Gearsman Robot

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

CR 4 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 60 (4d10+20)

Fort +1, Ref +4, 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 plus 1d6 electricity)

STATISTICS

Str 20, Dex 13, Con —, Int 10, Wis 13, Cha 1

Base Atk +4; CMB +9; CMD 20

Feats Combat Reflexes, Lightning Reflexes

Skills Climb +12, Disable Device +8, Perception +8, Sense Motive +8

Languages Common

SQ adaptive, charge weapon, nanite repair

SPECIAL ABILITIES

Proficiencies: Gearsmen Robots are always proficient with simple weapons

==== Adaptive (Ex): Once per day or when activated, a Gearsman can either gain proficiency with any one weapon or treat any skill except knowledge, craft, linguistics, perform, or profession as though its ranks equaled its HD and it was a class skill. ====

Charge Weapon (Ex): Any natural attack or 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 any robot it touches of 4d6 points of damage. It can instead heal itself for 24 damage as a swift action. ====