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The Rigger

You are the Rigger, equipped with a special control

rig that allows you to mentally control Drones and
vehicles via a cybernetic link. With your trusty
combat Drone, you dominate the battlefield, keeping
your enemies at bay or simply bringing the pain.

Riggers are characters who have special cyberware,
known as Virtual Electronic Control, surgically
implanted into their bodies. This allows a rigger to
command vehicles and bots via neural link. When
jacked into a vehicle modified to interface with a
virtual electronic control (VEC), riggers can make
their vehicles perform exceptional feats that normal
characters, driving through steering wheels and
other manual controls, cannot.

Riggers can also jack into remote control decks,
which allow them to command multiple Drones
simultaneously. When working together under the
riggers control, Drones allow him or her to exert
influence over a large area, as well as significantly
increasing the riggers combat power. (Few things
are more frightening to witness than an army of
Drones bearing down on an unfortunate soul.)

Role: Riggers deploy and control a squadron of
mechanical Drones. Whether commanding from the
rear or charging in with the pack, Riggers control
powerful combat Drones that aid you in combat and
allow you to damage multiple enemies.

Power Source: Technology. Your exceptional
combat prowess is owed directly to your combat
Drone and the control rig that allows you to work so
well with it.

Alignment: Any
Hit Die: d8
Starting Wealth: 1,000
units (The Virtual Electronic
Control cyberware isn't
cheap and cause most
riggers to go into deep debt
with a manipulative

Key Abilities: Intelligence,
Wisdom, Dexterity

Hit Dice: 1d10 +
Constitution Score

Class Skills: Appraise,
Bluff, Computer Use
(General), Computer Use
(Security), Craft (Any),
Diplomacy, Disable Device,
Drive (Any), Pilot (Any),
Knowledge (Electronics),
Knowledge (Engineering),
Knowledge (street),
Knowledge (Local), Knowledge (Politics), Linguistics,
Perception, Profession, Sense Motive, Demolitions,
Repair, and Research.

1st +0 +0 +2 +2
Drone Control, Another Pair of
Eyes, Virtual Electronic Controls
2nd +1 +0 +3 +3 Craftsman Feat
1 500
3rd +2 +1 +3 +3 Innovation
1 1,000
4th +3 +1 +4 +4 The Alpha Bot
1 2,000
5th +3 +1 +4 +4 Innovation, Craftsman Feat
1 3,000
6th +4 +2 +5 +5

1 4,500
7th +5 +2 +5 +5 Innovation
2 6,000
8th +6/+1 +2 +6 +6 Craftsman Feat
2 8,000
9th +6/+1 +3 +6 +6 Innovation
2 10,000
10th +7/+2 +3 +7 +7 The Swarm
2 12,500
11th +8/+3 +3 +7 +7 Innovation, Craftsman Feat
2 15,000
12th +9/+4 +4 +8 +8

2 18,000
13th +9/+4 +4 +8 +8 Innovation
3 21,000
14th +10/+5 +4 +9 +9 Craftsman Feat
3 24,500
15th +11/+6/+1 +5 +9 +9 Innovation
3 28,000
16th +12/+7/+2 +5 +10 +10

3 32,000
17th +12/+7/+2 +5 +10 +10 Innovation, Craftsman Feat
3 36,000
18th +13/+8/+3 +6 +11 +11

3 40,500
19th +14/+9/+4 +6 +11 +11 Innovation
3 45,000
20th +15/+10/+5 +6 +12 +12 Craftsman Feat
4 50,000

Armor Proficiency: Light & Medium Armor

Weapon Proficiency: Simple Melee Weapons,

Drone Control
As a Drone rigger, you automatically have a Control
Rig installed in your body. This does not take up a
Cybernetic Slot. In addition, you have a combat
Drone ally that you can control. Youre highly trained
in working with your Drone in combat, and using
your actions, you control your Drone by issuing it
commands. If an Drone is within 30 feet of the
Rigger, it gain the Rigger's base attack bonus as
an insight bonus to its attack rolls and armor class.
Additionally, the Drone gains the Rigger's base
saving throw bonuses as an insight bonus to its own
saving throws. At 9th level, the range of master's
presence increases to 60 feet.
You can move your Drone using a move action. You
can split your move with your Drone, each of you
moving your movement.
Your Drone must always stay within line of sight and
can be no more than (30 + Dex mod) ft. away from
If not given an order, the drone merely floats about
within 30 feet of the Rigger, staring at him
expectantly. When a Rigger first deploys any Drone,
he may give it a directive as a free action. At 1st
level, a Rigger may only have one Drone deployed at
a time; however, the increased organizational
capacity of an experienced Rigger's mind slowly
allows this number of increase. At 7th level, a Rigger
may have up to two Drones deployed at once, while
at 13th level, a Rigger may have up to
three Drones deployed at once. If the Rigger
attempts to deploy more Drones than he has the
organizational capacity to handle, the oldest Drone in
the group immediately shorts out and becomes
Combat Drone Level 1 Machine
Abilities: Strength 12, Dexterity 14, Constitution --,
Intelligence --, Wisdom 10, Charisma 1
Size: Small
Speed: 20 ft. (fly)
Vision: Low-light
Defenses: AC 17, (+2 Dex, +5 equipment), touch
11, flat-footed 16;
Saves: Fort +0, Ref +1, Will +0
Hit Points: 1d10+10
Attack Bonus: +2 Ranged Mk 1 Gyrostabilized
Machine Pistol (1001 future wep)
Damage: 2d6 (20 x3)
Armor: Resilium armor.
Sensors: Class IV sensor system.
A Drone is considered destroyed (dead) when it is
reduced to -10hp. This destruction hurts the Rigger,
causing 1d6 mental damage as the visual linking is
severed. You can use Repair on an incapacitated
Drone as you would use Treat Injury to stabilize a

Another Pair of Eyes
Your Drone is programmed to warn you of potential
threats. You receive the Alertness Feat whenever the
Drone is within 10 ft of you.
Virtual Electronic Controls:
Cyberwere installed in their Head, allows virtual
control of any VEC Equipped electronic device,
granting a +5 competence bonus on any interactions
with it.
Craft Reserve: An Rigger receives a pool of points
he can spend, instead of spending experience points
or buying materials, when crafting a High Tech item.
Each time the Rigger gains a new level, he receives a
new craft reserve; leftover points from the previous
level do not carry over. If the points are not spent,
they are lost. An Rigger can also use his craft
reserve to supplement the XP cost of the item he is
making, taking a portion of the cost from his craft
reserve and a portion from his own XP.

Craftsman Feat: The Rigger gains a bonus feat
used for Tech based feats, skill based feats, or craft

Innovations (Ex)
As a Rigger gains experience, he learns how to
optimize his Drones for the particular tasks at hand.
At 3rd level, and every 2 levels of Rigger attained
after 3rd level, the Rigger gains an innovation. These
improvements to the drone are not limited by this
list and can be any equipment or devices that the
rigger has access to.
(see a list of innovations below)

The Alpha Bot
At 4th level, the Rigger has perfected what may very
well be his greatest creation ever. Investing much
more than its fair share of resources (metal, time,
baby puree, etc.) in the endeavor, the Rigger creates
a special Drone.

This Drone is a Medium Robot that takes actions on
its own without the need for instructions, has an
Intelligence score of 10, gains skills, and gains a
feat upon starting play and an additional feat for
every three hit dice it possesses.
Given the alpha is completely autonomous, it does
not count toward the Rigger's maximum number of
simultaneously deployed Drones. Acting as the
Rigger's primary bodyguard and cohort, the alpha is
far too expensive to be easily replaced should it fall.
Rebuilding the alpha bot requires 2,000 Units worth
of materials for each hit die it possessed. Further,
the Rigger finds the alpha to be far too complex to
get in there and muck with its systems on a daily
basis. The alpha's feat selection is permanent even if
it is totally rebuilt, while its invention loadout can
only be altered when the Rigger gains a level or
when the alpha is totally rebuilt.
As stated earlier, given the alpha is autonomous and
is capable of choosing its own actions,
including attacks of opportunity and combat
maneuvers. In fact, an advanced alpha can act as a
secondary Rigger while the Rigger does what it is he
needs to do.
For the purpose of inventions, innovations, and
Rigger class abilities, the alpha counts as an Drone.
It is merely a very special Drone.

Table: The Alpha Bot
BAB Fort Ref Will Str Dex
4 2 +3 +0 +0 +0 12 12 35 Feat
5 2 +4 +0 +0 +0 13 13 35 -
6 3 +5 +1 +1 +1 13 13 41 Feat
7-8 4 +6 +1 +1 +1 14 14 46 -
9 5 +7 +1 +1 +1 14 14 52 Drill sergeant
10 5 +8 +1 +1 +1 15 15 52 -
11 6 +9 +2 +3 +2 16 16 57 Feat
12-14 7 +5 +2 +2 +2 16 16 63 -
15-17 9 +6/+1 +3 +3 +3 18 18 74 Feat
18 10 +7/+2 +3 +3 +3 18 18 79 -
19 11 +8/+3 +3 +3 +3 19 19 85 Torch runner
20 12 +9/+4 +4 +4 +4 20 20 90 Feat

Drill Sergeant (Ex)
Upon reaching 5 hit dice, the Alpha Bot gains it's
own control interface, which allows it virtual control
of any VEC Equipped electronic device and in can
now order about the Drones as though it were the
Torch Runner (Ex)
Upon reaching 11 hit dice, the alpha Bot's
observations of its master have borne further fruit.
Should the Rigger ever fall unconscious or die, the
alpha bot gains the ability to pick up its master's
tools and deploy Drones from the Rigger's existing
Supplies. For the duration of the Rigger's
incapacitation, the alpha bot gains the Drone Controll
class features, though it does not have the knowhow
to alter the blueprints its fallen master left behind.
The alpha is treated as a Rigger of its hit dice count
for the purpose of determining how many Drones it
can have deployed at any one time.
Feats are gained every third hit die. Use of HD
increasing Innovations will break sync with this
The Swarm (Su)
At 10th level, the Rigger finishes building a
minuscule Robots with a short lifespan and the
ability to make copies of itself. Almost immediately,
this thing consumes all the useful materials in his
workshop and produces a massive swarm of its own.
As the dust (nanobot corpses) clears, the Rigger
realizes that he isn't going to die. In fact,
this swarm appears to be awaiting his orders. Most
excellent. The swarm can be used to fetch objects at
will as though it were a mage hand spell with a
maximum load of 40 pounds.
Further, the swarm has three charge points that
refresh each day at dawn.
By spending a charge point as a standard action, the
Rigger can order the swarm to turn raw materials
into a finished product as the fabricate spell.
Upon reaching 14th level, the swarm has grown
advanced enough to process living creatures. By
spending a charge point the swarm an destroy a
target as the disintegrate spell, but if it kills the
creature, it immediately fabricates the corpse instead
of vaporizing it.
At 17th level, the swarm can do the same to magical
materials and creatures, such as incorporeal
undead, elementals, and walls of force. For each of
these, the DC is 10 + 1/2 Rigger level + Int modifier
and the caster level is equal to the Rigger's class
level -3. Given the swarm is mechanical, these
abilities all ignore spell resistance; however, damage
reduction applies.

List of Inventions
Invention Prerequisites Benefit
Incendiary rounds - Increases damage by +1d6 fire.
Arms - Drone gains arms.
Brute Design - Drone gains +1 damage, -1 to hit.
Compartment - Drone can carry an inventory.
Endearing Design - Drone gains +3 Diplomacy, -3 Intimidate; Drone may
make Diplomacy checks.
Intimidating Design - Drone gains +3 Intimidate, -3 Diplomacy; Drone may
make Intimidate checks.
Nimble Design - Drone gains +1 Dex, -1 Str.
Potion Injector - Drone can inject organics with a potion.
Precise Design - Drone gains +1 to hit, -1 damage.
Ammo Clip Arms invention Drone can reload ranged weapons.
Reloading Winch Weapon Mount. Allows reloading of a mounted Weapon without the use of
Repair Kit - Drone Repairs 2d6 damage to self; can use on others with
arms invention.
Knowledge (Engineering) 1
Drone can make attacks of opportunity against current
Saddle Ride 1 rank Rigger can ride an Drone of equal or greater size; Drone
takes -2 penalty to hit.
Simple Weapon
- Drone gains proficiency in one simple weapon.
Stout Design - Drone gains +1 Str, -1 Dex.
Weapon Mount - A weapon can be fired from atop Drone's head.
Invention Prerequisites Benefit
Acceleration Unit - Drone gains +10 ft. base speed.
Armored Armadillo Knowledge (nature) 1 rank Drone can make a total defense action.
Bulky Design - Drone gains +2 AC, -10 ft. base speed.
Craftsbot Arms Drone gains ranks equal to HD to one Craft skill.
Saddle Rigger is able to ride Drone of one size category
smaller. -2 penalty to hit only if Drone is smaller.
Disarmer - Drone gains the Improved Disarm feat.
Expanded Repair
- All repair kits get +1 use/day.
Faulty Overclock - Drone gains +1 fire damage to melee and ranged
Lobtube - Air Cannon launches flasks or other small objects.
Heedless Design Knowledge (engineering) 3 ranks, When slam charging, -2 to hit, +2 damage.
- Self-sorting compartment allows for mixed goods.
Improved Reload - Drone gains the Rapid Reload feat.
Invention Prerequisites Benefit
Mobile Station Craftsbot invention. Drone gains integrated artisan tools.
Physical Skill
- Drone gains ranks equal to HD to a physical skill.
Potion Lab Independence Script greater innovation,
mobile lab invention
Drone gains the Brew Potion feat.
Skill Specialization - Drone gains a class skill.
Slow Repair
- Drone repairs self over time once per day.
Static Shield Knowledge (arcana) 3 ranks Shield deals 1d2 electric damage to attackers.
Streamlined Design - Drone gains +10 ft. base speed, -2 AC.
Sunderer - Drone gains the Improved Sunder feat.
Switcheroo - Drone gains the Quick Draw feat.
Thick Armor - Drone gains +1 bonus to natural armor.
Tripper - Drone gains the Improved Trip feat.
Twin Vial Injector Potion injector invention Potion injector with two vials on one syringe.
Two Weapon
- Drone gains the Two-Weapon Fighting feat.
Invention Prerequisites Benefit
Augmented Dexterity - Drone gains +2 Dex.
Augmented Strength - Drone gains +2 Str.
Augmented Structure - Drone gains +1 hit point per hit die.
Customkaze - Allows for the selection of Weapon damage type.
Electroshocker Knowledge (arcana) 6 ranks Drone can make a ranged touch attack that dazes.
Extra Languages - Drone understands another language.
Flawed Overclock Replaces: Faulty overclock
Drone gains +1d3 fire damage to melee and ranged
Grafted Tentacle Treat injery 1
rank, Knowledge (nature) 2 ranks
Tentacle makes attacks of opportunity and gives +2
bonus to Grapple.
High-yield Charges - Increases Weapon damage by 2d6 fire.
Inflammable Citrus Knowledge (nature) 3 ranks,
Fire damage from thrown splash weapons deals
double damage to inanimate objects.
Kinetic Transference
Knowledge (Engineering) 5 ranks Charging deals an additional point of damage for
every 20 feet moved.
Manufactury Craft (chemical) 5 ranks Compartment that makes its own alchemical goods.
Martial Weapon
- Drone gains proficiency with a single martial
Mechanical Monkling
Replaces: Acceleration unit
Drone gains +20 ft. base land speed.
Mechanical Ninja
Replaces: Acceleration unit Drone gains +10 ft. base land speed, +2 initiative,
+1 dodge bonus to AC.
Obsidian Construction - Drone gains a bonus to saves against magic, but
Invention Prerequisites Benefit
takes additional physical damage when struck.
Point Blank
- Drone gains the Point-Blank Shot feat.
Rapid Fire
Point-blank programming invention Drone gains the Rapid Fire feat.
Shield Proficiency - Drone gains proficiency with small and large shields.
Simple Weapon
- Drone gains proficiency with all simple weapons.
Slow Burn - Burning effects from flasks and enhanced Weapons
Skill Suite - Drone gains ranks equal to its HD to most skills.
Speakers - Drone can speak.
Static Eruption Static shield invention. Static Shield damage added to Weapons.
Static Sheathe Static shield invention. Static Shield damage added to melee and ranged
Superior Responsive
Replaces: Responsive
programming invention.
The Drone can make attacks of opportunity with no
Triple Vial Injector Replaces: Twin vial injector
Potion injector with 3 vials on one syringe, +1 CL
to potions injected.
Invention Prerequisites Benefit
Auxiliary Power
- Drone gains one additional use of a once
per day ability.
Debilitating Disarm Disarmer invention Drone gains -2 to hit and damage for 1d4
rounds when disarm is successful.
Electroblaster Electroshocker invention Electroshocker now deals 5d4 damage
and can be used five times daily, but no
longer dazes.
Electroshocker invention. Electroshocker now stuns rather than
Evasion Not Again! innovation. Drone gains the Evasion feat.
Greater Repair Kit - Repairs 5d6 points of damage; Can use
on others with the arms invention.
Improved Two
Weapon Flailing
Two-Weapon flailing invention Drone gains the Improved Two-Weapon
Fighting feat.
Maelstrom Craft (chemical) 8 ranks, Weapon directive
Weapons light their victims on fire on a
failed save.
Magic of Science Knowledge (arcana) 7 ranks, Spellcraft 2 ranks Drone's weapons bypass DR/magic.
Replaces: Superior responsive programming. Drone gains the Combat Reflexes feat.
Manylob Rapid fire programming invention Drone gains the ability to make
additional attacks with a lobtube
Scavenger - Able to refill repair kits by looting
fallen constructs.
Scorched Earth
Singed earth module invention. Weapon radius increased by 10 ft.
Invention Prerequisites Benefit
Searing Sunder Sunderer invention Sunders deal an additional 2d6 fire
damage to item and wielder.
Static Shield,
Replaces: Static shield invention Shield deals 1d4 electric damage to
Stealth Strike - Drone deals 1d6 sneak attack damage.
Superior Injector
Potion Injection innovation. All potions in injectors get +1 CL.
Telescoping Trip Tripper invention. Drone has +5 ft. reach when making
a trip attempt.
Thicker Armor Replaces: Thick armor invention. Drone gains +2 bonus to natural armor.
Trapfinder Disable Device 7 ranks, Perception5 ranks Drone gains the trapfinding class feature.
Wondrous Foundry Independence Script greater
innovation, Craft (any) 10 ranks,
Knowledge (arcana) 10 ranks, mobile station
Drone gains the Craft Wondrous
Item feat.
Invention Prerequisites Benefit
Double Barrel
Replaces: Double vial injector invention. Injects two potions in one action.
Energy Dampener Knowledge (Engineering) 10 ranks Twice daily, the Drone can create a field that
absorbs 50 points of damage from a specific
energy type.
Enlarged Design Design Drone is made one size category larger than
Greater Kinetic
Transference Device
Replaces: Kinetic transference device
Charging deals an additional point of
damage for every 10 feet moved.
Mechanical Monk
Replaces: Mechanical monkling module
Drone gains the Run feat and has +50 ft.
base land speed.
Replaces: Mechanical ninja module
Drone gains +20 ft. base land speed,
+4 initiative, +2 dodge bonus to AC.
Miniaturized Design Design Drone is made one size category smaller
than normal.
Static Shield, Greater Replaces: Static shield, improved invention. Shield deals 1d6 electric damage to
Supreme Charges Replaces: High-yield charges invention Increases Weapon damage by 4d6 fire.
Electroblaster invention, enhanced
electroshocker invention, or twin shock
Two of the following can be on the same
Drone: electroblaster, enhanced
electroshocker, twin shock.
Twin Shock Electroshocker invention. Electroshocker makes two attacks when
Invention Prerequisites Benefit
Auxiliary Power Source,
Knowledge (engineering) 15
The Drone can use a finite uses invention of any
level one additional time per day.
Cockpit Replaces: Custom robosaddle,
Ride 10 ranks
The Rigger can ride inside an Drone, granting
immunities to the Rigger and weapon proficiencies
to the Drone.
Definitive Dexterity Replaces: Augmented Drone gains +4 Dex.
Invention Prerequisites Benefit
dexterity, Acrobatics 8 ranks
Definitive Strength Replaces: Augmented strength,
Swim 8 ranks
Drone gains +4 Str.
Definitive Structure Replaces: Augmented
structure, Craft (any) 16 ranks
Drone gains 2 hp per hit die it possesses.
Exotic Weapon Proficiency The Rigger must be proficient
with that weapon.
Drone gains proficiency with a single exotic weapon.
Weapon Trigger Weapon Directive innovation Whenever the Drone successfully deals damage
from a charge, it immediately executes a Weapon
Minelayer Compartment Craft (chemical) 12 ranks The Drone can drop a packet of prepared alchemical
goods that detonates when disturbed.
Scoured Earth Module Replaces: Scorched earth
Weapon damage increased by 2d4 force; radius
increased by 15 ft.
Superior Kinetic
Transference Device
Replaces: Greater Kinetic
Transference Device
Charging deals an additional point of damage for
every 5 feet moved.
Supreme Electroshocker Replaces: Superior
Electroblaster, Enhanced Electroshocker, and Twin
Shock can all be installed on the same Drone.
Thickest Armor Replaces: Thicker armor. Drone gains +3 bonus to natural armor.
Tornadic Rampage of
Inexorable Pugilism (TRIP)
Debilitating disarm, searing
sunder, telescopic trip.
Drone moves up to its base speed, striking
everything in its path with a combat maneuver. All
struck creatures are subject to all the required
Total Repair Module Craft (armor) 10 ranks Drone can repair itself for 50 points once daily.