Robot, Security
XP 400
N Small construct (technological)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
HP 17
EAC 14; KAC 15
Fort +1; Ref +1; Will -1
Defensive Abilities exigency, integrated weapons; Immunities construct immunities
Weaknesses vulnerable to critical hits, vulnerable to electricity
Speed 30 ft., fly 30 ft. (Ex, average)
Melee slam +6 (1d6+3 B)
Ranged integrated pulsecaster pistol +9 (1d4+1 E nonlethal), or stickybomb grenade I +9 (explode [10 ft., entangled 2d4 rounds, DC 10])
Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
Skills Acrobatics +10, Athletics +5, Computers +5
Languages Common
Other Abilities unliving
Gear pulsecaster pistol with 2 batteries (20 charges each), stickybomb grenades I (2)
Environment any urban
Organization solitary or fleet (2–5)
Exigency (Ex) An observer-class security robot can expend a large store of energy to temporarily increase its processing power and attempt to avoid an attack. Once per day, it can reroll a failed Reflex saving throw with a +10 circumstance bonus.
Integrated Weapons (Ex) A security robot’s weapons are integrated into its frame and can’t be disarmed.
XP 1,200
N Medium construct (technological)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
HP 52
EAC 16; KAC 18
Fort +4; Ref +4; Will +1
Defensive Abilities integrated weapons, nanite repair; Immunities construct immunities
Weaknesses vulnerable to critical hits, vulnerable to electricity
Speed 30 ft.
Melee slam +10 (1d6+7 B)
Ranged integrated tactical arc emitter +13 (1d4+4 E)
Offensive Abilities jolting arc
Str +3; Dex +5; Con —; Int +1; Wis +0; Cha +0
Skills Acrobatics +10, Computers +10, Intimidate +15
Languages Common
Other Abilities unliving
Gear tactical arc emitter with 2 batteries (20 charges each)
Environment any urban
Organization solitary, pair, or patrol (3–7)
Integrated Weapons (Ex) A security robot’s weapons are integrated into its frame and can’t be disarmed.
Jolting Arc (Ex) Once every 1d4 rounds as a standard action, a patrol-class security robot can shoot an arc of electricity at up to four creatures within 40 feet (no two of which can be more than 30 feet apart). This arc deals 1d8 electricity damage to each target (Reflex DC 13 half).
Nanite Repair (Ex) A patrol-class security robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR (4 Hit Points per hour for most security robots). Once per day as a full action, a patrol-class security robot can restore 3d8 Hit Points to itself or any touched construct with the technological subtype.