Security 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 +9; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE

AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)

hp 50 (3d10+20)

Fort +1, Ref +9, Will +1

Defensive Abilities hardness 10; Immune construct traits

Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 30 ft.

Melee slam +8 (1d4+3) [using power attack]

Ranged Grenade launcher +10 touch (2d6+4 plus trip and splash) or Laser Rifle +10 touch (2d6 /x3) or Semi-Auto Laser Rifle +8/+8 (2d6 /x3)

STATISTICS

Str 10, Dex 22, Con —, Int 16, Wis 10, Cha 1

Base Atk +3; CMB +9; CMD 19

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

Skills Acrobatics +12, 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 (6) 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 +7/+7 (2d6+2) against touch.