Robot, Gearsman (CR 5/MR 2)

As this humanoid automaton levels his spear, energy courses down its length.

Mythic Gearsman (CR 5/MR 2)
XP 1,600
Pathfinder Campaign Setting: Inner Sea Bestiary
N Medium construct (mythic, robot)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8

Defense

AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural); +2 dodge against foes engaged with adaptive tactics
hp 62 (4d10+40)
Fort +1; Ref +3; Will +2
Defensive Abilities hardness 10; 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 +7 (1d8+5/×3)
Special Attacks mythic power (2/day, surge +1d6)

Statistics

Str 20, Dex 15, Con —; Int 10; Wis 13; Cha 1
Base Atk +4; CMB +9; CMD 21
Feats Combat Reflexes, Power AttackMF
Skills Craft (any one) +8, Disable Device +9, Perception +8, Profession (any one) +7, Sense Motive +8
Languages Common
SQ adaptive learning, adaptive tacticsMA, charge weaponMF, self-repairMA

Ecology

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

Special Abilities

Adaptive Learning (Ex) A gearsman receives skill points equal to 4 + its Int modifier per Hit Die, and treats Craft and Profession as class skills. In addition, each gearsman receives bonus skill ranks equal to its Hit Dice that can be allocated to any single skill. A gearsman may change this skill one time per day by concentrating for 1 minute, during which time it can take no other actions. Instead of receiving bonus skill ranks, a gearsman can instead gain proficiency in a single weapon. Gearsman are automatically proficient with simple weapons.

Adaptive Tactics (Ex) A mythic gearsman that has attacked or has been attacked by a creature with a melee or ranged attack since the end of its last turn gains a +2 competence bonus on attack and weapon damage rolls and its critical threat range is doubled against that creature, and a +2 dodge bonus to AC against attacks from that creature. The gearsman can receive these bonuses against any number of foes.

Charge Weapon (Ex) A gearsman charges any metal weapon (including wooden-hafted weapons) it holds with electricity, dealing +1d6 points of electricity damage on a hit. It can expend one use of its mythic power as a free action when it confirms a critical hit to deal additional electricity damage as if wielding a shocking burst weapon and also to suppress the electricity resistance (though not electricity immunity) of the target for 1d4 rounds. If the target’s electricity resistance or immunity is the result of a non-mythic spell, the gearsman may roll 1d20+5, treating the result as a caster level check to dispel that effect.

Self-Repair (Ex) A damaged mythic gearsman heals damage equal to its hit dice every hour (typically 4 hit points per hour). Once per day as a full-round action, a mythic gearsman can use its nanites to heal any robot it touches of 4d6 points of damage. If used on itself, the mythic gearsman automatically heals the maximum amount (24 points of damage). A mythic gearsman can expend one use of mythic power to use its healing ability as a swift action, and this does not count against its single daily use. When using mythic power to heal, its healing touch also removes any conditions remedied by the heal spell.

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