Advanced gearsman

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

CR 5 N Medium construct (robot)

Init +3; Senses darkvision 60 ft., low-light vision; Perception +10

DEFENSE

AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)

hp 68 (4d10+20+8)

Fort +1, Ref +6, Will +4

Defensive Abilities hardness 10; Immune construct traits

Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 20 ft.

Melee slam +11 (1d4+10 plus 1d6 electricity)

Bolt spear +11 (1d8+11 /x3 +1d8+1d6)

Power Attack Bolt spear +9 (1d8+17 /x3 +1d8+1d6)

Ranged

Bolt spear +7 (1d8/x3+1d6)

Laser Rifle +7 touch (2d6 x3) or +5/+5

Deadly Aim Laser Rifle +5 touch 2d6+4 or +3/+3

STATISTICS

Str 24, Dex 17, Con —, Int 14, Wis 17, Cha 5

Base Atk +4; CMB +11; CMD 24

Feats Combat Reflexes, Lightning Reflexes

Skills Climb +14, Disable Device +10, Perception +10, Sense Motive +10

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.====