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Mark II Patroller in Pathfinder 2e

Mark II Patroller - Construct 4
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Note outside of Waston there is no rarity, they aren't found. Within Waston's borders, they are not found out in the wild or the like, unless its like a shipment between cities or other urban centers. In urban areas they become Uncommon, much like constables.
Perception 1d20+11
Languages Gnomish, Valarian (Common)
Skills Acrobatics: 1d20+11 , Athletics: 1d20+10 , Intimidate: 1d20+8 , Intuition: 1d20+7 , Investigate: 1d20+6 , Persuade: 1d20+8 , Lore (Settlement it is serving in): 1d20+8

STR +4 , DEX +5 , CON +3 , INT +0 , WIS +1 , CHA +2

AC 23
Saving Throws Fort 1d20+9 , Ref 1d20+5 , Will 1d20+7 , Power Save (Strength): 1d20+10 , Logic Save (Intelligence): 1d20+0 , Ego Save (Charisma): 1d20+8
HP49 4d12+18 - Immunities Poison Damage, Psychic Damage, Charm Effects, any other mind altering ability or effect. - Weaknesses Weakness (4) To Lightning Damage - Resistances Resist (4 Slashing, Piercing, Bludgeoning, Necrotic, Radiant, Fire, Cold, and Thunder Damage.
Speed 35 feet
Melee Baton Strike: 1d20+12 to hit, does 1d10+4 bludgeoning damage. Non-Lethal naturally.   Cutlass Strike: 1d20+13 to hit, does 1d8+5 Slashing damage. Lethal damage naturally.
Ranged RAESP Pistol: Accurate, Battery Cell 1d20+13 to hit. If hit, deals 2d6 lightning damage, non-lethal, target must make DC 19 Fortitude Save. If failed, become Stunned (1) if critically failed, become Stunned (3). If they succeed they only suffer Slow (1) if they critically succeed, they merely are hooked by the hooks and connected to the pistol. Once struck with this weapon, the target is attached to it unless they successfully complete a task to remove the barbs, needing to also make a DC 17 Fortitude save to do so successfully (simple pass or fail check). Attempting this activity does provoke reactions, and can include discharging the battery as an attack by the Patroller. Once connected and hooked by the copper pins to the weapon, all future attacks are against AC 10. Battery cell has 10 charges. Winding up the lines and resetting the pins to shoot the RAESP again takes . However swapping battery cells merely takes . Range is 20 feet. Damage is non-lethal naturally.   Revolver: Capacity (5), Armor Penetration (2), Accurate, Light, Pistol, Mounted Qualities. 1d20+15 to hit, deals 2d6 piercing damage, lethal damage naturally. Full reload time though can be split over 2 rounds so long as you spend actions at the end of one round then the beginning of the next.
Special Abilities Metal Body (2): +2 Natural Armor (accounted for in AC)   Semi-Intelligent: This construct can hold basic conversation, and has limited autonomy with how it responds. Its threshold for conversation is rather basic and tied to its tasks however (so it can discuss like number theory with a character or the like).   Armament Shift : The standard configuration for a Patroller is non-lethal armament configuration, however another improvement over the Mark I is how easily they can shift between these two armaments. As a single action, this construct can shift to its lethal armaments.   Commanding Tenor : Patrollers have been imbued with a variety of magicks, and have a variety of unique capabilities. One of them is this. As a reaction, a Patroller can attempt to issue a command on a target that can hear it. These commands can be as follows;   - Cease and Desist: Trying to get a target to stop a current activity entirely.   - Drop the Object/Armament: Trying to get a target to drop a weapon or an object.   - Freeze: Stop moving, stand still   A target of this ability must attempt a DC 19 Ego Save. If critically failed, they do as requested entirely, spending the rest of their turn to do so, fully under the sway of the Tenor. If they merely fail, they waste 1 action doing as they are bid but then continue with their turn from that point, able to think clearly. If they succeed they merely take 2d6 psychic damage from resisting, and if they critically succeed, they resist without taking any damage.   Tonal Shift Detection: A Patroller was built for foot patrol and on the ground police work, including questioning people on the streets or in interrogation rooms. In such social encounters, the Patroller's Intuition rolls against Deception checks should be treated as if at +4.

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