, the Mechanoid has partial concealment (20%).
- Sonic Warfare Emitter: The Mechanoid has a specialized sound emitter that plays havoc with parts of the organic auditory system and brain. This emitter has a range of 20', can be emitted as a single target attack, cone, line or burst, and allows a Fort save. On a failed save, targets are sickened for 1 round. On a successful save, the target is immune to this attack for 24 hours.
- Syringe: The Mechanoid has a small reservoir which can hold chemicals for injection. This is a special attack which requires the target to be pinned, unless an additional point is spent to give the Mechanoid a 1d6 damage Sting attack which can deliver the poison in combat. Most Mechanoids either have an acid (1d6), or a Muscle Paralytic (Injury, Fort negates [Con Based], Initial/Secondary Damage: 1d4 Str), but any chemical could be placed in this reservoir.
The reservoir is separate from the injector, and it needs time to refill that injector, so this chemical can only be injected once per round.
- Terrasensor: The Mechanoid has a device which can sense and interpret vibrations in the ground, giving it the Tremoursense ability, with a range of 60'.
Prerequisite: Mechrid Level 7
3-point Upgrades
- Echolocator Sensor: The Mechanoid has a specialized signal emitter/receiver setup which allows it to use radio waves to perceive it's surroundings. The Mechanoid has the Blindsense ability. For an additional 3 points, an 11th level Mechrid can fine-tune the Echolocator Sensor for greater definition and fidelty, giving the Mechanoid Blindsight instead.
Prerequisite: Mechrid Level 9
- Fear Inducer: The Mechanoid has a specialized device which targets the brain of organic creatures through subaudio signals, and can make them halt in fear or flee in panic. It has the Frightful Presence ability, usable at will, and can target an individual, emit a cone or line of the signal, or emit it in a burst which targets all organic creatures in a 30' radius. A successful Will save (Cha based) negates the effect, while a failed save results in the Shaken condition for 3d6 rounds. If the Mechanoid has 4 or more HD more than a target, that target is instead Frightened on a failed save. Targets with more HD than the Mechanoid are immune to this effect.
Prerequisite: Mechrid level 6
- Greater Device: The Mechanoid has a greater device with enough power to use it once per day. At eighth level, the Mechrid can spend two additional points to make this device usable 3/day, and an additional two at tenth level to make it usable at will (three additional points and 12th for the Medkit). The EL for this device equals the Mechanoid's HD, and any save DC is Cha based. This Upgrade may be selected more than once, but each time it's taken it is a separate device. Choose from the following devices:
- Acid Lobber (Acid Arrow)
- Moderate Medkit (Cure Moderate Wounds)
- Black Out Screen (Darkness)
- Cloak (Invisibility)
- Sunlamp (Daylight)
- BiorestKit (short for Biological Restoration Kit, Lesser Restoration)
- Holo-Chirp Emitter (Minor Image)
- Las-gun (Scorching Ray)
- Anti-Cloak Sensor (See Invisibility)
Prerequisite: Mechrid Level 6
- Hardened Plating: The Mechanoid has strong plating which resists kinetic weaponry. The Mechanoid has DR 5/-. This Upgrade can be taken multiple times, increasing the Mechanoid's DR by 5 each time.
Prerequisite: Mechrid level 5, plus 3 levels per iteration
- Technoweb: The Mechanoid has a device which can create artificial webbing identical to that of earth spiders, but larger in scale. It can support itself, plus one creature per 4 HD on this webbing, and throw a net-like web as an attack with a range of 50 ft and an increment of 10 ft up to 8 times per day, which entangles a creature up to one size larger than the Mechanoid. This web can be escaped with an Escape Artist Check (DC is Con based) or a Strength Check (with a -4 penalty). Technowebs have a hardness and HP equal to the Mechanoid's HD. The Mechanoid can move along it's own webs, and effectively has Tremoursense while in contact with them.
Prerequisite: Mechrid Level 7
4-Point Upgrades
- Biometric Scan: The Mechanoid has a specialized sensor which detects signs of life and can scan organic bodies. This allows it to sense organic life as if it had Blindsense, as well as allowing it to determine the well-being of individuals (mimics Status and Deathwatch).
- Dragonbreath Module: The Mechanoid has a device which projects a strong acid or a non-kinetic energy in a broad swath. The Mechrid selects one of Acid, Cold, Electricity, or Fire, and a 30 ft Cone or 60 ft Line. The Mechanoid may use this device once per day to deal 1d6 per HD it possesses (Ref Half, DC is Con based), plus an additional time per day for each additional point the Mechrid spends on it, to a maximum of three times per day. More Dragonbreath Modules may be installed, but each one beyond the first costs an additional two points, and has it's own uses per day.
Prerequisite: Mechrid Level 9
- Increased Size: The Mechanoid's size is increased, from Medium to Large. This increases it's Strength by 8, and it's Natural Armour by 2 (If it is a Biomechanoid, its Constitution by 4). It's Dexterity is decreased by 2, and it takes all the normal penalties associated with being Large. It's reach increases to 10 ft, before Reach Upgrades are taken into consideration.
For an additional 6 points, the Mechanoid's size can be increased to Huge, doubling the above Strength and Dexterity (and Constitution, if Biomechanical) modifiers, and increasing the Natural Armour by 5 instead of 2, and the reach becomes 15 instead of 10.
Prerequisite: Mechrid Level 8 to increase to Large, Level 13 to increase to Huge
- Major Device: The Mechanoid has a major device with enough power to use it once per day. At tenth level, the Mechrid can spend two additional points to make this device usable 3/day, and at 12th level an additional two points can be spent to make the device usable at will (three additional points and 14th for the Medkit). The EL for this device equals the Mechanoid's HD, and any save DC is Cha based. This Upgrade may be selected more than once, but each time it's taken it is a separate device. Choose from the following devices:
- Replicator (Create Food and Water)
- Serious Medkit (Cure Serious Wounds)
- Blast Lobber (Fireball)
- Lightning Gun (Lightning Bolt)
- Morpheus Module (Major Image)
- Olfactory Discouragement Pod (Stinking Cloud)
- Repair Nanites: The Mechanoid has a small colony of repair nanites which work constantly to maintain it. It has the Fast Healing ability at a value of 1, plus 1 per 2 additional Upgrade points spent, to a maximum of Fast Healing 5.
Prerequisite: Mechrid Level 11
- Teleportal Fabricater: Once per day, the Mechanoid may create a small wormhole to a nearby location. (Dimension Door).
Ok, so I need to go through the druid spells and strip them down to effects which can be technological in nature, rename them, and sort them into spheres. But this is mostly done, at least as a rough draft.
Oh, the mechanical companion needs to be written up too. It's basically going to be the Pathfinder Summoner's Eidolon. But mechanical.
Mechanoid Companion is provisionally done. Needs more lasers, but that may just be a modification of the integrated weapon Upgrade, and is kind of waiting for me to figure out the rules for lasers.