Here are the Man of Adamantine. While the Man of Iron are pure cannon fodder, the Man of Adamantine are more important but still expendable without problems. Able to keep an isolated deity busy (or even win if it's not particularly optimized) they are capable of shaking a world.
Man of Adamantine
LE medium construct (robot)
Init +29;
Senses divine detection, increased sense (x10), see in darkness, superior optics; Perception +126
AC 117, touch 102, flat-footed 57 (+40 antidivinity, +16 deflection, +9 Dex, +6 dodge, +60 natural, +16 perfection)
hp 2.940 hp (80d20+1.340) 450 shield; regeneration 60 (divine damage or might [or higher form of those])
Fort +74,
Ref +35,
Will +71
Defensive Abilities adaptive defensive programming, eternal freedom, fortification 25%, self mastery, shield, sixth sense, war is eternal;
DR 60/–;
Immune construct traits, Terrestial Hazards;
Resistance acid 120, cold 120, fire 120, Stellar Hazards;
PR/SR 106
Weakness vulnerable to critical hits, vulnerable to electricity
Speed 120 ft., booster jets, cling
Melee plasma sword +119/+114/+109/+104 touch (20d10+23/19-20 plus stun)
Ranged machine gun +109/+104/+99/+94 touch (131+31/17-20x13), 2 integrated chain guns +105 (30d10/19-20×4), integrated laser cannon +105 touch (40d10/x6)
Special Attacks atomizer +105 (80d10, DC 80), auto-destruct core (60 ft., DC 80, 80d10), electromagnetic pulse (120 ft., DC 80, 60d10 electricity), suppression fire, stun (DC 89)
Str 56,
Dex 28,
Con –,
Int 38,
Wis 36,
Cha 42
Base Atk +80;
CMB +119;
CMD 160
Feats Alertness, Cornugon Smash, Dodge, Greater Vital Strike, Greater Weapon Focus (machine gun), Greater Weapon Specialization (machine gun), Improved Critical (machine gun), Improved Critical (plasma sword), Improved Initiative, Improved Vital Strike, Signature Skill (intimidate), Vital Strike, Weapon Focus (machine gun), Weapon Specialization (machine gun)
Epic Feats Improved Dodge, Epic Skill Focus (perception), Epic Weapon Focus (machine gun), Epic Weapon Specialization (machine gun), Greater Critical (machine gun), Greater Critical Multiplier (machine gun), Improved Critical Multiplier (machine gun), Sixth Sense
Skills Intimidate +112, Knowledge (all) +113, Perception +116, Sense Motive +116, Spellcraft +110
Languages Pleromian; remote communication
SQ combined arms, ego, electric pulse, flexible programming, god killer, hyperborean celerity, hyperborean construction, integrated weaponry, might, prana generator, sustenance, virtual size category +3
ECOLOGY
Environment Any
Organization solitary, pair, squadron (3–12), platoon (1 plus 6–18 Man of Iron) or invasion (30d6, plus 60d6 Man of Iron, 10d6 Man of Orichalcum, 2d6 Man of Neutronium)
Treasure none
A Man of Adamantine gave up 18 feats to get 3 divine ability slot.
Divine Abilities
• Perfect Weapon Specialization (machine gun) (Ex): Damage maximized.
• Superior Critical (machine gun) (Ex): Critical threat quadrupled.
• Superior Critical Multiplier (machine gun) (Ex): Critical multiplier increase.
Adaptive Defensive Programming (Ex)
Three times per day as an immediate action, a Man of Adamantine can change one of its resistances to any other energy type for 10 minutes.
Atomizer (Ex)
As a full-round action once every 3 rounds, a Man of Adamantine can fire a ray as a ranged touch attack with a range of 600 feet. On a hit, the ray deals 1d10 points of damage for Man of Adamantine’s HD. When used against an object, the atomizer disintegrates as much as a 10-foot cube of nonliving matter. A creature or object that succeeds at a Fortitude save DC 80 instead takes only one-quarter normal damage. Any creature reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. The save DC is Intelligence-based.
Auto-Destruct Core (Ex)
As a full-round action, and automatically without any action when destroyer (it's a 0 or less hit points while its regeneration is deactivated), a Man of Adamantine can cause its central power core to overheat and self-destruct in an explosion that destroys the robot and deals 1d10 points of damage per HD of the Man of Adamantine to all targets in a 60-foot radius. Half of this damage is fire damage and the other half is slashing damage. Creatures in this area that succeed at a Reflex saving throw DC 80 take half damage. This explosion subjects those affected to severe radiation. When adjacent to the robot, a creature with the Craft Construct feat can make a particular Disable Device check with a DC of 126 (30 + robot HD + perfection bonus) as a standard action that provoke attack of opportunity. If the check succeed, the robot auto-destruction core ability is deactivated for 1d4+2 rounds. The save DC is Intelligence-based.
Booster Jets (Ex)
As a swift action up to 10 times per hour, a Man of Adamantine can gain a fly speed of 300 feet (good maneuverability) for a duration of 1 minute.
Chain Guns (Ex)
These advanced weapons which throw rotary saw blades have a range increment of 300 feet.
Cling (Ex)
A combination of magnetic pads and electrostatic emitters in its feet allow a Man of Adamantine to climb and travel on vertical or horizontal surfaces without having to attempt Climb checks, even allowing it to traverse these surfaces while upside down.
Combined Arms (Ex)
When taking a full-attack action, a Man of Adamantine can attack with melee and ranged natural attacks and integrated weapons simultaneously.
Divine Detection (Ex)
A Man of Adamantine can detect creatures within 10 miles that have divine rank or creatures with abilities obtained from creatures with divine rank (like cleric, paladins, the angel Solar, etc.).
Electric Pulse (Ex)
Three times per day as an immediate action, a Man of Adamantine can gain the benefit of a haste spell for 1 minutes.
Electromagnetic Pulse (Ex)
Every 1d4 rounds, as a standard action, a Man of Adamantine can unleash an electromagnetic pulse in a 120-foot radius that bypasses any active force fields (or similar effects) and deals 60d10 points of electricity damage to any robots, creatures with electronic circuits, creatures that use electricity signal in their body (like humans) or creatures with cybernetic implants. Creatures affected by this attack that succeed at a Reflex save DC 80 take only half the normal amount of damage. This effect doesn’t harm the robot itself. Any technological item within this radius is drained of 3d20 charges unless the item succeeds at a Reflex save. The save DC is Intelligence-based.
Ego (Ex)
Unlike other weak construct, a Man of Adamantine has good Fortitude and Will save, and add its Charisma modifier to hit point and Fortitude save in place of Constitution.
Eternal Freedom (Ex)
A robot with this ability is immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. It is also treated as if under the effects of a freedom of movement spell.
Flexible Programming (Ex)
Thirty times per day as an immediate action, a Man of Adamantine can gain the benefit of any feat for which it qualifies but does not have. Each feat remains in effect for 10 minutes. In addition, it counts its racial Hit Dice as fighter levels for the purpose of qualifying for feats. If it has levels in fighter, these Hit Dice stack with these levels.
God Killer (Ex)
All the damage dealt by a Man of Adamantine count as magic and epic (artifacts) for the purpose of affecting Immortals. When a Man of Adamantine kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.
Hyperborean Celerity (Ex)
For 1 round every 10 minutes, can make a double action just as if it had the Time Dilation Cosmic ability.
Hyperborean Construction (Ex)
This construct is fashioned with the knowledge of the lost Hyperborean empire. This construct use d20’s for Hit Dice and has maximum hit points per Hit Die. It gains an antidivinity bonus to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD equal to ½ its HD. Antidivinity is like a normal bonus but that work only against creatures with a divine rank. This antidivinity bonus its not calculated on this sheet.
Integrated Weaponry (Ex)
A Man of Adamantine’s has integrated weaponry. These weapons cannot be disarmed, removed, or sundered. A Man of Adamantine’s programming allows it to wield these weapons as if it were proficient in their use. These advanced weapons automatically reload as a free action, and never misfire. All the integrated weaponry are recharged as a free action that does not provoke attack of opportunity. Integrated weaponry can still be targeted by positive effects that target manufactured weapons (such as magic weapon spells) and can be harvested for use outside of the robot’s body once the robot is destroyed (if it's not auto-destroyed). Integrated ranged weapons don’t provoke attacks of opportunity when fired in melee combat. Unlike normal integrated weaponry, a Man of Adamantine can make iterative attacks with the machine gun and plasma sword.
Laser Cannon (Ex)
Mounted on his back, a Man of Adamantine has mounted a laser cannon. These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal fire damage with a range of 300 feet. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attack
Machine Gun (Ex)
One of the Man of Adamantine’s arms ends in a powerful machine gun. This weapon has a range of 150 feet and deals 6d10 points of damage (10d10 with might). Because the ammunition is ejected from the Man of Adamantine’s body, the machine gun add the construct’s Strength modifier on damage rolls. This weapon has the automatic property and because is integrated, does not impart the -2 (from the automatic property) and -4 (from the use without being mounted) penalty to attack rolls.
Might (Ex)
A Man of Adamantine deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Man of Adamantine HD.
Plasma Sword (Ex)
One of the Man of Adamantine’s arms has mounted, a sword that as a blade has plasma and deal damage with the mere touch. Its damage is half electricity and the other half is fire. The Man of Adamantine can retract inside the arm or extract the blade as a swift action to free the hand and allow precise manipulation of objects.
Prana Generator (Ex)
The Man of Adamantine gains a perfection bonus equal to 1/5 its HD to attack roll, save, initiative, checks, AC, DC, PR/SR, CMD, and CMD.
Remote Communication (Ex)
Using radio signals, invisible lasers, or other means, a Man of Adamantine is capable of communicating with other robot with the Hyperborean constructed trait that also have this ability instantaneously and without making any sound over long distances. This ability has a range of 1.000 miles. This signal is blocked by 10 foot of metal, 50 feet of stone, or 60 feet of organic matter.
Self Mastery (Ex)
A robot with this ability can separate its individual appendages (arms, legs, head, hands, feet, etc.), thus making it immune to death from decapitation (such as from a vorpal weapon) or dismemberment.
Shield (Ex)
The Man of Adamantine use technological shield. This provide a 450 hp barrier that surrounds this construct. Damage done to the Man of Adamantine is applied to the shield first. It regenerates 30 health per round. This replace the force fields of the robot subtype.
Stun (Ex)
The Man of Adamantine’s melee attacks deliver a nonlethal jolt of electricity with each strike. If the robot strikes a creature twice in one round with a melee attack, that target must succeed at a Fortitude save DC 89 or be stunned for 1d4 rounds. The save DC is Strength-based.
Superior Optics (Ex)
Man of Adamantine see as with the true seeing ability. A Man of Adamantine can see through solid objects. For each round of concentration it can penetrate 1 inch of metal, 1 foot of stone or 3 feet of wood or dirt. Especially dense metals like adamantine, gold, lead or silver require double the rounds of concentration.
Suppression Fire (Ex)
As a full-round action, a Man of Adamantine can give up its regular attacks and instead make one machine gun attack at its highest base attack bonus against each opponent within reach of its weapon. It must make a separate attack roll against each opponent. When it use the Suppression Fire, the machine gun lose the automatic weapon property, and also the Man of Adamantine forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Suppression Fire can be used at will but must wait 1d6 rounds between uses.
Sustenance (Ex)
A Man of Adamantine’s core can process scrap metal into new ammunition, effectively giving the construct infinite ammunition with its integrated weapons.
War is Eternal (Ex)
When a Man of Adamantine is reduced to 0 or less hit points, but its regeneration it’s not deactivated, it continue fight but gain the staggered condition. This staggered cannot be removed in any way, but its automatically removed as soon as the robot return to 1 or higher hit points.