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Robot Fighter (Ranger Archetype)

Wherever sentient mechanical races arise, so too do radicals and revolutionaries devoted to purging the robotic taint from their society. They fear the potential for even seemingly benevolent mechanical minds to decide they know best how to safeguard living creatures through total domination, and these robot fighters pledge with every breath to never surrender their fundamental freedom to live, infiltrating robot-controlled bases and manufactories to commit sabotage and slaughter of their synthetic enemies.

Class Skills: A robot fighter gains Disable Device and Knowledge (engineering) and loses Knowledge (geography) and Knowledge (nature) as class skills.

Favored Enemy (Ex)

At 1st level, a robot fighter must select constructs as his favored enemy. His favored enemy bonus begins at +2 and increases by 2 at 5th level and every 5 levels thereafter; however, he does not gain other favored enemies.

His damage bonus from this ability is increased by 50% against constructs with the robot subtype.

This alters favored enemy.

Trap Mechanic (Ex)

A robot fighter adds 1/2 his ranger level as a bonus on Perception and Disable Device checks made to find or disable mechanical traps.

This replaces wild empathy.

Way of the Gun

At 2nd level or any level when a robot fighter would be eligible for a combat style feat, he may instead choose to gain one of the following feats: Amateur Gunslinger, Exotic Weapon Proficiency (firearms only), Gunsmithing, Rapid Reload (firearms only). Like combat style feats, these feats may be used effectively only while wearing light, medium, or no armor.

This alters combat style.

Technologist

At 3rd level, a robot fighter gains Technologist as a bonus feat.

This replaces Endurance.

Favored Terrain (Ex)

A robot fighter must select urban and underground (in any order) as his first two favored terrains.

Hunter’s Bond

A robot fighter must select a companion bond and cannot select an animal companion.

Spells

A robot fighter adds the following spells to his ranger spell list:

  • 1stbody capacitance, detect metal, shock shield, shocking grasp, technomancy
  • 2nddefensive shock, disable construct, protection from technology
  • 3rddischarge, heart of the metal, malfunction, rusting grasp
  • 4thmagic circle against technology, rapid repair, rebuke technology, soothe construct, sabotage construct, warp metal.

    Hunter-Killer (Ex)

    At 5th level, when a robot fighter confirms a critical hit against a construct, he ignores an amount of hardness equal to his ranger level. If the construct has the robot subtype, he adds one-half his favored enemy bonus to the DC of the robot’s saving throw to avoid being stunned by a confirmed critical hit.

    This replaces the robot fighter’s second favored enemy.

    Ruin Prowler (Ex)

    At 7th level, a robot fighter can move through any sort of rubble or similar broken and rocky terrain, including collapsed buildings, twisted metal and stone, barbed wire, and similar impediments at his normal speed and without taking damage or suffering any other impairment. Rubble, broken metal and stone, and similar areas that are enchanted or magically manipulated affect him normally.

    This replaces woodland stride.

    Electromagnetic Pulse (Su)

    At 10th level, when a robot fighter strikes a creature or an object with a melee or ranged attack, as a swift action he can sacrifice a prepared spell of 3rd level or higher in order to spontaneously cast discharge on that target. If he deals electricity damage to a construct, he can use this ability by sacrificing a spell of 2nd level or higher instead.

    If the robot fighter is at least 13th level, he can sacrifice a prepared
    4th-level spell to cast rebuke technology on the target instead, or a 3rd-level spell if he deals electricity damage to the target construct or object.

    In addition, as a full-round action, he can sacrifice a prepared spell of any level to release a burst of electromagnetic energy that disrupts the functioning of constructs and technological objects in a burst with a radius of 5 feet times the level of the spell, centered on himself. Living creatures in this area take 1d4 points of nonlethal electricity damage are dazzled for 1 round (Fort negates). Constructs in the area are affected as discharge and also take 1d6 points of electricity damage per level of the spell sacrificed; this damage is halved on a successful save.

    Constructs immune to electricity damage can still be affected by this discharge even if they take no damage from the pulse.

    This replaces the robot fighter’s third favored enemy.

    Fool Sensors (Ex)

    At 12th level, a robot fighter can use the Stealth skill to hide from a construct even if he does not have cover or concealment. In addition, a construct cannot automatically detect a robot fighter’s presence or location with exceptional senses such as blindsense, blindsight, scent, or tremorsense; the construct must make Perception checks as normal to notice the robot fighter.

    If the construct has the robot subtype, it cannot detect the robot fighter with darkvision.

    This replaces camouflage.

    Penetrate Defenses (Ex)

    At 15th level, a robot fighter can confirm critical hits against a robot with a force field, and when a critical hit is confirmed it deals half damage to the target and half damage to the force field; if this reduces the force field to 0 hit points, any leftover damage is applied to the target. When the robot fighter confirms a critical hit against a robot with a force field, the force field’s fast healing is suppressed for a 1d4 rounds.

    When a robot fighter confirms a critical hit against a construct without a force field, his blow cracks the target’s defensive structure, reducing its hardness or DR by 5 for 1d4 rounds.

    This replaces the robot fighter’s fourth favored enemy.

    Antitech Field (Sp)

    At 17th level, a robot fighter can use antitech field once per day as a spell-like ability, using his ranger caster level.

    This replaces hide in plain sight.

    Kill Switch (Su)

    At 20th level, once per day when a robot fighter strikes a construct with a melee or ranged attack, he can activate a destructive chain reaction that destroys the target. The robot fighter may trigger this self-destruct effect instantly or may trigger it as a free action at any time within one week. Once triggered, the target construct must succeed on a Fortitude save (DC 20 + the robot fighter’s Wisdom modifier) or be instantly reduced to 0 hit points. A successful save negates the effect. A robot fighter may not implant a new kill switch until he has activated the previous one.

    When fighting constructs with the robot subtype, a robot fighter may use this ability whenever he successfully confirms a critical hit, up to a maximum number of times per day equal to his Wisdom modifier (minimum 1). A robot that successfully saves against his kill switch is immune to this effect for 24 hours.

    This replaces the robot fighter’s fifth favored enemy.

    Special: At the GM’s options, any of a robot fighter’s class features that apply specifically to constructs with the robot subtype may also apply to androids and/or constructs with the clockwork subtype.

    Section 15: Copyright Notice

    Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.