Advanced Sentinel

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

CR 3 N Medium construct (robot)

Init +2; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE

AC 21, touch 17, flat-footed 14 (+7 Dex, +4 natural)

hp 53 (3d10+20)

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 +9 (1d4+5) [using power attack]

Ranged Grenade launcher +11 touch (2d6+4 plus trip and splash) or Laser Rifle +11 touch (2d6 /x3) or Semi-Auto Laser Rifle +9/+9 (2d6 /x3)

STATISTICS

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

Base Atk +3; CMB +10; CMD 22

Feats: Lightning reflexes, Weapon focus (Laser Rifles 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 9). 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+4 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 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 9). Using full-auto consumes two of these uses. Note: You may want to use semi-auto and deadly aim for +8/+8 (2d6+2) against touch.