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Each drone has one of three chassis types that determines its size, starting statistics, and initial mods, as well as the drone’s overall look and theme. These chassis types are combat, hover, and stealth, and they are presented below. Each is organized as follows, using the terms below.

  • Size: This is the base size of his drone. Regardless of the mods the teknician give his drone, its size does not change.
  • Speed: This shows the drone’s land speed and its speeds for any additional movement types.
  • AC: This is the base natural Armor Class for this chassis. Add the bonus to its AC from the below table and his drone’s Dexterity modifier to these numbers to determine the drone’s AC.
  • Good Save: This type of saving throw is his drone’s best saving throw. This saving throw uses the Good Save bonus progression on the below table.
  • Poor Saves: These types of saving throws are his drone’s worst saving throws. These saving throws use the Poor Save bonus progression on the below table.
  • Ability Scores: This shows the drone’s base ability scores. Drones has no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a drone as having a Constitution score of 10 (no bonus or penalty). Drones can’t use items that grant additional ability score increases.
  • Ability Increases: These are the drone’s ability scores that increase as the teknician gain levels, as determined by the Ability Increase progression on the below table.
  • Bonus Skill Unit: Some chassis come programmed with knowledge of a skill that is a part of the chassis itself. This skill is a class skill for his drone, and it gains a number of ranks in that skill equal to his engineer level. His drone can use this skill while not under his direct control. This skill is in addition to the skill gained via the drone’s skill unit ability (see page 76). The teknician can’t change this skill unit when the teknician gain levels or when the teknician rebuild his drone unless the teknician choose a new chassis. If a chassis does not has a bonus skill unit entry, it gains no bonus skill units.
  • Initial Mods: Each chassis comes with initial drone mods that are a part of the chassis itself. These are in addition to the mods a drone gains by level. The teknician can’t change these mods when the teknician gain levels or rebuild his drone unless the teknician choose a new chassis. The list of mods appears on page 77.

Drone Base Statistics

His drone’s abilities are determined by his engineer level (or the level the teknician assign to it through his control net ability) and the mods the teknician select for his drone. The below table determines many of the base statistics for his drone. These base statistics modify the starting statistics determined by the drone’s chassis. The terms used in the table are as follows.

  • Class Level: This is equal to the teknician’s engineer level. If the teknician has the control net class feature and assign fewer levels to his drone than he has, the drone’s base statistics are determined by the level he assigns to it.
  • Hit Points: This is the drone’s maximum number of Hit Points. For the purposes of spells and other effects that rely on level, his drone’s equivalent level is equal to the teknician’s engineer level (or the level the teknician has assigned to it with the control net class feature).
  • Base Attack Bonus: This is the drone’s base attack bonus.
  • Armor Class: Add the listed bonus and the drone’s Dexterity modifier to base Armor Class value listed for its chassis to determine the drone’s AC. His drone cannot wear armor of any kind, and the teknician cannot increase his drone’s AC further without selecting the appropriate mods.
  • Good Save Bonus, Poor Save Bonus: These are the drone’s base saving throw bonuses. Each chassis type designates which saving throw uses the good save value and which ones use the poor save value.
  • Ability Increase: Increase two of his drone’s ability scores, as designated by its chassis, by this amount.
  • Feats: This is the drone’s total number of feats. The teknician can select a drone’s feats from those listed below. A drone cannot select a feat that requires a base attack bonus of +1 until it gains its second feat at 3rd level. When choosing feats for his drone, he can choose from the following:
    • Blind-Fight, Cleave, Deadly Aim, Far Shot, Great Cleave, Great Fortitude, Improved Combat Maneuver, Improved Critical, Iron Will, Lightning Reflexes, Lunge, Mobility, Multi-Weapon Fighting, Shot on the Run, Skill Focus, Spring Attack, Weapon Focus.
    • At 10th level, when the drone has an upgraded power core, the teknician can also choose:
      • Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes.
  • Mods: This is the number of custom modifications the teknician can add to his drone.
  • Special: His drone gains these abilities when the teknician reaches (or assigns via control net) the appropriate level, as noted on the table. These abilities are described in the section below.
Class Level Hit Points Base Attack Bonus Armor Class Good Save Bonus Poor Save Bonus Ability Increase Feats Mods Special Abilities

1st

10

+1

+0 +2 +0 1 1 Basic mods, limited AI, master control, skill unit

2nd

20

+2

+1 +3 +0 1 1

3rd

30

+3

+2 +3 +1 2 2

4th

40

+3

+3 +3 +1 +1 2 2

5th

50

+4

+4 +4 +1 2 3

6th

60

+5

+5 +4 +1 3 3

7th

70

+6

+6 +5 +2 3 4

Expert AI

8th

80

+6

+7 +5 +2 +1 3 4

9th

90

+7

+8 +5 +2 4 5

10th

100

+8

+9 +6 +2 4 5

Upgraded power core

11th

110

+9

+9 +6 +3 5 6

Advanced mods

12th

120

+9

+10 +6 +3 +1 5 6

13th

130

+10

+11 +7 +3 5 7

14th

140

+11

+12 +7 +3 6 7

15th

150

+12

+13 +8 +4 6 8

16th

160

+12

+14 +8 +4 +1 6 8

17th

170

+13

+15 +8 +4 7 9

18th

180

+14

+16 +9 +4 7 9

19th

190

+15

+17 +9 +5 8 10

20th

200

+15

+18 +9 +5 +1 8 10

True AI

 

Drone Special Abilities

His drone gains the following abilities at the levels indicated.

Basic Mods

At 1st level, the teknician can choose any of the mods on the basic mod list whenever his drone gains a new mod. Unless otherwise specified, the teknician cannot install a single mod more than once. The list of basic mods are listed below.

Limited AI (Ex)

At 1st level, each round on his turn, after the teknician has acted, his drone can take either a move action or a standard action to attack (his drone doesn’t make a separate initiative roll). The teknician must be able to issue simple commands to his drone, but he doesn’t has to spend actions to issue these commands. To receive these commands, his drone must be able to see or hear the teknician or be within range of his custom rig. If the teknician become unconscious or otherwise unresponsive, or if his drone is ever out of range, his drone cannot take any actions until the teknician is again able to command it or it is once more within range.

Master Control (Ex)

At 1st level, as a move action, the teknician can directly control his drone. This allows the drone to take both a move action and any standard action this turn (one from his control, and one from its limited AI). If the teknician also takes a swift action, his drone can take a swift action as well, or it can combine its actions into a full action. His drone must be able to see or hear the teknician, or be within range of his custom rig, for the teknician to directly control his drone.

Skill Unit (Ex)

At 1st level, choose one of the following skills: Acrobatics, Climb, Computers, Craft, Disable Device, Perception, Stealth, or Swim. This is a class skill for his drone, and it gains a number of ranks in the chosen skill equal to his class level. His drone can use this skill when not under his direct control. The teknician can change his drone’s skill unit whenever the teknician rebuild his drone from scratch. Additionally, whenever the teknician is directly controlling his drone, it can use any of his skill ranks if he wishes, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Disable Device to disable a device, for example).

Expert AI (Ex)

At 7th level, the teknician’s drone’s AI has grown more sophisticated, giving it a more robust combat routine when not under his direct control. Each round on his turn, the drone can take a move action, take a standard action to attack, or make a full attack (this last option allows it to shoot more than once if it has the necessary weapons to do so). The drone takes a –4 penalty to full attacks made without his direct control. Like limited AI, the teknician must still be conscious and within range.

Upgraded Power Core (Ex)

At 10th level, the teknician’s drone can make a full attack without requiring his direct control and at only a –2 penalty for a full attack instead of the –4 penalty.

Advanced Mods

At 11th level, the teknician can choose from any of the mods on the advanced mod list whenever his drone gains a new mod (in addition to those from the basic mod list). His drone must always have at least 5 mods from the basic list before the teknician can add any advanced mods, even if he rebuilsd his drone after it gains this ability. The list of advanced mods are listed below.

True AI (Ex)

At 20th level, the teknician’s drone’s AI can act with complete autonomy. Each round on his turn, his drone can take a full suite of actions (either a full action or else a move action, a standard action, and a swift action) without requiring his direct control, and it makes full attacks without his direct control with any penalty. The teknician doesn’t need to issue commands to his drone for it to take actions. The teknician must still directly control the drone for it to use his skill ranks.

Drone Chassis

Artillery Drone

Often built with a low profile to avoid return fire, an artillery drone is a mobile weapons platform strong enough to support the heaviest of ranged armaments. Its heavily armored core belies its exceptional agility and magitekanical precision, allowing the drone to perch atop precarious vantage points and make tiny adjustments to line up the perfect shot.

Starting Statistics

Size Medium; Speed 30 ft.; AC +2 natural armor; Good Save Reflex; Poor Saves Fortitude, Will; Ability Scores Str 12, Dex 14, Con —, Int 6, Wis 10, Cha 6; Ability Increases Strength, Dexterity; Initial Mods weapon proficiency (advanced firearms), weapon mount (x2)

Combat Drone

Bigger than other chassis options, the combat drone moves along the ground and is outfitted with wheels, tracks, legs, or a similar form of propulsion. This drone is designed specifically for battle. It has an armored body and multiple weapon mounts, allowing it to pack a variety of armaments.

Starting Statistics

Size Medium; Speed 30 ft.; AC +3 natural armor; Good Save Fortitude; Poor Saves Reflex, Will; Ability Scores Str 14, Dex 12, Con —, Int 6, Wis 10, Cha 6; Ability Increases Strength, Dexterity; Initial Mods reductive plating, weapon mount or melee weapon arm (up to 2 in any combination), weapon proficiency

Hover Drone

The hover drone is the smallest chassis and is equipped with miniature hoverjets or similar aerial propulsion (legs or wheels provide propulsion on land). This drone can fly and avoid obstacles but isn’t very stealthy. A hover drone with melee weapon arms or weapon mounts can use weapons designed for Small creatures without penalty.

Starting Statistics

Size Tiny; Speed 30 feet, fly 30 feet (perfect); AC +1 natural armor; Good Save Reflex; Poor Saves Fortitude, Will; Ability Scores Str 6, Dex 16, Con —, Int 6, Wis 8, Cha 6; Ability Increases Dexterity, Wisdom; Bonus Skill Unit Acrobatics; Initial Mods flight system (x2, included in its speed), weapon mount

Protocol Drone

Often built to resemble a sapient race, the protocol drone is an adept translator and negotiator programmed to sense and adapt to a wide variety of social situations and domestic tasks.

Starting Statistics

Size Small; Speed 30 ft.; AC +1 natural armor; Good Save Will; Poor Saves Fortitude, Reflex; Ability Scores Str 6, Dex 10, Con —, Int 10, Wis 10, Cha 14; Ability Increases Wisdom, Charisma; Bonus Skill Unit Linguistics, plus either Bluff, Diplomacy, Intimidate, or Sense Motive; Initial Mods linguistic module, manipulator arms, negotiator protocol (the negotiator protocol mod’s Charisma bonus is already included above)

Sage Drone

Among the smallest of all drones, the sage drone is an ambulatory supercomputer designed to analyze its surroundings and provide real-time advice. The drone readily identifies and reacts to danger, proving an adept combatant despite its lightweight frame and minimal armor.

Starting Statistics

Size Tiny; Speed 30 ft.; AC +1 natural armor; Good Save Will; Poor Saves Fortitude, Reflex; Ability Scores Str 6, Dex 14, Con —, Int 12, Wis 12, Cha 6; Ability Increases Intelligence, Wisdom; Bonus Skill Unit Two of the following: Computers, Heal, Linguistics, Profession, Spellcraft; Initial Mods internal database, skill subroutine (the skill subroutine mod’s Intelligence bonus is already included above), weapon mount

Stealth Drone

Sleek and covered in a light-absorbing alloy, the stealth drone prowls along the ground on multiple small legs, silenced wheels, an air cushion, or some similar form of propulsion. This drone specializes in stealth and infiltration and can vanish almost entirely from sight as long as it remains perfectly still.

Starting Statistics

Size Small; Speed 40 ft., climb 20 ft.; AC +1 natural armor; Good Save Reflex; Poor Saves Fortitude, Will; Ability Scores Str 12, Dex 14, Con —, Int 6, Wis 10, Cha 6; Ability Increases Dexterity, Wisdom; Bonus Skill Unit Stealth; Initial Mods climbing claws, reactive camouflage, weapon mount

Stormscout Drone

Compact and resilient, the stormscout drone was to survive deadly weather and even direct lightning strikes—defenses that make them popular for entering dangerous areas, collecting samples for scientific examination, and recording their surroundings.

Starting Statistics

Size Small; Speed 30 ft.; AC +1 natural armor; Good Save Reflex; Poor Saves Fortitude, Will; Ability Scores Str 12, Dex 12, Con —, Int 8, Wis 10, Cha 6; Ability Increases Dexterity, Intelligence; Initial Mods camera, conductive plating, manipulator arms, resistance (lightning)

Tunnel Drone

Reinforced to shrug off falling debris and rescue cave-in victims, the tunnel drone uses a combination of digging apparatuses, sensors, and heavy limbs to detect, access, and (if necessary) subdue subterranean objectives.

Starting Statistics

Size Medium; Speed 30 ft., burrow 15 ft.; AC +1 natural armor; Good Save Fortitude; Poor Saves Reflex, Will; Ability Scores Str 16, Dex 10, Con —, Int 6, Wis 10, Cha 6; Ability Increases Strength, Dexterity; Initial Mods enhanced senses, excavator, melee weapon arm

Drone Mods

As the teknician gains levels, his drone gains custom modifications, gear, and programming that give it additional capabilities and options. Any level-based abilities for his drone’s mods use his full engineer level, regardless of whether the teknician is using control net to assign fewer levels to his drone.

His drone gains its first custom modification at 1st level and an additional mod every 2 levels thereafter. Mods are grouped into two categories, basic and advanced. The teknician can choose basic mods at any level, but the teknician must be 11th level (or have assigned at least 11 levels to his drone) to select advanced mods. Some mods require his drone to have other custom mods installed before they can function. Unless otherwise noted, each mod can be selected only once.

Basic Mods

The teknician can choose these mods at any level.

Arc Strike (Ex): As a standard action, the teknician creates a devastating elemental stream that arcs between his custom rig and his drone, creating a line effect; to use this ability, his custom rig must be in his possession and his drone must be within 30 feet of the teknician. For each advanced drone mod his drone has, the arc deals 1d8 lightning damage to each creature in the line; affected creatures can attempt Reflex saving throws to halve the damage (DC = 10 + half his engineer level + his Intelligence modifier). The damage increases by 1d8 at 4th level and every three engineer levels thereafter. The teknician can instead activate this ability as a full action to increase the damage dice to d10s.

Camera (Ex): His drone has a camera that the teknician can see through using his custom rig as long as his drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using his custom rig.

Cargo Rack (Ex): His drone is outfitted with cargo space. The drone’s Strength score counts as 4 higher for the purpose of how determining much weight it can carry, but all of this extra weight must be stored gear and cargo, not mounted weapons, or the like. This does not affect the drone’s actual Strength score in any way, merely how much it can carry. Due to its size, a drone might still be unable to carry awkward or unwieldy items.

Climbing Claws (Ex): His drone gains a climb speed equal to half its land speed. This mod can be applied to only combat and stealth drones.

Conductive Plating (Ex): His drone conducts, stores, and unleashes electricity with a touch. His drone gains a special unarmed strike that deals 1d3 lightning damage; this attack targets touch AC. Prerequisite: The teknician’s drone must have the resistance (lightning) mod to select this mod.

Constrictor (Ex): His drone can use its flexible body to constrict a foe. When his drone successfully renews a grapple or pin on an opponent, it automatically deals an amount of bludgeoning damage equal to 1d3 + the teknician’s engineer level.

Enhanced Armor (Ex): His drone gains a +2 bonus to its AC. At 11th level, the teknician can choose this mod a second time as an advanced mod.

Enhanced Senses (Ex): His drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If his drone has the camera mod, the camera gains these senses as well.

Extra Ammo (Ex): One of his drone’s weapon mounts can hold two additional magazines, or other type of ammunition in addition to its usual weapon and ammunition capacity. The teknician can select this mod more than once, up to the number of weapon mounts the drone has. Prerequisite: The teknician’s drone must have the weapon mount mod before selecting this mod.

Flexible Body (Ex): His drone can move through an area as small as one-quarter of its space without squeezing or one-eighth its space when squeezing. In addition, his drone gains a +2 circumstance bonus when using the Escape Artist skill to break free from a grapple.

Grappler (Ex): If his drone has manipulator arms, it can use the grapple combat maneuver without taking a –4 penalty to its attack roll. If it has flexible body, it can make a grapple attack without requiring a free hand. Prerequisite: The teknician’s drone must have manipulator arms or a flexible body for the teknician to choose this mod.

Grease (Ex): His drone can dispense grease on itself or an adjacent object or area as a standard action. This functions as the spell oil (DC = 11 + his drone’s Dexterity modifier) but is not a magic effect.

Hardened AI (Ex): His drone’s AI is secured against outside influence. Any attempt to hack his drone takes a –4 penalty, and his drone receives a +4 insight bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions.

Heuristic Programming (Ex): His drone can learn from its mistakes. When it fails a skill check, and attempts the same skill check for the same task the next round, on its second attempt it may roll the check twice and take the better of the two results.

Hydrojets (Ex): His drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones.

Jump Jets (Ex): His drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow his drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again.

Lifelike Appearance (Ex): His drone is fitted with a natural-looking synthetic skin and additional cosmetic accessories to make it appear to be an appropriately sized animal. Recognizing the drone as anything but a normal animal requires a successful Perception or Sense Motive check (DC = 10 + the teknician’s total Computers skill modifier).

Linguistic Module (Ex): Powerful processors provide his drone with exceptional language mastery. His drone learns an additional number of languages equal to 4 + the drone’s Intelligence modifier (minimum 2). Every time the teknician gain a level, the teknician can swap out one of these additional languages for a different language.

Manipulator Arms (Ex): His drone is equipped with two robotic arms with simple hands. They can perform most functions that his arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a –4 penalty.

Melee Weapon Arm (Ex): His drone is equipped with a robotic arm to which the teknician can affix a one-handed melee weapon, allowing his drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If the teknician does not already have a weapon to equip, the teknician must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of his custom rig and 1 hour of work. The teknician can select this mod multiple times, each time adding an additional melee weapon arm to the drone.

Rangefinder Protocol (Ex): Using sophisticated sensors and ballistics processors, his drone conveys recommendations for how to best target his attacks. His drone gains a +2 bonus to attack rolls to use ranged attacks, and it can choose to grant the circumstance bonus exclusively to the teknician, rather than to the next ally to attack that foe. If it does so and that attack hits, it deals 1 additional damage per weapon damage die. The teknician must be able to see or hear his drone to gain this benefit.

Reactive Command (Ex): His drone is programmed with an array of emergency protocols. If his drone’s good save bonus is Reflex, the drone gains a +1 bonus to Will saves; otherwise it gains a +1 bonus to Reflex saves.

Reinforced Chassis (Ex): His drone’s frame is especially thick, housing redundant systems that mitigate otherwise-lethal damage. His drone gains 3 Hit Points, plus an additional Hit Point for each engineer level the teknician has.

Resistance (Ex): His drone gains resistance to an elemental type of his choice—earth, fire, ice, lightning, water, or wind—equal to his engineer level, to a maximum of 10. The teknician can select this mod multiple times. Its effects do not stack; each time the teknician select this mod, it must apply to a different elemental type from the list above.

Riding Saddle (Ex): His drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If the teknician ride his drone, it must be at least his size or larger. To carry another rider, the drone must be at least one size larger than the rider. The teknician no longer needs to attempt the Survival check to fight from a combat-trained mount.

Skill Subroutines (Ex): Choose another skill from the skill unit list. This is a class skill for his drone, which gains a number of ranks in that skill equal to his engineer level. His drone also increases its Intelligence score by 2. At 11th level, the teknician can choose this mod a second time as an advanced mod. If the teknician does, choose an additional skill to become a class skill for his drone (this skill doesn’t have to be on the skill unit list). His drone gains ranks in the skill equal to his engineer level. His drone also increases its Intelligence score again by 2.

Smuggler’s Compartment (Ex): His drone has a secret compartment that can hold a single small item, weighing less than 10 lbs. A successful Perception check (DC = 15 + the teknician’s engineer level) is needed to notice or find the compartment. Accessing this compartment is a move action.

Speed (Ex): His drone’s land speed increases by 10 feet.

Transformation Matrix (Ex): His drone can transform into a second form that resembles an ordinary inanimate object of one size smaller. Taking this smaller form or returning to its normal form is a standard action. The drone retains its senses in this form and can move at half speed (though this would likely reveal its true nature) but loses access to its other mods and weapons. The teknician chooses the object the drone can transform into when he selects this mod but can change it any time he rebuilds his drone. A Small drone becomes a Tiny object that weighs approximately 5 lbs. (such as a metal briefcase), and a Tiny drone transforms into a Diminutive object that weighs approximately 1 lb. (such as a datapad). A transformed drone automatically passes casual inspections but can be identified as suspicious with close inspection and a successful Perception check (DC = 10 + the teknician’s total Computers skill modifier). This mod can be installed in only Small or Tiny drones.

Uncanny Sense (Ex): His drone gains two of the following benefits: it gains blindsense with a range of 30 feet; it gains sense through (vision [smoke only]) with a range of 30 feet; or its insight bonus to Perception skill checks increases to +4. If his drone has the camera mod and the teknician chooses the sense through ability above, the camera gains this sense through ability as well. Prerequisite: The teknician’s drone must have the enhanced senses mod to select this mod.

Unobtrusive Chassis (Ex): His drone looks like a mundane domestic drone of the same size. With 10 minutes of work, the teknician can alter cosmetic aspects of his drone’s appearance to make it look like other domestic drones in a local building or area. The DC to notice his drone is 10 + the teknician’s total Computers skill modifier.

Weapon Mount (Ex): The teknician can affix a small firearm or another one-handed ranged weapon on his drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition weighs 5 lbs. or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these magazines automatically, which takes the usual amount of time for the weapon. Spent magazines are stored within the drone. The teknician can replace all of a weapon mount’s magazines as a move action. The teknician must purchase separately or already have the weapon and ammunition for use with a weapon mount. The teknician can replace the weapon with any other weapon that meets the criteria for his mount. Swapping out a weapon in a weapon mount requires use of his custom rig and 1 hour of work. The teknician can select this mod multiple times, each time adding an additional weapon mount to the drone.

Weapon Proficiency (Ex): His drone gains one of the following feats as a bonus feat (it must meet all the prerequisites of the chosen feat): Advanced Firearms Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency, Exotic Weapon Proficiency, or Firearms Proficiency. The teknician can select this mod multiple times; each time, his drone gains another of the available proficiency feats as a bonus feat.

Advanced Mods

The teknician must be 11th level or higher to choose these mods.

Defensive Fade (Ex): When under attack, his drone can disappear swiftly. Once per minute, as an immediate action after taking damage, his drone can immediately activate its reactive camouflage as though it had remained stationary for 1 round, and it can attempt a Stealth check to hide even if it’s currently observed. Prerequisite: The teknician’s drone must have the reactive camouflage mod to select this mod.

Echolocators (Ex): His drone uses basic echolocation to notice unseen foes. The drone gains blindsense with a range of 60 feet.

Elemental Shield (Ex): His drone gains an elemental shield that provides it with a number of temporary Hit Points equal to his engineer level. This shield remains active until all of its temporary Hit Points are depleted. The drone can replenish the shield’s Hit Points to full by the teknician resting to regain Hit Points. The teknician can select this mod a second time to double the elemental shield’s temporary Hit Points.

Excavator (Ex): His drone gains a burrow speed equal to half its land speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface.

Flight System (Ex): His drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. The teknician can select this mod a second time; in this case, the drone’s fly speed has perfect maneuverability and increases to its full land speed, and there is no limit on the amount of time it can fly.

Greater Resistance (Ex): Choose one type of elemental for which his drone already has the resistance mod. Increase his drone’s resistance to that elemental type by 5. The teknician can select this mod multiple times. Its effects do not stack. Each time the teknician select this mod, it applies to a different elemental type for which his drone has the resistance mod.

Grenadier (Ex): By periodically scavenging materials, his drone creates improvised explosives. After a full 8 hour rest, his drone can create up to three grenades. It can create any grenade, but only the drone can use them. These grenades remain functional until used or until the drone recovers after a full 8 hour rest. The drone can draw and throw one of these grenades as a standard action, even if it lacks the limbs to do so. As an immediate action when his drone is reduced to 0 HP, it can detonate one of its stored grenades, which explodes using one corner of the drone’s space as the explosion’s grid intersection.

Internal Database (Ex): His drone contains an extensive database of information as well as a powerful processing unit for analysis. Once every 10 minutes, when the drone makes a skill check to identify a creature or recall knowledge, it can roll 1d6 and add the result to the roll as an insight bonus. At 11th level, the drone rolls 1d8 instead, and at 16th level, it rolls 1d10. In addition, the drone adds Computers, Knowledge (All), and Profession to the skills it can select with its skill unit.

Invisibility Field (Ex): Once per day as a standard action, his drone can turn invisible for 10 minutes, as per the vanish spell. If it makes an attack during this time, the invisibility ends. Prerequisite: The teknician’s drone must have the reactive camouflage mod to select this mod.

Medical Subroutine (Ex): His drone is equipped with first aid capabilities. If the teknician is reduced to 0 Hit Points, his drone can attempt to administer emergency medical treatment to the teknician, even despite the teknician being unconscious. On subsequent rounds on his turn, his drone takes as many move actions as necessary to return to his side, followed by a standard action to administer first aid. Once it has done so, the teknician can recovers a number of Hit Points equal to his engineer level. His drone cannot use this mod on anyone but the teknician nor use it if the teknician is dead. The teknician can’t benefit from this treatment more than once every 24 hours. Prerequisite: The teknician’s drone must have the manipulator arms and skill subroutines (with the Heal skill) mods to select this mod.

Negotiator Protocol (Ex): His drone has agile subroutines that can readily read and adapt to social situations. His drone’s Charisma score increases by 2, and it adds Bluff, Diplomacy, Intimidate, Profession, and Sense Motive to the skills it can select with its skill unit. In addition, it adds the following feats to the list of feats it can choose from: Antagonize, Greater Feint, Improved Feint, and Skill Focus. Finally, the drone gains one of those feats for which it meets the prerequisites.

Non-Magical Reinforcement (Ex): His drone incorporates unique metals into its armor and several internal systems, dissipating magical effects. The drone gains spell resistance equal to 6 + its level. The teknician can choose this mod a second time, increasing the spell resistance to 11 + its level.

Reactive Camouflage (Ex): His drone is equipped with a thin coating that can change color to match the drone’s surroundings. Whenever his drone stays stationary for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If his drone takes any action, it loses this bonus until it once again spends 1 round remaining still.

Reductive Plating (Ex): His drone gains damage reduction 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter.

Retaliatory Shock (Ex): When his drone becomes grappled or is dealt damage by a creature within its reach, his drone can shock the attacker, dealing lightning damage as if the drone had struck the attacker with its conductive plating attack. Once his drone has used this mod, it can’t use it again for 1d4 rounds. Prerequisite: The teknician’s drone must have the conductive plating mod to select this mod.

Shock Wave (Ex): Whenever his drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as an immediate action (even if it is deactivated or destroyed by the attack). This deals 1d6 lightning damage per level to every creature within 10 feet (except the drone). An affected creature can attempt a Reflex save to take half damage (DC = 10 + half his engineer level + his Intelligence modifier).

Sonar Pulse (Ex): His drone’s echolocation is especially powerful. It gains blindsight with a range of 5 feet. As a move action, the drone can increase its blindsight range to 30 feet until the beginning of its next turn. While the teknician is within his drone’s blindsight range, the teknician can sense anything that it senses with its blindsense and blindsight. Prerequisite: The teknician’s drone must have the echolocators drone mod to select this mod.

Sonic Blast (Ex): His drone houses a devastating sound cannon. Once per hour, the drone can activate the sonic blast as a standard action, dealing non-elemental damage to all creatures and objects in a 30-foot cone; affected targets can halve the damage with a successful Fortitude saving throw (DC = 10 + half his engineer level + his Intelligence modifier). The blast deals 1d10 damage for every two engineer levels the teknician has.

Tattooed Drone (Su): His drone can transform into a magical tattoo that appears on his body. If the teknician already have tattoos, the drone matches them in size and style when in tattoo form. When not in tattoo form, the drone has colorful, decorative images similar to its last tattoo form worked along its frame. To transform into a tattoo, his drone must take a move action while adjacent to the teknician. While a tattoo, the drone can’t be damaged, take actions, communicate, or be repaired. As a standard action, the teknician can transform the tattoo back into his drone, which appears in an adjacent space. Detect magic and similar spells don’t reveal the magical nature of a tattooed drone in its tattoo form, though true seeing does. With close examination, a successful Spellcraft check (DC = 15 + half his level) reveals the tattoo is magical. A successful dispel spell targeting the tattoo causes the drone to appear in an adjacent space. The drone’s weight doesn’t impair the teknician while it’s in its tattoo form.