PoC PrCs and skills are up, Nanshork. It might be a little while before I get to the end, so here are the module-summonable creature stats so you can at least evaluate them.
Autoturret CR 1/2
TN Small Construct (Cybernetic)
Init +0; Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication 100 ft.
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AC 14, touch 11, flat-footed 14
(+1 size, +3 natural)
HP 15 (1 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +0, Ref +0, Will +0; automatically fails Reflex saves
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Speed --
Ranged nanorifle +1 ranged (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -5
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Abilities Str 8, Dex --, Con --, Int --, Wis 10, Cha 1
SQ Emplaced, Hive Mind
Feats AlertnessB
Skills Listen +2, Spot +2
Advancement --
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Autoturrets are among the simplest of turret designs. They can be found as part of larger fortifications, although they are just as frequently used in the field through their portable version. Autoturrets include a built-in ranged weapon of some sort, frequently a nanorifle, although other variants exist. An autoturret can store several thousand rounds of ammunition within its chassis, allowing it to operate in the field for extended periods without resupply.
Portable autoturrets are not emplaced. They do, however, employ a stable base, at the minimum a tripod, which grants them bonuses against being bull rushed, overrun, or tripped as normal.
Rezbit CR 1
TN Small Construct (Cybernetic)
Init +1; Senses low-light vision, darkvision 60 feet; Listen +0, Spot +0
Languages none; wireless communication 100 ft.
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AC 14, touch 12, flat-footed 13
(+1 size, +1 Dex, +2 natural)
HP 15 (1 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Resist electricity 5
Fort +0, Ref +1, Will +0
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Speed 20 ft. (4 squares), fly 5 ft. (Perfect)
Melee Slam +2 (1d4-3) or
Melee Shock Blast +2 touch (1d6 electricity)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -7
Special Actions Analyze Technology
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Abilities Str 5, Dex 12, Con --, Int 12, Wis 10, Cha 1
Feats Skill Focus (Computer Use), Weapon FinesseB
Skills Computer Use +12, Knowledge (arcana) +5, Knowledge (architecture and engineering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (all others) +3, Martial Lore +3, Psicraft +3, Spellcraft +3
Advancement 2-11 HD (Small)
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Skills Rezbits have a +4 racial bonus on Computer Use checks and a +2 racial bonus on all Knowledge, Martial Lore, Spellcraft, and Psicraft checks. Further, they treat all Intelligence-based skills as class skills and can use them untrained.
Analyze Technology (Su) Rezbits can understand magic and technology naturally. They can use an effect similar to the detect magic spell, except that they learn all the information that they would normally get by concentrating for 3 rounds on the first round. They must still make Spellcraft checks as normal. If they succeed on the Spellcraft check to identify the aura of an active spell or effect, they also identify that effect as though using the analyze dweomer spell. Rezbits usually use this ability to identify the modules in use by activating enemies, although it is adaptable to other creatures.
Shock Blast (Su) Rezbits can attack their enemies with a short ranged blast of electrical energy. Treat this as a melee touch attack that deals 1d6 points of electricity damage.
Wireless Communication (Ex) Rezbits can communicate with other creatures with the wireless communication ability as though with telepathy and as though they shared a common language. Both creatures must be within range of the other to communicate with each other. Rezbits can communicate out to 100 feet this way.
Observer CR 1/3
TN Tiny Construct (Cybernetic)
Init +2; Senses low-light vision, darkvision 60 feet; Listen +6, Spot +6
Languages none; wireless communication 1 mile
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AC 15, touch 14, flat-footed 13
(+2 size, +2 Dex, +1 natural)
Miss Chance 20% (concealment); Camouflage Field
HP 1 (1/4 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +0, Ref +2, Will +0
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Speed Fly 30 ft. (Perfect)
Melee Slam +4 melee (1d3-4)
Space 2.5 ft.; Reach 0 ft.
Base Atk +0; Grp -12
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Abilities Str 2, Dex 15, Con --, Int --, Wis 10, Cha 1
SQ Camouflage Field
Feats AlertnessB, Weapon FinesseB
Skills Hide +10, Listen +6, Move Silently +6, Spot +6
Advancement --
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These floating spy drones are adept at gathering information and revealing enemy positions while still remaining undetected.
Skills Observers have a +4 racial bonus on Listen, Move Silently, and Spot checks.
Camouflage Field (Su) Observers project a light-bending energy field that permanently grants them concealment. This allows them to hide even in the open, although it does not allow them to hide while observed. An Observer can suppress or resume this ability as a free action.
Construction
Market Price: 750 gp.
Prerequisites: Craft Cybernetic Construct, Observer Relay, Stealth Field.
Cost to create: 375 gp, 30 xp, 1 day.