Robot, Security | Aliens | SFRPG SRD | Glasstop Games

Robot, Security

Observer-Class Security Robot

CR 1

XP 400

N Small construct (technological)

Init +4; Senses darkvision 60 ft., low-light vision; Perception +5

Defense

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

Offense

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])

Statistics

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)

Ecology

Environment any urban

Organization solitary or fleet (2–5)

Special Abilities

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.

Patrol-Class Security Robot

CR 4

XP 1,200

N Medium construct (technological)

Init +5; Senses darkvision 60 ft., low-light vision; Perception +10

Defense

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

Offense

Speed 30 ft.

Melee slam +10 (1d6+7 B)

Ranged integrated tactical arc emitter +13 (1d4+4 E)

Offensive Abilities jolting arc

Statistics

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)

Ecology

Environment any urban

Organization solitary, pair, or patrol (3–7)

Special Abilities

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.

This page contains Open Game Content used under the Open Game License (OGL).