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Builderoids CR 8
XP 4,800
CG Tiny vermin (good) mechanic
Init +4; Senses darkvision 60 ft.; Perception +17
DEFENCE
HP 115
EAC 20; KAC 21
Fort +9; Ref +9; Will +9
~~~ OFFENCE
Speed 12 ft., burrow 30 ft.
Melee shred +17 (1d12+8 S; critical ~~~)
Space 2-1/2 ft.; Reach 0 ft.
Spell-like Abilities (CL 8th; ranged +15)
NaNth (1/day) - Handy Junkbot, Healing Junkbot
TACTICS
Defensive Actions Only. They do not conquest except by accident.
STATISTICS
Str +0; Dex +4; Con +2; Int +6; Wis +0; Cha +0
Skills Computers +22, Culture +17, Engineering +22, Life Science +17, Medicine +22, Physical Science +22
Languages Celestial, Limited telepathy
Other abilities Treated as mindless when in a group, but they aren't really.
Gear list gear here e.g. Armor, Ammunition
ECOLOGY
Builderoids can be summoned long-term by non-evil spellcasters to aid in reapiring starships or installations.
They can build devices, but much prefer to work on larger structures (anything bigger than 5 squares)
MECHANIC ABILITIES
Resolve points 5
Mechanic abilities Artificial intelligence, overload, remote hack, expert rig, miracle worker , drone helpers, nanite swarm.
Mechanic special rules artificial intelligence class feature, IE drone
Mechanic gear Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR = 1+).
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Lots of them show up, and each builderoid is followed by his own helper,
so there's a mob of them most of the time.
Mini-Drone CR 1 XP 400
N Tiny construct (technological) operative
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
DEFENCE HP 17 EAC 14; KAC 14
Fort +1; Ref +4; Will +4 Immunities construct immunities
OFFENCE
Speed 25 ft., fly 45 ft. (perfect) (scale: 1 inch = 2.54 cm)
Melee arc-welder +4 (1d4+1 E & F; critical ~~~~)
Ranged staple gun +6 (1d4+1 P; critical ~~~~)
Space 2-1/2 ft.; Reach 0 ft.
TACTICS
Followers, of the Builderoids. Usually continue last instructions, unless emergency arises.
They pool themselves to do large tasks, including rescuing people from fires, entangling bad guys, etc.
STATISTICS
Str +0; Dex +4; Con +0; Int +2; Wis +1; Cha +0
Skills Computers +7, Engineering +12, Physical Science +12, Piloting +7
Languages Arkanen, Common, Limited telepathy, Celestial
Other abilities unliving
ECOLOGY
Capable of repairing themselves, and healing builderoids.
OPERATIVE ABILITIES
Resolve points 3
Operative abilities Trick attack +1d4 ; . Exlporer Specialty. Field Treatment, Jack-All-Trades, Inoculation.
Operative special rules Evasion, Jet Dash
Operative gear Armor Plated, Carries Nail Gun, Spot Welder, 3D Resin Gun, Micro-Beamer, or other "tools" that can easily become weapons.
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