Magical Robots
Robots! Made with magic! Simple robots can be made relatively easily thanks to the breakthroughs in robot magic made by Theodoreveliandrolian Franztoniandren the Fifth, a powerful gnomish artificer. Now even level 1 mages can make the simplest robots!
You'll find these robots in wizards towers, royal palaces, on the battlefield, or maybe even just acting as laborers. They're smart, fully sentient, but obedient. Some question why Theo decided to make them sentient then forced them to work... Theo responded by shooting lightning at them.
Of course, Theo wouldn't release his research without certain guarantees the droids wouldn't be used against him... But if your robots are made by stronger wizards, perhaps those wizards saw through Theo's defenses and removed the Hackable feature from them!
Droids are... Definitely not inspired by any sort of warfare in the stars... And are made for combat! Specializing in ranged attacks, their processing power goes entirely towards their combat prowess - so they are very susceptible to deception!
Golems are your standard everyday magical robot that you would expect to see in any setting where mages can create artificial life. Theo originally wasn't going to make such primitive tech, but the masses wanted a robot they were used to, so he obliged.
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
You are exceptionally vulnerable to comedic deception. If you can go along with a joke... You will. As long as it's funny!
- Magic Blaster.1d4+1 (Range: 6)
Works really well as a minion.
You are exceptionally vulnerable to comedic deception. If you can go along with a joke... You will. As long as it's funny!
- •Magic Blaster.1d4+1 (Range: 6).
Then:
- •Get to Work!
Another Magical Droid within Reach: 8 makes an attack if they can hear you.
At the start of your turn, shine your spotlight at a creature. If you are within Reach: 6, they have -1 to all primary die they roll.
Manufacturer's notes: Their lights might be a little too strong... Keep them at a distance.
- •Build Wall.
Magically build a wall that is 2 squares tall, 2 squares long, and half a square wide. It has 25 HP.
- •Trap Wall.
Place a trap on a wall that deals 20 piercing damage to the first creature that attacks the wall within Reach: 1.
Manufacturer's notes: Great for building your tower. Two for one special going on until next year!
When you crit, deal an extra 1d12 damage and die.
- Brawl.2d12
Manufacturer's notes: Made for physical labor, not combat. May overheat in a fight!
You are exceptionally vulnerable to comedic deception. If you can go along with a joke... You will. As long as it's funny!
- •Magic Blaster.2d8+6 (Range: 6)
- •Bio-gun.1d8+2.
Attacks all biological creature in a 3 square cone with psychic damage.
When you crit, deal an extra 1d12 damage and die.
- •Mop.2d12+5
- •Cleaning Spray (Once).3d12.
Attacks all creatures in a 5 square cone with a poisonous gas.
Manufacturer's notes: Made for physical labor, not combat. May overheat in a fight!
When you crit, deal an extra 1d12 damage and die.
- •Acid Vial.1d12+5 (Range: 6).
Attacks a 2 by 2 square.
- •Steroids.
A creature in Reach: 1 can immediately move 3 and attack once.
Manufacturer's notes: Made for physical labor, not combat. May overheat in a fight! Can complete many simple (and some complex!) alchemist's tasks.
You are exceptionally vulnerable to comedic deception. If you can go along with a joke... You will. As long as it's funny!
When you are hit with a melee attack for the first time each round, you may make it miss.
- Lightning Sword.1d12+10.
On crit: Slowed and Charged
Their lightning sword is a two-handed blade (1 handed STR: 3) that deals 1d12 lightning damage.