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):
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.