Gearsmen Racial Traits
+4 Strength, -4 Charisma: Gearsmen are strong but distant.
Medium: Gearsmen are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Gearsmen have a base speed of 20 feet.
Exceptional Senses: Gearsmen have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Artificial Intelligence: Robots have Intelligence scores of 10 and cannot be lowered upon character creation.
Artificial Immunity: Gearsmen are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Gearsmen are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Gearsmen do not have a Constitution score. Any DC's or other statistics that rely on a Constitution score treat Gearsmen as having a score of 10 (no bonus or penalty). Gearsmen are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Gearsmen do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer. Gearsmen cannot be raised or resurrected.
Construct Armor: The metallic bodily structure of a Gearsmen occupies the same space on the body as does a suit of armor. Gearsmen have thick armor plates built into their frame, protecting their critical areas. As a result, they begin play with a +8 armor bonus, an armor check penalty of -6, and maximum Dex bonus of 2. Gearsmen are treated as if wearing heavy armor. Gearsmen cannot wear armor or magic robes. Gearsmen can be enchanted however just as normal armor can be, but is treated as having an inherent +1 enhancement for the purposes of calculating cost. The Gearsmen must be present for the entire time it takes to be enchanted.
Construct: Gearsmen are constructs with the robot subtype. Hard to destroy, gearsmen gain 20 bonus hit points based on their size. Gearsmen can be repaired through the use of the Craft Construct feat. Gearsmen can also be healed through spells such as make whole. Gearsmen do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that Geasmen can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health. As artificial creatures, gearsmen suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.
Emotionless: Gearsmen have problems processing emotions properly, and thus take a --4 penalty on Sense Motive checks.
Force Field: A force field sheathes gearsmen in a thin layer of shimmering energy that grants a number of bonus hit points equal to its Hit Dice (minimum 3). All damage dealt to a gearsmen with an active force field is reduced from these hit points first. As long as the force field is active, the gearsmen is immune to critical hits. A force field regains 1 hit point each round, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Nanite Technology: A gearsmen's body is infused with nanites that allow the gearsmen to perform many abilities. You may use only one of the following technologies once per day:
♦ Particle Charge: Once per day as a swift action, a Gearsmen can call on the electrical power lurking in its circuitry to charge any metal melee weapon wielded with electricity and deal +1d6 points of electricity damage on a hit. If not wielding a weapon, unarmed strikes deal +1d6 points of electricity damage. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.
♦ Self-Repair: Once per day, a gearsman's nanites heal it of damage equal to its Hit Dice.
♦ Surge: Once per day as an immediate action, a gearmen can cause its nanites to surge, granting a bonus equal to 3 + the gearsmen's character level on any one d20 roll; this ability must be activated before the roll is made. When a gearsmen uses this power, its circuitry glows with light equivalent to that of a torch in illumination for 1 round.
Weaknesses: Whenever a gearsmen's force field is shut down and it takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is instead staggered for 1 round. Gearsmen remain immune to other sources of the stunned condition. Gearsman take 150% as much damage as normal from electricity attack, unless they are immune to electricity via other special defense.
Languages: Gearsmen begin play speaking Common and Hallit. Gearsmen with high Intelligence can choose any of the following languages: Draconic, Dwarven, Elven, and Gnome.