Weaponized Gamedroid
Source: Alien Archive 3
CR: 6 XP: 2,400
N Small construct (magical, technological)
Init.: +5 Senses: darkvision 60 ft., low-light vision Perception: +13
Defense
HP: 75
EAC: 17 KAC: 18
Fort: +3 Ref: +3 Will: +7
Offense
Speed: 10 ft., fly 30 ft. (Ex, average)
Melee: slam +13 (1d6+6 B)
Offensive Abilities: casting unit
Spell-like Abilties: (CL 6th; melee +13)
Statistics
Str: +0 Dex: +5 Con: — Wis: +0 Int: +2 Cha: +2
Skills: Acrobatics +13, Disguise +18
Languages: Common, up to 2 other languages
Ecology
Environment: any
Organization: solitary, pair, or squad (3–9)
Special Abilities
<p><b>Casting Unit (Ex)</b> A weaponized gamedroid gains its spells from a special amalgamation of spell chips known as a casting unit. Some of the spells a weaponized gamedroid can cast vary, usually based on a theme, but like non-weaponized gamedroids, they typically use <i>holographic image</i> to build a gaming environment, <i>disguise self</i> to change their appearance in that environment, <i>psychokinetic hand</i> to manipulate the player in minor ways, and <i>token spell</i> for some special effects. The gamedroid can concentrate on <i>holographic image</i> as a swift action on each of its turns, and it can cast spells while so doing. In addition, when a gamedroid casts <i>disguise self</i>, it can appear to be as little as 1 foot in diameter or as big as 8 feet tall.<br/><br/> <b>Sound Modulation (Ex)</b> A weaponized gamedroid can change its voice and other sounds it makes. This trait grants the gamedroid a +2 circumstance bonus to Disguise checks if a change in sound helps the disguise.</p>