Advanced Weapon Expert Sentinel

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

CR 4 N Medium construct (robot)

Init +7; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE

AC 19, touch 17, flat-footed 12 (+7 Dex, +2 natural)

hp 53 (3d10+20+3)

Fort +3, Ref +10, Will +3

Defensive Abilities hardness 5; Immune construct traits

Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 30 ft.

Melee slam +11 (1d4+8 19-20/x2) [using power attack]

Ranged Grenade launcher +13 touch (2d6+6 plus trip and splash) or Laser Rifle +13 touch (2d6+2 19-20/x3) or Semi-Auto Laser Rifle +11/+11 (2d6+2 19-20/x3)

STATISTICS

Str 14, Dex 24, Con —, Int 20, Wis 14, Cha 5

Base Atk +3; CMB +10; CMD 22

Feats: Combat Reflexes (x7), Improved Critical (Laser Rifle or Grenade Launcher), Lightning Reflexes, Point Blank Master (N/A) Weapon focus (Laser Rifle or Grenade Launcher)

Skills Acrobatics +13, Perception +8

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 8). 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 16) for half. If a target is missed, they are affected by splash as well. Concussion grenades deal 2d6+6 bludgeoning damage and trip directly hit targets unless they succeed at a reflex save (DC 16). Plasma grenades deal 2d6 plasma damage.

Laser rifle (Ex): This functions as a laser rifle. It deals 2d6+2 damage on a hit, 19-20/x3 critical, and can use full-auto. A sentinel can use the laser rifle one round per caster level per day (minimum 8). Using full-auto consumes two of these uses. Note: You may want to use semi-auto and deadly aim for +10/+10 (2d6+4) against touch.