Monstrous Physique — Orisa

Boy do I love me some Overwatch. I think it should be pretty obvious, considering I’ve already statted up one of its characters. I’ve received requests to stat up some of the other characters, such as my personal favorite, Reinhardt. Unfortunately, Pathfinder is the kind of game where humanoid characters are usually more fun to represent with class builds as opposed to monsters. I’ll leave those to Alex! Instead, I prefer to work with things like robots. In fact, I have another one this week. Let’s take a look at Orisa!

This construct stands on four legs and has a humanoid torso. One of its arms is a large firearm.
OR-15 Defense Robot “Orisa” CR 8
XP 6,400
N Medium construct (robot)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +17
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 125 (10d10+70)
Fort +3, Ref +7, Will +2
Defensive Abilities combat design, defensive barrier, fortify; Immune construct traits
OFFENSE
Speed 30 ft.
Ranged fusion driver +15 (6d8)
Special Attacks graviton ball, super charger
STATISTICS
Str 17, Dex 19, Con —, Int 10, Wis 10, Cha 14
Base Atk +10; CMB +13; CMD 27 (31 vs. trip)
Feats Alertness, Improved Initiative, Point-Blank Shot, Precise Shot, Shot on the RunB, Weapon Focus (fusion driver)
Skills Perception +17, Sense Motive +16
Languages Common
ECOLOGY
Environment any
Organization solitary, pair, or squad (3–10)
Treasure none
SPECIAL ABILITIES
Combat Design (Ex) Orisa was designed for combat and has a reinforced frame that allows her to take more punishment. She gains 50 bonus hit points.
Defensive Barrier (Ex) As a move action, Orisa launches a force field into a square within 20 feet. She chooses one edge of that space. That edge is treated as a wall for attacks targeting her and her allies, granting cover for attacks that pass through this edge. Any attacks that miss due to this cover instead strike the barrier. The barrier has 50 hit points. The barrier is destroyed when reduced to 0 hit points or after 4 rounds, whichever comes first. Orisa cannot deploy another barrier until 1 round after her current barrier is destroyed.
Fortify (Ex) As a move action, Orisa becomes to bull rush attempts, trip attempts, and any other effects that would move her and she gains DR 5/—. This ability is in effect until the end of her next turn. Orisa can use this ability once every 1d4+1 rounds.
Fusion Driver (Ex) Orisa’s machine gun has a range of 60 feet.
Graviton Ball (Ex) As a move action, Orisa can fire a ball of concentrated gravity energy to a point within 30 feet. The ball immediately detonates and all enemies within 10 feet are pulled into the closest available square adjacent to where the ball detonated. A successful DC 19 Reflex save avoids the pull. Orisa can use this ability once every 1d4+1 rounds. The save DC is Dexterity-based.
Super Charger (Ex) Once per day as a standard action, Orisa deploys an empowering device into an adjacent square. The device provides Orisa and all allies within 30 feet a +4 competence bonus to damage rolls. The device has 10 AC and 50 hit points. The device is destroyed when reduced to 0 hit points or after 4 rounds, whichever comes first.

The OR-15 Defense robot is an omnic. These intelligent robots were built for peacekeeping purposes. Unfortunately, the line of omnics became discontinued after a failed defense of Numbani, the City of Harmony. The original creators sold off the remaining OR-15 line. Many of these remaining omnics found themselves with new owners, including one purchased by the young Numbani genius, Efi Oladele. Efi used her knack for inventing to rework her OR-15 chassis. The newly upgraded robot was improved with an upgraded arsenal and personality core. Efi named the new guardian Orisa. Orisa now serves as the new protector of Numbani, helping those in the city and defending them from those who would bring harm to the people.

Monstrous Origins

Orisa is another character from Overwatch. Overwatch’s somewhat futuristic settings allows for interesting robots like Orisa. In the game, she serves in a tank role, defending her teammates and enabling them to complete their objectives. Luckily, her unique abilities were pretty easy to translate into Pathfinder. As she is a tank, she has plenty of health in the game, which I represented with a sizable chunk of extra hit points. Her main ability is a shield that blocks enemy damage which I based on a tower shield. I made sure it had the ability to allow allies to fire through it, just like in the game. The rest of her abilities, for those who know the game, work almost exactly the same as they would in the game, save for tweaking some numbers to match Pathfinder stats and adding some “cooldowns.” One thing that I wanted to make sure that made it over was Orisa’s ability to keep firing while using her other abilities. In the game, you can user her abilities without interrupting her weapon, so I made sure those abilities were move actions to match that.

That’s it for this week! If you end up introducing Orisa into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.

Luis Loza

Luis Loza is a developer at Paizo, working on the Pathfinder Lost Omens line and formerly on Campaign Setting and Player Companion lines. He's done freelance for Paizo Inc, Legendary Games, Rogue Genius Games, and more third-party publishers. His hobbies include gaming both tabletop and video, making jokes, obsessing over time travel, taking naps with Nova his cat, and walks with his wife. He is eternally plagued with a hunger for tacos. Consider checking his material on his Patreon at patreon.com/luisloza