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Robot, Gearsman Robot

Gearsman Robot
ROBOT, GEARSMAN ROBOT – AI Generated Artwork – NightCafe Creator

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

Source Inner Sea Bestiary pg. 44
Originally posted in Archives of Nethys

Of all the impossible artifacts none has been a greater boon to the Technic League than the fabled gearsmen. For reasons known only to themselves, many of these robots serve the artificers of the Technic League as shock troops and guards, performing their tasks with mechanical detachment and coldly logical efficiency.

Yet they serve a purpose beyond the earth, disobeying their putative masters whenever orders contradict their mysterious internal directives. When questioned about their lapses, a gearsman answers only with endlessly patient silence.


Gearsman Robot CR 4
XP 1,200

N Medium construct (robot)

Init +1; Senses darkvision 60 ft., Low-Light Vision; Perception +1
DEFENSE
AC 20, touch 11, flat-footed 19 (+1 Dexterity, +9 natural)

hp 42 (4d10+20)

Fort +1, Ref +2, 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+5/×3 plus 1d6 electricity)

Ranged mwk spear +6 (1d8+6/×3)
STATISTICS
Strength 20, Dexterity 13, Constitution -, Intelligence 10, Wisdom 13, Charisma 1

Base Atk +4; CMB +9; CMD 20

Feats Combat Reflexes, Power Attack

Skills Craft (any one) +8, Disable Device +8, Perception +8, Profession (any one) +7, Sense Motive +8

Languages Common, Hallit

SQ adaptive learning, charge weapon, self-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 beyond those possessed by all robots. In addition, a gearsman has a number of bonus skill ranks equal to its Hit Dice that can be reprogrammed to apply to any skill – these ranks cannot be split among multiple skills and must all apply to one skill. A gearsman may 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 melee weapon wielded by a gearsman becomes charged with electricity and deals +1d6 points of electricity damage on a hit.

Self-Repair (Ex) A gearsman’s nanites Heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice (4 hit points per hour for most gearsmen). Up to once per day, as a full-round action, it can Heal any robot it touches of 4d6 points of damage – if a gearsman uses this ability on itself, it automatically heals the maximum amount: 24 points of damage.
ECOLOGY
Environment any

Organization solitary, pair, or squad (3-12)

Treasure standard (masterwork spear, other treasure)
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