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Clockwork

Source Bestiary 3 pg. 53

Clockwork constructs are the technological cousins of golems, constructed with a combination of magic and precise technologies dependant upon the internal churning and turning of thousands of intricate springs, screws, and gears.

There are those who would scoff at the work of clockwork engineers, whose constructs seem at best merely imitations of the creations brought to life by practitioners of the purely arcane arts. However, those canny enough to realize the potential of clockwork engines know their true power to be both exotic and potent. In worlds where clockworks are common, these creatures can rival even the most powerful of golems for raw power. Massive giants comprising countless nuts and bolts have torn entire empires asunder. Time and time again, clockwork creatures have proven themselves a formidable presence in the face of more traditional rivals, and those who have borne witness to the feats of these creatures know to hold their tongues before questioning the constructs' power.

Clockwork creatures function by combining magical energies and clockwork mechanisms. The myriad metal parts that go into the construction of a clockwork creation require absolute precision in order to function properly, so they must be built by only the steadiest of hands. Amateurish attempts at clockwork construction typically result in nonfunctional units or misfires, and many an engineering lab has been burned to the ground by novices seeking to learn the basics of clockworks and the elements that power them.

Particularly guileful crafters may construct miniature clockwork spies that can record sound, and rumors tell of even more advanced technologies that allow visual recording. While magical wonders such as spells can allow the user to scry information or to see where one isn't normally physically able to, clockwork spies provide an edge in that their memories are concrete and incorruptible, enabling them to make flawless recordings of events not subject to the regular perversions of human memories.

Clockwork creations, as their names suggests, must be wound up before they animate. The creator of a clockwork crafts a unique key for each creation. This key is typically inserted into the clockwork's back and turned clockwise to wind it. Turning the key counterclockwise has the effect of winding the machine down, though only a willing (or completely helpless) machine will allow itself to be unwound in this way, meaning either its creator or someone its creator has specifically designated can normally do so. Since each key is totally unique, construction of a new key (or bypassing a key entirely) requires a successful Disable Device check (DC = 20 + the clockwork's CR). Larger clockworks tend to have larger keys, and particularly huge keys require more than one set of hands to turn. Rather than seek assistance from other engineers, eccentric or hermetic inventors often rely upon other clockwork creations to help them turn keys or aid in the creation of more monumental constructs. Other times, engineers give copies of keys to their most trusted clockworks, which can be programmed to wind allies and even themselves as the situation requires.

Much like golems and animated objects, clockwork creatures can be given any number of commands; a perpetually turning script in their core records those orders and programs the rest of the machine. Only one who possesses a key to the clockwork can program it, but any commands given to the construct last until the clockwork is reprogrammed or destroyed. An individual clockwork's potential is only limited by its creator's innovation and aptitude. Unlike many golems, which are trapped in bodies resembling lumbering and fallible cages, clockwork constructs can be repeatedly reworked and reengineered—gears can be oiled, springs can be replaced, and pistons can be fine-tuned. The ever-adjustable framework of these mechanical beasts allows for extreme variation from creation to creation.

Since clockwork creations are mostly mechanical and are at the mercy of their creator's adeptness with the technology, they are prone to the follies of human error. Loose bolts, improper programming, or lack of maintenance are all cause for malfunctions, errors that can range from minute energy leaks to deadly explosions. The most common cause of malfunction, however, is not imparted by the creator, but by the clockwork's destroyer. Creatures attacking the machine gradually unhinge screws and twist cogs with each landed blow, giving the clockwork a greater chance of backfire. Many combat clockworks are thus accompanied by clockwork servants—servitor clockworks that quickly and readily fix their mechanical allies in the heat of battle.

In the earlier days of clockwork technology, many practical hindrances prevented rapid maturation of the devices. Clockwork machines were powered by inefficient, costly resources; however, the advent of arcane enchantment not only has allowed for greater precision in the crafting of gears and other key components, but has also opened up a wide new range of possibilities for defensive systems and offensive weaponry. Early attempts to combine clockwork with steam power or other nonmagical forms of energy tended to overcomplicate the already delicate machinery, and have long since been abandoned as a result. Whispers abound of an even more unusual category of clockwork that has solved this problem and has merged the complexities of steam power with the adaptability of magical energies, yet such exotic and unusual clockworks remain nothing more than rumors in most worlds at this time.

Creatures in "Clockwork" Category

NameCR
Clockwork Dragon16
Clockwork Excavator10
Clockwork Familiar2
Clockwork Goblin3
Clockwork Goliath19
Clockwork Gunslinger7
Clockwork Leviathan12
Clockwork Mage9
Clockwork Priest11
Clockwork Servant2
Clockwork Snail10
Clockwork Soldier6
Clockwork Songbird0.5
Clockwork Spy1/2
Clockwork Steed6
Clockwork Vivisectionist10
Mechanical Efreeti1
Toy Golem5

Clockwork, Clockwork Familiar

This tiny metallic creature is shaped like a raven, gears and belts whirring beneath its shining, articulated plates.

Clockwork Familiar CR 2

Source Bestiary 5 pg. 57, Pathfinder #63: The Asylum Stone pg. 86
XP 600
N Tiny construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5

Defense

AC 18, touch 16, flat-footed 14 (+2 Dex, +2 Dodge, +2 natural, +2 size)
hp 16 (3d10)
Fort +1, Ref +5, Will +2
DR 5/adamantine; Immune construct traits; Resist cold 10, fire 10
Weaknesses vulnerable to electricity

Offense

Speed 30 ft., fly 50 ft. (perfect)
Melee bite +7 (1d3 plus 1d6 electricity)

Statistics

Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Fly +19, Perception +5, Sense Motive +3, Stealth +12
Languages Common
SQ advice, item installation, swift reactions, winding

Ecology

Environment any
Organization solitary
Treasure none

Special Abilities

Advice (Ex) Clockwork familiars have an innate understanding of how things work, granting their masters a +2 bonus on all Craft and Use Magic Device checks.

Item Installation (Ex) Each clockwork familiar possesses the ability to carry a magic item in its body. This specific item type is chosen at the time of the construct’s creation, and cannot be changed. While the creature cannot activate or use the item, it gains certain constant abilities from the resonant magic fields, and can drain the item’s magic as a free action in order to gain additional magical effects. In addition, any clockwork construct can drain a single charge or spell level from its installed item to heal itself for 1d6 hit points as a standard action. Removing a spent item and installing a new one is a full-round action.

Potion: The clockwork familiar gains a constant protection from good/evil/law/chaos effect (one type only, chosen each time a new potion is installed). In addition, a clockwork familiar can drain the magic from the potion in order to grant this ability to a creature sharing its space. This ability to include others in the protection effect lasts for 1 minute per spell level of the potion drained.

Scroll: The clockwork familiar gains a constant detect magic effect as a spell-like ability. Draining magic from a scroll allows the familiar to cast a single identify spell on behalf of its master for each spell level of the spell inscribed on the scroll—these castings may be stored and saved, though a scroll used in this manner becomes instantly useless, even if not all spell levels have been drained.

Wand: The clockwork familiar gains the ability to spit a glob of acid up to 30 feet as a ranged touch attack, dealing 1d4 points of damage. Draining a charge increases the damage to 2d4 points for a single attack. This charge is spent before the attack is rolled.

For those who fuse magic with machinery, the best familiar is the one the caster creates herself, breathing life into a clockwork mechanism of her own design. A spellcaster can gain a clockwork familiar at 7th level by taking the Improved Familiar feat. A typical clockwork familiar is 2 feet tall or long and weighs 10 pounds.

Construction

The creator of a clockwork familiar must start with crafted clockwork pieces worth 500 gp.

Clockwork Familiar

CL 12th; Price 14,500 gp

Construction

Requirements Craft Construct, geas/quest, make whole, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 7,500 gp