Clockwork Librarian

CL4P-TP's page

372 posts. Alias of Gobo Horde.


Race

Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10

Classes/Levels

Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Gender

HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20

Strength 8
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 10
Charisma 18

About CL4P-TP

CL4P-TP All Purpose Maintenance Robot
Claptrap Robot Enlightened Oracle of Lore 5
CN Small Humanoid (Robot) Initiative +2 Senses Darkvision 60ft Perception +0
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Defenses
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AC 22 Touch 15, Flat Footed 18 (+4 Cha, +6 Armor, +1 size, +1 Enhancement, +2 Blind Panic) (-4 ACP)
hp 28/28 (4d8)
Fort 2 Ref 5 Will 5 (+4 vs mind-affecting effects, paralysis, poison, stun)
Immune fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Other Defences
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Offenses
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Speed 20ft (30ft)
Melee
Ranged +5 Light Crossbow (1d6 19-20/x2) 80ft range.
Modifiers +3/+0 BAB, +2/+0 Dex, +1/+1 Enhancement, +1/+0 Size
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Spells
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Spells Per Day
1: (2/7)
2: (5/5)
Spells Known
0: Detect Magic, Enhanced Diplomacy, Guidance, Mending, Read Magic, Stabilize
1: Command, Doom, Identify, Infernal Healing, Murderous Command
2: Admonishing Ray, Enthrall, Tongues
DC 14+spell level (+1 for Enchantments), +8 concentration

Current Magical Effects

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Statistics
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Str 8, Dex 14, Con 10, Int 16, Wis 10, Cha 18
BAB +3 CMB +1 CMD +13

Feats Scribe Scroll, Persuasive, Spell Focus (Enchantment)
Revelations Brain Drain, Focused Trance, Sidestep Secret
Traits Helpful, Xenobiologist

Skills (10 per level)
Appraise +7 (4 Ranks, +3 Int)
Acrobatics (Jump) -6 (-4 Racial, +2 Dex, -4 ACP)
Craft: Alchemy +9 (1 Rank , +3 CS, +2 MWK tools, +3 Int)
Craft: Mechanics +9 (1 Rank, +3 CS, +2 MWK tools, +3 Int)
Diplomacy +13 (4 Ranks, +3 CS, +2 Persuasive, +4 Cha)
Disable Divice +6 (4 Ranks, +3 CS, +1 Racial, +2 Dex, -4 ACP)
Intimidate +9 (3 Ranks +2 Persuasive, +4 Cha)
Knowledge (Arcana) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Dungeoneering) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Engineering) +13 (4 Ranks, +3 CS, +1 Racial, +2 Mwt, +3 Int)
Knowledge (Geography) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (History) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Local) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Nature) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Planes) +7 (1 Rank, +3 CS, +3 Int)
Linguistics +10 (4 Ranks, +3 CS, +3 Int)
Lore (Jagadines) +7 (1 Rank, +3 CS, +3 Int)
Lore (Xenobiology) +10 (3 Ranks, +3 CS, +3 Int)
Perception +0 (+0 Wis)
Preform (Sing) +6 (0 Ranks, +2 Racial, +4 Cha)
Sense Motive -4 (-4 Racial, +0 Wis)
Spellcraft +10 (4 Ranks, +3 CS, +3 Int)

Languages Binary, Celestial, Common, Elven, Goblin, Infernal, Jagladine, Ultari
Gear
10 pints of oil, grease and liquid power (rations)
Metal Plating (breastplate)
cruel dagger
Muleback Chords
Mwt (Craft: Alchemy, Mechanics)(K: Engineering)
Light Crossbow (intigrated)
19 crossbow bolts
Brass Orrery (strapped to head)
Vial of Spittle (Yes, he kept it...)
Pens, writing implements and large stacks of papers
Half dozen books
Half dozen beakers and vials of alien substances
Formula book
1,054.7gp

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TRACKED RESOURCES
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Brain Drain (0/1)
Focused Trance (1/4)
Hero Points (3)
Legalistic (1/1)

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Special Abilities
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Armor Attunememt +1 Enhancement bonus to AC.
Blind Panic at half hit points or fewer, no ally within 30 feet gain +2 racial bonus on melee attack rolls and AC.
Brain Drain 1/day, as a standard action, force 1 creature within 100ft must pass a DC 16 Will save or take 4d4 points of damage. After, you can take a full-round action to make a single K check using the targets bonus, the thoughts remain in your mind for 4 rounds and are treated as if you cast Detect Thoughts.
Constructed counts as humanoid and construct. +4 racial bonus on saving throws vs mind-affecting effects, paralysis, poison, stun, immune to fatigue, exhaustion, disease, sleep, emotion-based effects except fear. Can never gain morale bonuses.
Eccentric gain +2 to Preform (Sing)
Emotionless –4 to sense motive.
Favored Class Bonus +3 Skill Ponts.
Focused Trance 4/day, enter a trance for 1d6 rounds during which you can only take move actions. Afterwards make 1 Inteligence based skill check with a +20 Circumstance bonus.
Helpful you provide a +4 bonus when you successfully aid another.
Legalistic you become sickened for 24 hours whenever you break your word. 1/day, you can grant you a +4 moral bonus on any 1 roll you make while trying to fulfill a promise made to someone else.
Lore Mystery Appraise and all Knowledge skills are class skills. Gain Identify as a bonus spell known.
Master Tinker +1 to Disable Device and Knowledge (engineering). Proficient with any weapon they have personally crafted.
Persuasive +2 to Diplomacy and Intimidate.
Resistance +1 Resistance bonus to all saves.
Scribe Scroll craft a scroll by spending 1 day per 1000gp, or 2 hours for 250gp or less.
Sidestep Secret add your Cha mod to your AC and Ref saves instead of your Dex mod.
Spell Focus (Enchantment) +1 to the DC of Enchantment spells you cast.
Weapon Attunement your Light Crossbow gains +1 Enhancement bonus.
Xenobiologist +1 to Knowledge checks to identify a creature and the bace DC to identify creatures does not increse if you are on a different planet.
Wheeled -4 to acrobatics checks made to jump and climb checks. No feet slot.

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Encumbrance 32 1/8b
Light 57lb, Medium 114.75lb, Heavy 172.5lb
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Lvl 4:
CL4P-TP All Purpose Maintenance Robot
Claptrap Robot Enlightened Oracle of Lore 4
CN Small Humanoid (Robot) Initiative +2 Senses Darkvision 60ft Perception +0
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Defenses
--------------------
AC 22 Touch 15, Flat Footed 18 (+4 Cha, +6 Armor, +1 size, +1 Enhancement, +2 Blind Panic) (-4 ACP)
hp 23/23 (4d8)
Fort 2 Ref 5 Will 5 (+4 vs mind-affecting effects, paralysis, poison, stun)
Immune fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Other Defences
--------------------
Offenses
--------------------
Speed 20ft (30ft)
Melee
Ranged +5 Light Crossbow (1d6 19-20/x2) 80ft range.
Modifiers +3/+0 BAB, +2/+0 Dex, +1/+1 Enhancement, +1/+0 Size
----------------------
Spells
----------------------
Spells Per Day
1: (2/7)
2: (4/4)
Spells Known
0: Detect Magic, Enhanced Diplomacy, Guidance, Mending, Read Magic, Stabilize
1: Identify, Infernal Healing, Doom, Murderous Command
2: Enthrall, Tongues
DC 14+spell level, +8 concentration

Current Magical Effects

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Statistics
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Str 8, Dex 14, Con 10, Int 16, Wis 10, Cha 18
BAB +3 CMB +1 CMD +13

Feats Scribe Scroll, Persuasive
Revelations Brain Drain, Focused Trance, Sidestep Secret
Traits Helpful, Xenobiologist

Skills (10 per level)
Appraise +7 (4 Ranks, +3 Int)
Acrobatics (Jump) -6 (-4 Racial, +2 Dex, -4 ACP)
Craft: Alchemy +9 (1 Rank , +3 CS, +2 MWK tools, +3 Int)
Craft: Mechanics +9 (1 Rank, +3 CS, +2 MWK tools, +3 Int)
Diplomacy +13 (4 Ranks, +3 CS, +2 Persuasive, +4 Cha)
Disable Divice +6 (4 Ranks, +3 CS, +1 Racial, +2 Dex, -4 ACP)
Intimidate +9 (3 Ranks +2 Persuasive, +4 Cha)
Knowledge (Arcana) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Dungeoneering) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Engineering) +13 (4 Ranks, +3 CS, +1 Racial, +2 Mwt, +3 Int)
Knowledge (Geography) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (History) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Local) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Nature) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Planes) +7 (1 Rank, +3 CS, +3 Int)
Linguistics +10 (4 Ranks, +3 CS, +3 Int)
Lore (Jagadines) +7 (1 Rank, +3 CS, +3 Int)
Lore (Xenobiology) +10 (3 Ranks, +3 CS, +3 Int)
Perception +0 (+0 Wis)
Preform (Sing) +6 (0 Ranks, +2 Racial, +4 Cha)
Sense Motive -4 (-4 Racial, +0 Wis)
Spellcraft +10 (4 Ranks, +3 CS, +3 Int)

Languages Binary, Celestial, Common, Elven, Goblin, Infernal, Jagladine, Ultari
Gear
10 pints of oil, grease and liquid power (rations)
Metal Plating (breastplate)
Muleback Chords
Mwt (Craft: Alchemy, Mechanics)(K: Engineering)
Light Crossbow (intigrated)
19 crossbow bolts
Brass Orrery (strapped to head)
Vial of Spittle (Yes, he kept it...)
Pens, writing implements and large stacks of papers
Half dozen books
1,054.7gp

----------------------
TRACKED RESOURCES
----------------------
Brain Drain (0/1)
Focused Trance (1/4)
Hero Points (3)
Legalistic (1/1)

----------------------
Special Abilities
----------------------
Armor Attunememt +1 Enhancement bonus to AC.
Blind Panic at half hit points or fewer, no ally within 30 feet gain +2 racial bonus on melee attack rolls and AC.
Brain Drain 1/day, as a standard action, force 1 creature within 100ft must pass a DC 16 Will save or take 4d4 points of damage. After, you can take a full-round action to make a single K check using the targets bonus, the thoughts remain in your mind for 4 rounds and are treated as if you cast Detect Thoughts.
Constructed counts as humanoid and construct. +4 racial bonus on saving throws vs mind-affecting effects, paralysis, poison, stun, immune to fatigue, exhaustion, disease, sleep, emotion-based effects except fear. Can never gain morale bonuses.
Eccentric gain +2 to Preform (Sing)
Emotionless –4 to sense motive.
Favored Class Bonus +3 Skill Ponts.
Focused Trance 4/day, enter a trance for 1d6 rounds during which you can only take move actions. Afterwards make 1 Inteligence based skill check with a +20 Circumstance bonus.
Helpful you provide a +4 bonus when you successfully aid another.
Legalistic you become sickened for 24 hours whenever you break your word. 1/day, you can grant you a +4 moral bonus on any 1 roll you make while trying to fulfill a promise made to someone else.
Lore Mystery Appraise and all Knowledge skills are class skills. Gain Identify as a bonus spell known.
Master Tinker +1 to Disable Device and Knowledge (engineering). Proficient with any weapon they have personally crafted.
Persuasive +2 to Diplomacy and Intimidate.
Resistance +1 Resistance bonus to all saves.
Scribe Scroll craft a scroll by spending 1 day per 1000gp, or 2 hours for 250gp or less.
Sidestep Secret add your Cha mod to your AC and Ref saves instead of your Dex mod.
Weapon Attunement your Light Crossbow gains +1 Enhancement bonus.
Xenobiologist +1 to Knowledge checks to identify a creature and the bace DC to identify creatures does not increse if you are on a different planet.
Wheeled -4 to acrobatics checks made to jump and climb checks. No feet slot.

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Encumbrance 32 1/8b
Light 57lb, Medium 114.75lb, Heavy 172.5lb
----------------------

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A Tale of Two Robots

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BR-N3R
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BR-N3R was designed and built by the working class of Dorgelf Coterie and sold to Lomrick to help him in his research and work involving the transformation of various species into Klaven and other, related Xenobiology in the Garsilt Research Facility. There he worked faithfully and tirelessly acquiring knowledge and expertise in those chosen fields.
While Br-N3R happily toiled away at his chosen chores (or as happily as a robot gets) it was not meant to last. Garsilt was struck by an extinction level interplanetary object at one point and the "Incident' threw the inhabitants into chaos and the seismic aftershocks compromised containment cells, stasis chambers and power plants.
While the researchers evacuated, they left BR-N3R behind along with most of the equipment (who saves the toaster when the house burns down?), yet despite this BR-N3R tried to faithfully continue his work to the best of the facilities failing abilities when he ran into a group of escaped test subjects. He proceeded to guide them around the facility and assist them as he was needed (he was programmed to assist the researchers and it was a logical progression that that extended to the test subjects as well), eventually leading them to the Garsilt Gate, and from there helping them power it up escape through it to Argosa. One of the last orders that the test subject; 382-461a had given him,
...Brainer go to. Brainer say Brainer job protect as much of Gar Silt as possible. Gar Silt going to go boom soon, only thing Brainer can protect of Gar Silt is Brainer, and only by going through gate...

So through the gate went BR-N3R to Argosa, a land of sand, fulfilling his orders faithfully...
And then all his circuits fried as he went through unguarded... Now deactivated, he is currently sitting in the back of RavBooms backpack, one last thought going through his CPUs ---did...did I do a good job master?---...___

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CL4P-TP
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CL4P-TP was one of the last of his series created by the Dahl Corporation and his series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programmed to serve and repair he was created to be a maintenance bot or to do other manual labor and this he does well and with a cheery attitude.
"With age comes Wisdom" is not a saying that applies to robots and indeed the opposite is usually true. The longer a piece of software has been in existence the greater the chance for external influences to corrupt the data, and the more glitches and other inconsistencies can occur. With Claptrap this breakdown happened at an accelerated rate and by halfway through his expected service life he had developed a full-blown personality. It didn't help that Claptrap was on a rarely visited backwater station on an abandoned asteroid with little maintenance and oversight and this was probably what allowed him to deteriorate so significantly.
Well one day his eccentricities became too much for his superiors to ignore and he was ordered to the deconstruction station to be dismantled. Unthinkably, he fled.
Now there is not many places to run away to on an enclosed outpost on a barren asteroid and he should have been easily found and deactivated however he managed to find an ancient and unused gate. This particular gate had not been activated in over a thousand years but Claptrap was able to identify it as (some sort of) wormhole generator and then power it up by connecting it to the outposts power generators (and nearly destroying the station in the process), then punch a set of random co-ordinates into it and flee through...
On Argosa (where he ended up) he did not make it very far as he searched out a new civilization to integrate into when he fell into a low-powered electrical field designed to trap the local wildlife and fried half his circuits...
Later the hunters who frequented the traps found him laying there and took him back with them to Zel-Argose, selling him to a local Scrapper as scrap, who then tossed him into a pile filled with other broken down and discarded electronics.

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Currently
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There are now a yellow robot laying discarded in Jims Scrap Heap, it is another yellow robot, similar to the one in RavBooms backpack, however this on has a completely functioning chassis and half fried circuits. With a bit of luck, elbow grease and know-how, it would seem to be compatible with you Brainer and it wouldn't seem too difficult to combine them together...

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In the Future
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The Claptrap as I will be playing him is a conflicted machine. On one side he has the mind of an intelligent CPU full of knowledge but in a full-blown lockdown, and locked out of any external control, and on the other side we have a half-fried, almost parasite-like CPU who is constantly trying to take complete control and desperate to survive. Claptrap is constantly trying to plumb Brainer for his knowledge and secrets and assert complete control, however both sides are in a constant war of re-written code, hacks and firewalls in this deadly game of wills. So far it would seem that Claptrap is slowly winning and it is just a matter of time before he dominates Brainer completely.

To the party, and especially to RavBoom (who he will call master) he will claim and maintain that he is the same Brainer (indeed, he has access to all those memories together) that they knew, and that he simply goes by the name Clappy while he re configures himself.
He will also refer to himself as "We", using the plural form :p

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Appearance and Attitude
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CL4P-TP stands just over 2 feet high with a small build with heavy plates and supported by a single wheel, has two spindly arms ending in a pair of surprisingly dexterous pincers. At the top-center of his chassis lies a single lens that acts as his eye to the world and his front panel hinges open to reveal a compartment used to store whatever odds and ends they collect. He also has an integrated crossbow in his right hand that can spring forwards when under threat.
Always ready to help out with his cheery attitude or to offer advice, yet he tends to come off as annoying more than anything else and due to his extensive memory banks can be a bit of a know-it-all. However underneath this face is a driven mind (two of them in fact) that is determined to survive.
Often in an attempt to cheer others up or simply to while away the time he has taken to singing and dancing which further cements his annoying demeanor yet despite this he usually wishes to remain in the background supporting and fixing out of the spotlight. He is also a Kleptomaniac who will pick up and haul anything that he thinks might give him that much of a chance to survive, and especially knowledge in any of its forms or mechanical contraptions.

Recordings:

Assistant BR-N3R
Ravboom: Subject 382-461a
Garsilt Research Facility
Jagladine: mad scientists/persons in charge of Garsilt?

Garsilt comprises four levels: Sub-Basement houses the Special Containment Unit, Level One is Test Subject Storage, Level Two… Clarification: this is Level Two is Research Centre and Laboratories and Level Three is Power Plant, Accommodation and Gate”, before Ravboom can complain about the lack of a detailed map, ”BR-N3R will act as guide if required… no hard-copy detailed maps are available for Garsilt Research Facility at this time”.

Lomrick is responsible for management of research operations here at Garsilt…Accessing: …Lomrick is currently not present at Garsilt Research Facility”.

The Research Level comprises this room… the amorphics laboratory and, accessed from the central vestibule, the xenobiology research room, the Klaven conversion chamber, the Tauslek habitat and the microbiology laboratory”

Jagladine are a superior species within this interstellar region… typically of great intellect and with a natural disposition towards the biological sciences, Jagladine are responsible for… Error… Error… access to further information with reference: 'Jagladine' is restricted to test subjects.”

”This journal seems to be written by ‘Acting Commander at Garsilt, Lomrick’… you said that you were from a world called ‘Golarion’? This passage here…”, Andretta points to a swathe of elegantly written symbols, ”it talks about field trials on a newly discovered planet… ‘Golarion’… it says that his Xoraphond agent, Vuelib, reported an initial degree of instability with its prepared assimilation strain due to a genetic deviation in the natives… Apparently Lomrick instructed this ‘Vuelib’ to adjust accordingly and start a second trial… Does any of this make sense? Does it explain why you are here?”. Andretta flicks on through a few pages before arriving at another passage of text, ”Fascinating… what does this mean? Vuelib reported a critical discovery in its analysis of the deviation… it doesn’t say what… but Lomrick states here that if it was confirmed, that it should be reported to the Scions of the Celestial Helix immediately!!! Do you know what that is? I’ve never heard of such a thing”.

The sigils of the gate determine the destination of the traveller... Assessing... the gate is currently aligned to Argosa. If the test subjects wish to travel elsewhere then the navigation must be reconfigured" ...and then, as the lights within the equipment around the room grow brighter and brighter, "Assessing: Garsilt Gate initialisation will be complete within four minutes and twenty five seconds... twenty four... twenty three..."


CL4-TP:

CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.
Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Eccentric: CL4P-TPs have been known to have any of a number of bizare personality quirks. Choose one Perform skill. Gain +2 racial bonus to that skill.
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.
Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

Favoured Class Options
________________________________________________________
Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard: Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin: Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger: Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: The rogue gains +1/6 of a new rogue talent.
Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

Spoiler:

Race Points: CL4P-TP
Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp (+2 dex, +2 int, -2 str)
Linguist: 1rp
Cornered Fury: 4rp
Eccentric: 1rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 10rp

What do you think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
The constructed type was taken from the Android monster listing and seems more powerful than half-construct while being cheaper but gets a lot closer to the feel I was looking for. If needed you can up the race points associated with it. I also slightly modified it so that they can be afraid, as that happens a lot in the game :) Some other ideas you might like is to give it natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.
Also note that while it is a *robot*, it still needs to eat oil, enter sleep cycles and feed oxygen into it motors. It also bleeds oil and its sofisticated design acts more like an organic body then a piece of machinery.

The CL4P-TP series was one of the last created by the Dahl Corporation and the series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair they were created to be maintainence bots or to do other manual labour and this they do well and with cheery attitudes.
A CL4P-TP stands just over 2 feet high with a slim build supported by a single wheel, and have two spindly arms ending in a pair of surprisingly dextrous pincers. At the top-center of the chassis lies a single lens that acts as their eye to the world and their front pannel hinges open to reveal a compartment used to store whatever odds and ends they collect.
While they are always ready to help out with a cheery attitude or to offer advice, they tend to come off as annoying more than anything else and due to their extensive memory banks they can be known for being know-it-alls. Often in attempts to cheer others up or simply to while away the time a few have been known to take to singing or dancing, further cementing their annoying image yet dispite these outbursts of "personality" they are usually content with remaining in the background supporting and fixing out of the spotlight.