Sentinel Robot

A robot made for reconnaissance and ranged support, it consists of only a head, two legs, and a weapon.

CR 2 N Medium construct (robot)

Init +5; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE

AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)

hp 50 (3d10+20)

Fort +1, Ref +8, Will +1

Defensive Abilities hardness 5; Immune construct traits

Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 30 ft.

Melee slam +7 (1d4+3) [using power attack]

Ranged Grenade launcher +9 touch (2d6+4 plus trip and splash) or Laser Rifle +9 touch (2d6 /x3) or Semi-Auto Laser Rifle +7/+7 (2d6 /x3)

STATISTICS

Str 10, Dex 20, Con —, Int 16, Wis 10, Cha 1

Base Atk +3; CMB +8; CMD 18

Feats: Lightning reflexes, Weapon focus (Laser Rifles or Grenade Launcher)

Skills Acrobatics +11, Perception +6

Languages Common

SQ Minimal Build, Loadout, Grenades, Laser Rifle.

Minimal Build: A sentinel has no arms or torso. It cannot wield weapons or use items.

Loadout (Ex): Sentinels can armed with concussion grenades, plasma grenades, or a laser rifle when activated. By default they use concussion grenades.

Grenades (Ex): Sentinels can launch one grenade per day per caster level (minimum 6). Grenades resolve as touch attacks with a range increment of 30ft, maximum range 150ft. Creatures within 5ft of the target takes minimum damage unless they succeed at a reflex save (DC 14) for half. If a target is missed, they are affected by splash as well. Concussion grenades deal 2d6+4 bludgeoning damage and trip directly hit targets unless they succeed at a reflex save (DC 14). Plasma grenades deal 2d6 plasma damage.

Laser rifle (Ex): This functions as a laser rifle. It deals 2d6 damage on a hit, x3 on a critical, and can use full-auto. A sentinel can use the laser rifle one round per caster level per day (minimum 6). Using full-auto consumes two of these uses. Note: You may want to use semi-auto and deadly aim for +6/+6 (2d6+2) against touch.

Scaling: A sentinel with a template that adds 4HD increases its hitpoints by 47, its BAB, CMB, and CMD by 4, its saves by 1, its grenade damage by 2d6, its DCs by 2, its skills by 4, and gains rapid shot and toughness as feats. Increase the minimum number of grenades or laser rifles rounds by 4. With grenades it can take a -2 (+11/+11) to attack twice as a full-round action. With a rifle it can attack a maximum of 4 times (+7/+7/+7/+2) with semi-auto. Note: you probably want to use only use rapid shot and deadly aim for a total of +9/+9/+4 (2d6+4) against touch

Templated
Advanced Sentinel (CR 3)

Security Sentinel (CR 3)

Weapons Expert Sentinel (CR 3)

Advanced Weapon Expert Sentinel (CR 4)