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Robot, Gearsman

Made of what appears to be burnished brass, this construct resembles a suit of armor with a glowing glass orb for an eye.

Gearsman CR 4

XP 1,200
N Medium construct (robot)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE

AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +2
Defensive Abilities hardness 5; Immune construct traits
Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 20 ft.
Melee slam +9 (1d4+7) or mwk spear +10 (1d8+7/×3 plus 1d6 electricity)
Ranged mwk spear +6 (1d8+5/×3)

STATISTICS

Str 20, Dex 13, Con —, Int 10, Wis 13, Cha 1
Base Atk +4; CMB +9; CMD 20
Feats Combat Reflexes, Power Attack
Skills Craft (any one) +7, Disable Device +8, Perception +8, Profession (any one) +8, Sense Motive +8
Languages Common
SQ adaptive learning, charge weapon, nanite repair

SPECIAL ABILITIES

Adaptive Learning (Ex)

A gearsman has a number of skill points equal to 4 + its Intelligence modifier per Hit Die, and treats Craft and Profession as class skills. In addition, a gearsman has a number of bonus skill ranks equal to its Hit Dice that can be reprogrammed to apply to any one skill—these ranks can’t be split among multiple skills and must apply to one skill.

A gearsman can change what skill these bonus ranks apply to up to once per day by concentrating for 1 minute, during which time it can take no other actions. Rather than spend these bonus ranks on a skill, a gearsman can choose to devote them to weapon knowledge, gaining proficiency with a single weapon instead of bonus ranks in a skill. All gearsmen are automatically proficient with all simple weapons.

Charge Weapon (Ex)

Any metal weapon wielded by a gearsman becomes charged with electricity and deals 1d6 additional points of electricity damage on a hit.

Nanite Repair (Ex)

A gearsman’s nanites heal it, restoring a number of hit points equal to its Hit Dice every hour (4 hit points per hour for most gearsmen). Once per day, as a full-round action, a gearsman can heal itself or any robot it touches of 4d6 points of damage.

ECOLOGY

Environment any
Organization solitary, pair, or squad (3–12)
Treasure standard (masterwork spear, other treasure)

For reasons known only to themselves, gearsmen willingly serve as shock troops and guards, performing their tasks with mechanical detachment and coldly logical efficiency. Yet they serve a purpose beyond their current directives— an objective installed in them when they were first created. Gearsmen disobey their putative masters whenever an order contradicts these mysterious internal directives. When questioned about their lapses, gearsmen answer with only silence.

Despite their construction, gearsmen move fluidly.

Their lack of a functional mouth doesn’t prevent them from talking, though most speak rarely. When they do talk, they speak with shrill, oddly distorted speech devoid of emotion and nuance, and their voices are all eerily alike.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.