Robot Companions

Some talented engineers construct artificial companions that they can remotely command, called robot companions. Robot companions follow the same rules as animal companions, with the following changes.

A young robot companion is called a commercial robot companion, and a mature robot companion is called a tactical robot companion. A burly or deft robot companion is an advanced robot companion, and a specialized robot companion is a superior robot companion.

A robot companion is an artificial construct that follows your orders. Your robot companion gains the construct, robot, and tech traits and loses the animal trait. It's neither a living creature nor undead. It gains 2 actions during your turn if you use the Command action to command it.

As a construct, your robot companion can't be healed, but it can be repaired. Effects that heal living creatures can't help it recover Hit Points. Restoring Hit Points to it requires using the Repair action or other means that can restore Hit Points to objects and nonliving creatures. While constructs are usually immediately destroyed at 0 Hit Points, your robot companion is a little harder to destroy than other constructs. When your robot reaches 0 Hit Points, it becomes broken and might be destroyed if you don't Repair it. This works the same as the normal dying rules and determines if your robot is destroyed, with the following two changes. First, most effects that end the dying condition don't work to save a robot companion, but a robot companion can be stabilized using the Administer First Aid action, using the Crafting skill instead of Medicine. Second, instead of gaining and tracking the wounded condition, if your robot becomes broken in this way more than twice within a 10-minute period, it's destroyed, and you'll need to reconstruct it by spending a day of downtime.

Your robot companion is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, and void. It has weakness to electricity equal to half its level rounded up. It doesn't eat, breathe, or sleep. It has precise vision, imprecise hearing, and vague touch senses, but no sense of smell or taste.

Your robot companion's proficiency with simple and martial weapons is equal to its proficiency in unarmed attacks (although it requires the integrated weapon mount or manual dexterity customization to wield weapons). Its companion DC is equal to your class DC. Any size increases it would gain as a result of advancement are optional, not mandatory.

Your robot companion begins with one commercial customization of your choice. It gains one tactical customization when it becomes a tactical companion. It gains one advanced customization when it becomes a burly or deft companion. It gains one superior customization when it becomes a specialized companion. It can also gain additional customizations from feats.

Mechanics have special robot companions called drones that alter some of the rules in this chapter, as noted in the mechanic class.