Difference between revisions of "Automatons (Apath)"

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{{Apath}}
 
{{Apath}}
A clockwork creation consists of two parts, a body and a control apparatus. The body is a mechanical clockwork machine. The control apparatus is by far the most complex part and can be mechanical or magical. This article focuses on mechanical clockwork, driven by mundane forces. A mechanical clockwork has a very limited intelligence, able to act only on specific instructions. The skills used with clockwork creatures are [[Craft_(Apath)#Clockwork | Craft (clockwork)]] to create the machinery and [[Knowledge_(Apath) | Knowledge (engineering)]] to control clockwork and understand their logic.
+
An automaton is a purely mechanical creature controlled by a clockwork mechanism that serves as its brain. It has no soul or spirit animating it, which makes it an abomination to animists. Automatons differ from clockwork creatures, that are also mechanical but powered by magic. They share the clockwork subtype, but work quite differently and are generally cheaper and less reliable than their magical cousins.
  
== Clockwork Body ==
+
An automaton has a very limited intelligence, able to act only on specific instructions. The skills used with automatons are [[Craft_(Apath)#Clockwork | Craft (clockwork)]] to create the machinery and [[Knowledge_(Apath) | Knowledge (engineering)]] to control and understand their mechanical logic.
They bodies of clockwork creatures comes in two variations; [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] and [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects]. Clockwork creatures being more specialized designs while animated clockwork are basic frames that can be easily modified. A clockwork body is built using the [[Craft_(Apath)#Clockwork | Craft (clockwork)]] skill, using the normal crafting rules.  
 
  
'''Clockwork Creature:
+
== Automaton Body ==
Using one of several custom designs, [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] are specialized machines designed for a specific task. Inventing the design of a new clockwork creature is a major achievement and outside the scope of these rules. These plans are jealously guarded treasure, and those of challenge rating 8 and higher are inherently magical and cannot be created by mundane means.
 
 
 
'''Animate Clockwork:
 
An [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] run by a clockwork mechanism. Called an animate clockwork, tinkerers who want to customize work with such creatures.
 
The winding mechanism itself is usually magical, and covered by the cost in parts, but the rest of the creature is purely mechanical. Note that the challenge rating of an animated object can be altered by construction points.
 
Such a creature uses all the rules for [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] and also gains the advantages and disadvantages of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork clockwork] subtype. Unlike an object animated by ''[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects]'', an animate clockwork is purpose-built to be animated, and often looks like a creature of some kind.
 
 
 
== Control Apparatus ==
 
These rules deal with mechanical control, for magical controls refer to the rules in ''Pathfinder Roleplaying Game Ultimate Magic.
 
 
 
A mechanical clockwork can run certain automated routines (called tricks), or it can be instructed in detail how to deal with a certain situation (called pushing). This works much like controlling an animal using [http://www.d20pfsrd.com/skills/handle-animal Handle Animal].
 
 
 
Note that clockwork do not have an intelligence score. Clockwork are mindless creatures incapable of independent thought or action; they only react as their master instructed them to. A clockwork creature has no survival instinct and must be instructed to defend itself.
 
 
 
'''Tricks:
 
A clockwork automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. All clockwork automatons know the stay trick, and can be made to perform additional tricks by using a more complex clockwork control apparatus. See Table: Table: Clockwork Crafting.
 
 
 
Unlike an animal, a clockwork that is not activated by a trick will do nothing. Clockwork never move around on their own or continue fighting when no target of their attack order is present.
 
 
 
Ordering a clockwork to perform a trick it is capable of is a move action that can be made up to 30 ft away, and requires a Knowledge (engineer) check, DC 10.
 
 
 
'''Pushing:
 
A clockwork automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the clockwork, usually mounted in back. This method of controlling a clockwork corresponds roughly to pushing an animal using Handle Animal.
 
 
 
Orders to the clockwork creature must be exact; they apply only to a specific situation. It is possible to apply an operation beforehand and set a trigger condition that makes the clockwork activate. For example "attack the first creature you see that is not wearing the guild badge". This increases the [[Knowledge_(Apath) | Knowledge (engineering)]] DC by 5, but time on the order and winding mechanism only begin counting once the trigger activates.
 
 
 
Pushing a clockwork is a full-round action performed when adjacent to the clockwork, that requires a [[Knowledge_(Apath) | Knowledge (engineering)]] check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The clockwork automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the [[Knowledge_(Apath) | Knowledge (engineering)]] check.
 
 
 
== Cost ==
 
 
{| class="wikitable"  align="right"  width="200 px"
 
{| class="wikitable"  align="right"  width="200 px"
|+'''Table: <br> Clockwork  Crafting '''
+
|+'''Table: <br> Crafting Automatons'''
|align="center" | '''Number <br>of Tricks''' ||align=center valign="bottom"|  '''Cost <br> multiplier''' ||align=center valign="bottom"|  '''Craft <br> DC'''  
+
|align="center" | '''Size''' ||align=center valign="bottom"|  '''Hit Dice''' ||align=center valign="bottom"|  '''CP Cost'''  
|-
 
| align="center" | 0 || align="center" | 60%  || align="center" | 15
 
 
|-
 
|-
| align="center" | 1 || align="center" | 80% || align="center" | 15
+
| align="center" | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny] || align="center" | 1d10 || align="center" | 1
 
|-
 
|-
| align="center" | 2 || align="center" | 100% || align="center" | 15
+
| align="center" | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-small Small] || align="center" | 2d10+10 || align="center" | 3
 
|-
 
|-
| align="center" | 3 || align="center" | 120% || align="center" | 20
+
| align="center" | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-medium Medium] || align="center" | 3d10+20 || align="center" | 4
 
|-
 
|-
| align="center" | 4 || align="center" | 140% || align="center" | 20
+
| align="center" | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-large Large] || align="center" | 4d10+30 || align="center" | 7
 
|-
 
|-
| align="center" | 5 || align="center" | 160% || align="center" | 20
+
| align="center" | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-huge Huge] || align="center" | 7d10+40 || align="center" | 10
 
|-
 
|-
| align="center" | 6 || align="center" | 180% || align="center" | 25
+
| align="center" | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-gargantuan Gargantuan] || align="center" | 10d10+60 || align="center" | 13
 
|-
 
|-
| align="center" | +1 || align="center" | +20% || align="center" | 25
+
| align="center" | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-colossal Colossal] || align="center" | 13d10+80 || align="center" | 16
 
|}
 
|}
A mechanical clockwork is made using [[Craft_(Apath)#Clockwork | Craft (clockwork)]].
+
Automatons use all the rules for [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] and also gains the advantages and disadvantages of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork clockwork] subtype. Unlike an object animated by ''[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects]'', an automaton is purpose-built to be animated, and generally looks like a mechanical version of a living creature.  
The base price for an animate clockwork is 50 gp times the challenge rating, squared (minimum 1). The base price for a clockwork creature is given as the cost of clockwork parts in its description.  
 
Multiply this base cost by a factor based on the number of tricks the construct knows from Table: Clockwork Crafting.
 
 
 
''Gosh is an apprentice with [[Craft_(Apath)#Clockwork | Craft (clockwork)]] +5. He wants to craft his first clockwork. A tiny animate clockwork has a challenge rating of 1/2.
 
1/2 squared would normally be 1/4, but the minimum is 1, giving a base price of 50 gp. Zero tricks has a multiplier of 60%, giving a final cost of 30 gp.
 
This is a very simple clockwork can only act when pushed. With a Craft DC of 15 and taking 10, Gosh produces 22.5 gp worth of clockwork per week using the Craft rules, so this clockwork takes just under two weeks to build.
 
  
'''Damage and Repair'''
+
An animate clockwork is built from construction points. Each animate construct must have a basic frame, that determines its size code and base attributes. Additional construction points can be used to purchase various abilities and tricks. There are also construction flaws, that reduces the construction point cost. Except for the additional construction point abilities and flaws listed below, this is the same as the construction points outlined for [www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects].
A clockwork body can be repaired using [[Craft_(Apath)#Clockwork | Craft (clockwork)]] at DC 10 or with abilities that repair constructs. A full repair costs 25% of the cost of the clockwork, partial repairs proportionally less. Clockwork are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice.
 
 
 
== Clockwork Tricks ==
 
Clockwork generally use the same tricks as the [http://www.d20pfsrd.com/skills/handle-animal Handle Animal] skill, but certain tricks are modified.
 
 
 
'''Attack:
 
The clockwork attacks one unique creature pointed out to it. If the attack is to cover several creatures, this trick must be taken several times.
 
 
 
'''Detect, Flee, Get Help, Hunt, Seek, Serve:
 
Clockwork cannot perform these tricks.
 
 
 
'''Familiar Control
 
A character with the familiar class feature can take a clockwork as a familiar, summoning a spirit to act as the control mechanism. This replaces the [[#Control Apparatus|control apparatus]] with a magical spirit. See [[#Clockwork as Familiars|clockwork as familiars]] below.
 
 
 
'''Mount
 
The clockwork has an integral saddle and can carry a rider of any size category smaller than itself. This works like an animal mount.
 
 
 
'''Pilot
 
A subtype of mechanical control apparatus, a clockwork can incorporate an interior piloting compartment for a creature at least two size categories smaller than the clockwork. 
 
A pilot with hands (or equivalent manipulative limbs) can pilot a clockwork of any shape; a creature lacking hands can only pilot a clockwork that mimics its basic shape, such as quadruped or serpentine.
 
A piloted clockwork functions just as if it was an intelligent creature.
 
The pilot spends a full-round action each turn to pilot the clockwork.  
 
When a piloted clockwork takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the clockwork.
 
Mind-affecting effects targeting the clockwork may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise be affected from outside.
 
A pilot console counts as two additional tricks.
 
 
 
'''Stay:
 
A clockwork does not need this trick; if not otherwise activated it will always stay.
 
 
 
'''Work:
 
This trick also lets the clockwork use any skills it has (see construction abilities).
 
 
 
=== Abstract Engine ===
 
The clockwork controlled by an abstract engine can exchange its tricks by being inserted with a mechanical information record, such as a punch card. It does not come with any tricks. The mechanical information record for a trick is made using [[Knowledge_(Apath) | Knowledge (engineering)]] and costs gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a [[Knowledge_(Apath) | Knowledge (engineering)]] check with a DC equal to the DC of teaching an animal the trick it contains. An abstract engine double the final cost of the clockwork creature.
 
  
 
== New Construction Abilities ==
 
== New Construction Abilities ==
These new construct abilities and flaws are available to [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animate clockwork].   
+
These new construct abilities and flaws are available to [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object automaton].   
  
 
'''Ability Increase (Ex, 1 CP):  
 
'''Ability Increase (Ex, 1 CP):  
Increase one attribute by 4 points. This can be increased to a +6 bonus at the cost of an an additional cp. This cannot be applied to Int or Con.
+
Increase one attribute by 4 points. This can be increased to a +6 bonus at the cost of an additional cp. This cannot be applied to Int or Con.
 +
 
 +
'''Abstract Engine (Ex, 1 CP)
 +
The clockwork controlled by an abstract engine can have its tricks exchanged by being inserted with a mechanical information record, such as a punch card. It does not come with any tricks. The mechanical information record for a trick is made using [[Knowledge_(Apath) | Knowledge (engineering)]] and costs gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a [[Knowledge_(Apath) | Knowledge (engineering)]] check with a DC equal to the DC of teaching an animal that trick. 
  
 
'''Armor (Ex, 1 Cp)
 
'''Armor (Ex, 1 Cp)
The construct gains an integral armor bonus of +5. This can be increased to +8 for another cp. Clockwork cannot wear armor.
+
The construct gains an integral armor bonus of +5. This can be increased to +8 for another cp. Automatons cannot wear armor.
 +
 
 +
'''Brass (Ex, 1 CP)
 +
A lesser version of the metal construction point ability, the clockwork is made of a soft metal like brass or bronze. It gains Hardness 8 and a +2 increase to its natural armor bonus.
  
 
'''Skilled (Ex, 1 Cp)
 
'''Skilled (Ex, 1 Cp)
The clockwork gains a +5 bonus and counts as trained with one specific skill. The clockwork has integral tools that allows it to perform the skill and gains neither bonuses or penalties from tools. Expending 2 cp increases the bonus to +8.
+
The automaton gains a +5 bonus and counts as trained with one specific skill. The automaton has integral limbs and tools that allows it to perform the skill and gains neither bonuses or penalties from tools. Expending 2 cp increases the bonus to +8.
  
 
'''Hand (Ex, 1 Cp)
 
'''Hand (Ex, 1 Cp)
Turns one slam attack into a fist, that can either strike as a normal slam attack, or be used for fine manipulation or to wield a weapon. The clockwork is considered proficient with all simple melee weapons. For one additional cp, it can use all martial melee weapons. For one cp, it can use simple ranged weapons. The additional proficiencies applies to all the clockwork's hands.
+
Turns one slam attack into a fist, that can either strike as a normal slam attack, or be used for fine manipulation or to wield a weapon. The automaton is considered proficient with all simple melee weapons. For one additional cp, it can use all martial melee weapons. For one cp, it can use simple ranged weapons. The additional proficiencies applies to all the automaton's hands.
  
 
'''Strong Structure (Ex, 1 Cp)
 
'''Strong Structure (Ex, 1 Cp)
Line 119: Line 53:
 
=== Construction Flaws ===
 
=== Construction Flaws ===
 
'''Immobile (Ex, +2 Cp)
 
'''Immobile (Ex, +2 Cp)
The clockwork lacks all movement speeds and must be moved around.
+
The automaton lacks all movement speeds and must be transported around.
  
 
'''Jam Prone (Ex, +1 Cp)
 
'''Jam Prone (Ex, +1 Cp)
Whenever the clockwork takes damage, it must make a Fortitude save (DC 10 + number of tricks it knows) to avoid being staggered for 1 round.   
+
Whenever the automaton takes damage, it must make a Fortitude save (DC 10 + number of tricks it knows) to avoid being staggered for 1 round.   
  
'''Poor Senses (Ex, +1 Cp)
+
'''Poor Senses (Ex, +1 CP)
The clockwork lacks both low-light and darkvision. It can only be ordered to perform tricks by creatures adjacent to it.
+
The clockwork is deaf and lacks both low-light and darkvision. It can only be ordered to perform tricks by an adjacent creature.
  
'''Spring Mechanism (Ex, +2 Cp)
+
'''Primitive Mechanism (Ex, +2 Cp)
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the clockwork; it has no special key. Winding a spring mechanism is physically demanding and requires as much effort as carrying the clockwork.
+
The automaton is powered by a primitive winding mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the automaton; it has no special key.
 +
 
 +
'''Simple Control Apparatus (Ex, +1 CP)
 +
The clockwork can only be programmed with a maximum of three tricks.
  
 
'''Weak Mechanism (Ex, +1 Cp)
 
'''Weak Mechanism (Ex, +1 Cp)
The clockwork has a weak power source. After winding, it retains power for only one hour per Hit Dice.
+
The automaton has a weak power source. After winding, it retains power for only one hour per Hit Dice.
  
== Example Clockwork ==
+
=== Creating and Maintaining Automatons ===
=== Clockwork Blackbird ===
+
An automaton is made using [[Craft_(Apath)#Clockwork | Craft (clockwork)]]. 
''This perched black songbird looks enamelled and has metallic notes in its repertoire.
+
The base price for an automaton is 50 gp times the number of construction points, squared. The minimum price is 25 gp.
  
Tiny animate clockwork. Tricks: entertain. Cp: ability increase (Charisma) (2), weak mechanism (-1), skilled (Perform: sing) (2). Cost 40 gp.  
+
''Gosh is an apprentice with [[Craft_(Apath)#Clockwork | Craft (clockwork)]] +5. He wants to craft his first automaton, a tiny automaton with a challenge rating of 1/2.
 +
1/2 squared is 1/4, giving a base price of 25 gp. 
 +
With a Craft DC of 15 and taking 10, Gosh produces 22.5 gp worth of automatons per week using the Craft rules, so this automaton takes just over a week to build.
  
'''Clockwork Blackbird CR 1<br>
+
The total number of construction points and halve this number (round all fractions down, as usual); this is the final challenge rating of the clockwork creature.
'''XP 200 <br>
 
N Tiny construct <br>
 
Init +6 Senses darkvision 60, low-light vision; Perception -5
 
  
'''DEFENSE
+
'''Damage and Repair'''
 +
An automaton body can be repaired with abilities that repair constructs or using [[Craft_(Apath)#Clockwork | Craft (clockwork)]] at DC 10. A full repair costs 25% of the cost of the automaton, partial repairs proportionally less. Automatons are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice.
  
'''AC
+
'''Winding'''
20 touch 18, flat-footed 16 (+2 Dex, +2 dodge, +4 natural, +2 size) <br>
+
The mechanism that powers an automaton must be recharged periodically, a process known as winding the automaton. This is a physically demanding process; winding an automaton requires as much strength as lifting it, and takes one minute for each Hit Dice the auromaton has. It is not uncommon to see capstans, water wheels, or even magical devices set up to wind big automatons.
'''hp
 
5 (1d10)<br>
 
'''Fort
 
+0,  
 
'''Ref
 
+6,  
 
'''Will
 
-5<br>
 
'''Defensive Abilities
 
hardness 5,  
 
'''Immune
 
Construct Traits
 
  
'''OFFENSE
+
== Control Apparatus ==
 +
Automatons are controlled my a mechanical clockwork "brain".
 +
Automatons never have an intelligence score. They are mindless creatures incapable of independent thought or action; they only react as their maker instructs them to. An automaton has no survival instinct and must be instructed to defend itself.
 +
An automaton can run certain automated routines (called tricks), or it can be instructed in detail how to deal with a certain situation (called pushing). This works much like controlling an animal using [http://www.d20pfsrd.com/skills/handle-animal Handle Animal].
  
'''Speed
+
'''Tricks:
10 ft. <br>
+
An automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. Automatons are normally made with six tricks, but more primitive control mechanisms are capable of fewer tricks.
'''Melee
 
slam +1 (1d2-2)
 
  
'''STATISTICS
+
Unlike an animal, an automaton that is not activated by a trick will do nothing. Automatons never move around on their own or continue fighting when no target of their attack order is present.
  
'''Str
+
Ordering an automaton to perform a trick it is capable of is a move action that can be made up to 30 ft away, and requires a Knowledge (engineer) check, DC 10.  
6,  
 
'''Dex
 
14,  
 
'''Con -, Int -,
 
'''Wis
 
1,
 
'''Cha
 
7 <br>
 
'''Base Atk
 
+1
 
'''CMB
 
+1
 
'''CMD
 
13 <br>
 
'''Feats''' Improved Initiative, Lightning Reflexes. <br>
 
'''Skills
 
Perform +6.
 
  
'''SPECIAL ABILITIES
+
'''Pushing:
 +
An automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the automaton, usually mounted in back. This method of controlling an automaton corresponds roughly to pushing an animal using Handle Animal.
  
''Swift Reactions (Ex)
+
Orders to an automaton must be exact; they apply only to a specific situation.  
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
 
  
'''WEAKNESS
+
Pushing an automaton is a full-round action performed when adjacent to the automaton, that requires a [[Knowledge_(Apath) | Knowledge (engineering)]] check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the [[Knowledge_(Apath) | Knowledge (engineering)]] check.
  
''Vulnerable to Electricity (Ex)
+
== Automaton Tricks ==
Clockwork constructs take 150% as much damage as normal from electricity attacks.
+
Automatons generally use the same tricks as the [http://www.d20pfsrd.com/skills/handle-animal Handle Animal] skill, but certain tricks are modified.  
  
''Weak Mechanism (Ex)
+
'''Attack:
The clockwork blackbird has a weak power source. After winding, it retains power for only an hour.
+
The automaton attacks one unique creature pointed out to it. If the attack is to cover several creatures with one command, this trick must be taken two times.
  
=== Lock Monkey ===
+
'''Detect, Flee, Get Help, Hunt, Seek, Serve:
''This tiny metallic monkey is climbing towards the lock, heedless of danger.
+
Automatons cannot perform these tricks.
  
Tiny animate clockwork. Tricks: heel, search, stealth, work. Cp: ability increase (Dexterity) (1), additional movement (climb) (1), spring mechanism (-2), skilled (Disable Device) (2), skilled (Perception) (2). Cost 70 gp.  
+
'''Mount
 +
The automaton has an integral saddle and can carry a humanoid rider of any size category smaller than itself. This works like an animal mount.
  
'''Lock Monkey CR 1<br>
+
'''Pilot
'''XP 200 <br>
+
A subtype of mechanical control apparatus, an automaton can incorporate an interior piloting compartment for a creature at least two size categories smaller than the automaton. 
N Tiny construct <br>
+
A pilot with hands (or equivalent manipulative limbs) can pilot an automaton of any shape; a creature lacking hands can only pilot an automaton that mimics its basic shape, such as quadruped or serpentine.
Init +8 Senses darkvision 60, low-light vision; Perception +3
+
A piloted automaton functions just as if it was an intelligent creature.
 +
The pilot spends a full-round action each turn to pilot the automaton.
 +
When a piloted automaton takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the automaton.
 +
Mind-affecting effects targeting the automaton may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise be affected from outside.
 +
A pilot console counts as three tricks.
  
'''DEFENSE
+
'''Stay:
 +
An automaton always does nothing unless it is executing a trick or being pushed. An automaton with the stay trick is capable of stopping its winding mechanism while waiting for some other trick to activate. It must remain absolutely still, but senses still functions. This allows the automaton to be a guardian, conserving its energy for when it is needed. A powered-down automaton is considered helpless.
  
'''AC
+
'''Work:
22 touch 18, flat-footed 18 (+4 Dex, +2 dodge, +4 natural, +2 size) <br>
+
This trick also lets the automaton use any skills it has (see construction abilities).
'''hp
 
5 (1d10)<br>
 
'''Fort
 
+0,
 
'''Ref
 
+6,
 
'''Will
 
-5<br>
 
'''Defensive Abilities
 
hardness 5,
 
'''Immune
 
Construct Traits
 
 
 
'''OFFENSE
 
 
 
'''Speed
 
10 ft. <br>
 
'''Melee
 
slam +1 (1d2-2)
 
 
 
'''STATISTICS
 
 
 
'''Str
 
6,
 
'''Dex
 
18,
 
'''Con -, Int -,
 
'''Wis
 
1,
 
'''Cha
 
1 <br>
 
'''Base Atk
 
+1
 
'''CMB
 
+1
 
'''CMD
 
13 <br>
 
'''Feats''' Improved Initiative, Lightning Reflexes <br>
 
'''Skills
 
Climb +12, Disable Device +7, Perception +3 Stealth +12.
 
 
 
'''SPECIAL ABILITIES
 
 
 
''Swift Reactions (Ex)
 
Clockwork constructs react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
 
 
 
'''WEAKNESS
 
 
 
''Spring Mechanism (Ex)
 
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key. 
 
 
 
''Vulnerable to Electricity (Ex):  
 
Clockwork constructs take 150% as much damage as normal from electricity attacks.
 
 
 
The lock monkey is usually carried into position, then winded and instructed to unlock or disable a known mechanism. It is capable of moving under cover to where it should work, and can look for traps but is not very good at perception. It cannot disable magical traps.
 
 
 
=== Clockwork Sentry ===
 
''This gnome crossbowman keeps watch, eyes scanning mechanically for foes.
 
 
 
Small animate clockwork. Tricks: None. Cp: ability increase (Dexterity) (1), additional attack (1), 2 arms (simple ranged weapons) (3), brittle (-1), flammable (-1), skilled (Perception) (1), slower (-1), spring mechanism (-2). Cost 157 gp (37 gp in equipment).
 
 
 
'''Clockwork Sentry CR 2<br>
 
'''XP 600 <br>
 
N Small construct <br>
 
Init +7 Senses darkvision 60, low-light vision; Perception +1
 
 
 
'''DEFENSE
 
 
 
'''AC
 
20, touch 16, flat-footed 15 (+3 Dex, +2 dodge, +4 natural, +1 size) <br>
 
'''hp
 
21 (2d10+10)<br>
 
'''Fort
 
+0,
 
'''Ref
 
+6,
 
'''Will
 
-5<br>
 
'''Defensive Abilities
 
hardness 5,
 
'''Immune
 
Construct Traits
 
 
 
'''OFFENSE
 
 
 
'''Speed
 
10 ft.<br>
 
'''Melee
 
2 slams +3 (1d3)<br>
 
'''Ranged
 
Light crossbow +6 (1d6)
 
 
 
'''STATISTICS
 
 
 
'''Str
 
10,
 
'''Dex
 
16,
 
'''Con -, Int -,
 
'''Wis
 
1,
 
'''Cha
 
1 <br>
 
'''Base Atk
 
+2
 
'''CMB
 
+1
 
'''CMD
 
18 <br>
 
'''Feats''' Improved Initiative, Lightning Reflexes <br>
 
'''Gear''' Light crossbow, quiver of 20 bolts
 
 
 
'''SPECIAL ABILITIES
 
 
 
''Swift Reactions (Ex)
 
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
 
 
 
'''WEAKNESS
 
 
 
''Spring Mechanism (Ex)
 
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key. 
 
 
 
''Vulnerable to Cold, Electricity, and Fire (Ex)
 
The clockwork sentry tak 150% as much damage as normal from cold, electricity, and fire attacks.
 
 
 
The clockwork sentry is positioned in a strategic location and pushed to act on a trigger, usually something simple like "shoot anyone not wearing the Ito crest". This trigger sets its winding mechanism running for two minutes before it stops. It will fire its light crossbow until engaged in melee, then drop it and switch to slam attacks. It will only move to get a clear field of fire, and never leaves its assigned area.
 
 
 
=== Clockwork Squire ===
 
''This soldier walks stiffly and appears to be made of wood.
 
 
 
Medium animate clockwork. Tricks:
 
attack,
 
come,
 
defend,
 
down,
 
flank,
 
watch
 
.
 
Cp: ability increase (Strength) (1), additional attack (1), armored (1), weak mechanism (-1). Cost 810 gp.
 
 
 
'''Clockwork Squire CR 3<br>
 
'''XP 800 <br>
 
N Medium construct <br>
 
Init +4 Senses darkvision 60, low-light vision; Perception -5
 
 
 
'''DEFENSE
 
 
 
'''AC
 
20, touch 12, flat-footed 18 (+4 armor, +2 dodge, +4 natural)  <br>
 
'''hp
 
36 (3d10+20)<br>
 
'''Fort
 
+1,
 
'''Ref
 
+3,
 
'''Will
 
-4<br>
 
'''Defensive Abilities
 
hardness 5,
 
'''Immune
 
Construct Traits
 
 
 
'''OFFENSE
 
 
 
'''Speed
 
30 ft., <br>
 
'''Melee
 
2 slams +7 (1d6 +5)
 
 
 
'''STATISTICS
 
 
 
'''Str
 
10,
 
'''Dex
 
10,
 
'''Con -, Int -,
 
'''Wis
 
1,
 
'''Cha
 
1 <br>
 
'''Base Atk
 
+2
 
'''CMB
 
+1
 
'''CMD
 
18 <br>
 
'''Feats''' Improved Initiative, Lightning Reflexes 
 
 
 
'''SPECIAL ABILITIES
 
 
 
''Swift Reactions (Ex)
 
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
 
 
 
'''WEAKNESS
 
 
 
''Vulnerable to Electricity (Ex)
 
Clockwork constructs take 150% as much damage as normal from electricity attacks.
 
 
 
''Weak Mechanism (Ex)
 
The clockwork has a weak power source. After winding, it retains power for only three hours.
 
 
 
The clockwork squire is made to assist a soldier in battle, and has a complex control mechanism allowing it to perform many tasks.
 
 
 
=== Clockwork Mount ===
 
''This large horse is made of jointed metal parts and moves with stiff precision.
 
 
 
Medium animate clockwork. Tricks:
 
attack, come, defend, down, guard, and mount.
 
Cp: armored (2), faster (2), metal (2). Cost 3,240 gp.
 
 
 
'''Clockwork Mount CR 6<br>
 
'''XP 2,400 <br>
 
N Large construct <br>
 
Init +3 Senses darkvision 60, low-light vision; Perception -5
 
 
 
'''DEFENSE
 
 
 
'''AC
 
26, touch 12, flat-footed 18  (-1 Dex, +2 dodge, +8 armor, +8 natural, -1 size)<br>
 
'''hp
 
52 (4d10+30 size)<br>
 
'''Fort
 
+1,
 
'''Ref
 
+2,
 
'''Will
 
-4<br>
 
'''Defensive Abilities
 
hardness 10,
 
'''Immune
 
Construct Traits
 
 
 
'''OFFENSE
 
 
 
'''Speed
 
50 ft., <br>
 
'''Melee
 
slam +9 (1d6+9)
 
 
 
'''STATISTICS
 
 
 
'''Str
 
22,
 
'''Dex
 
8,
 
'''Con -, Int -,
 
'''Wis
 
1,
 
'''Cha
 
1 <br>
 
'''Base Atk
 
+4
 
'''CMB
 
+11
 
'''CMD
 
20 <br>
 
'''Feats''' Improved Initiative, Lightning Reflexes 
 
 
 
'''SPECIAL ABILITIES
 
 
 
''Swift Reactions (Ex)
 
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
 
 
 
'''WEAKNESS
 
 
 
''Vulnerable to Electricity (Ex)
 
Clockwork steeds take 150% as much damage as normal from electricity attacks.
 
 
 
''Winding (Ex)
 
Clockwork mounts must be wound with special keys in order to function. A fully wound clockwork steed can remain active for 4 days.
 
 
 
The clockwork mount is made for a Medium rider and to weather the hardships of intense combat.
 
 
 
=== Clockwork Dreadnought ===
 
''This metallic siege engine advances with a clanking sound.
 
 
 
Huge animate clockwork. Tricks: Pilot.
 
Cp: armored (2), extra attack (1), metal (2), weak mechanism (-1). Cost 2,450 gp.
 
 
 
'''Clockwork Dreadnought CR 7<br>
 
'''XP 3,200<br>
 
N Huge construct <br>
 
Init +2 Senses darkvision 60, low-light vision; Perception -5
 
 
 
'''DEFENSE
 
 
 
'''AC
 
25, touch 6, flat-footed 15 (-2 Dex, +8 armor, +11 natural, -2 size)<br>
 
'''hp
 
78 (7d10+40 size)<br>
 
'''Fort
 
+2,
 
'''Ref
 
+0,
 
'''Will
 
-3<br>
 
'''Defensive Abilities
 
hardness 10,
 
'''Immune
 
Construct Traits
 
 
 
'''OFFENSE
 
 
 
'''Speed
 
30 ft.<br>
 
'''Melee
 
2 slams +15 (1d8+15)
 
 
 
'''STATISTICS
 
 
 
'''Str
 
30,
 
'''Dex
 
6,
 
'''Con -, Int -,
 
'''Wis
 
1,
 
'''Cha
 
1 <br>
 
'''Base Atk
 
+2
 
'''CMB
 
+19
 
'''CMD
 
27<br>
 
'''Feats''' Improved Initiative, Lightning Reflexes 
 
 
 
'''SPECIAL ABILITIES
 
 
 
''Swift Reactions (Ex)
 
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
 
 
 
'''WEAKNESS
 
 
 
''Vulnerable to Electricity (Ex)
 
Clockwork steeds take 150% as much damage as normal from electricity attacks.
 
 
 
''Weak Mechanism (Ex)
 
The clockwork dreadnought has a weak power source. After winding, it retains power for only seven hours.
 
 
 
The clockwork dreadnought is made for a Medium pilot to wreak havoc!
 
 
 
== Clockwork as Familiars ==
 
As noted under [[#Clockwork_Tricks | clockwork tricks]] above, a character with the ability to summon a familiar can instead have a clockwork familiar. This replaces the [[#Control Apparatus|control apparatus]] with a magical spirit.
 
 
 
Much like other clockwork, clockwork familiars come in two varieties; animate clockwork and clockwork familiars.
 
In both cases, the familiar is not summoned; instead the cost of 200 gp times the master's level represents the manufacture of the familiar's body and the increasingly sophisticated magical apparatus required to jump-start the familiar at the power level of its master. When calculating the cost of repairs, both types of familiar are assumed to have a cost of 200 gp.
 
 
 
Animate clockwork familiars are relatively simple devices based on [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny animated objects]. Anyone with the ability to summon a familiar can link to an animate clockwork. An animate clockwork familiar can have additional construction points added at a cost of 1,000 gp for the first additional construction point, 2,000 gp for the second construction point, 3,000 for the third, and so on.
 
 
 
[http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar Clockwork familiars] are more complex to bond with, and require the binder to have the [http://www.d20pfsrd.com/feats/general-feats/improved-familiar Improved Familiar] feat. Bonding a clockwork familiar through the familiar class feature circumvents the cost, caster level, and Craft Construct feat to create a clockwork familiar as an independent creature.
 
 
 
== Clockwork as Companions ==
 
Certain characters can have clockwork companions instead of [http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions animal companions]. Clockwork companions work like animal companions, except as noted.
 
 
 
* Clockwork companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per Table: Animal Companion Base Statistics. Clockwork companions gain additional hit points based on their size, as all constructs do. This is included in the base profile below.
 
 
 
* Mindless: Clockwork companions have no Intelligence score and possess the mindless trait. A clockwork companion cannot use an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on) to increase Constitution or Intelligence. Clockwork companions have no skill points or feats. Clockwork companions use tricks as other mechanical clockwork do.
 
 
 
* As clockwork have d10 Hit Dice, clockwork companions gain one additional hit point per HD compared to animal companions.
 
 
 
* Clockwork companions gain an additional construction point for every six hit dice.
 
 
 
* Clockwork companions do not gain the link or devotion abilities.
 
 
 
=== Clockwork Companion ===
 
Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion's Strength and construction points by 2. Construction points are the same as those of mechanical clockwork.
 
 
 
'''Starting Statistics
 
----
 
 
 
'''Size''' Medium, '''Speed''' 30 ft.; '''AC''' +4 natural armor; '''Attack''' slam (1d6); '''Ability Scores''' '''Str''' 14, '''Dex''' 12, '''Con''' —, '''Int''' —, '''Wis''' 1, '''Cha''' 1; '''Special Qualities
 
construct immunities
 
construction points (4),
 
darkvision 60 ft,
 
hardness 5,
 
hit-point bonus +20,
 
low-light vision,
 
mindless.
 
 
 
'''4th-Level Advancement
 
----
 
 
 
'''Size''' Large; '''AC''' +2 natural armor; '''Attack''' slam(1d8); '''Ability Scores Str''' +8, '''Dex''' –2; '''Special Qualities
 
hit-point bonus +30.
 
 
 
== External Links ==
 
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object Animated Objects] @ pfsrd.com
 
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork Clockwork] @ pfsrd.com
 
{{OGL}}
 

Revision as of 09:42, 11 June 2016

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Unofficial rules compendium

An automaton is a purely mechanical creature controlled by a clockwork mechanism that serves as its brain. It has no soul or spirit animating it, which makes it an abomination to animists. Automatons differ from clockwork creatures, that are also mechanical but powered by magic. They share the clockwork subtype, but work quite differently and are generally cheaper and less reliable than their magical cousins.

An automaton has a very limited intelligence, able to act only on specific instructions. The skills used with automatons are Craft (clockwork) to create the machinery and Knowledge (engineering) to control and understand their mechanical logic.

Automaton Body

Table:
Crafting Automatons
Size Hit Dice CP Cost
Tiny 1d10 1
Small 2d10+10 3
Medium 3d10+20 4
Large 4d10+30 7
Huge 7d10+40 10
Gargantuan 10d10+60 13
Colossal 13d10+80 16

Automatons use all the rules for animated objects and also gains the advantages and disadvantages of the clockwork subtype. Unlike an object animated by animate objects, an automaton is purpose-built to be animated, and generally looks like a mechanical version of a living creature.

An animate clockwork is built from construction points. Each animate construct must have a basic frame, that determines its size code and base attributes. Additional construction points can be used to purchase various abilities and tricks. There are also construction flaws, that reduces the construction point cost. Except for the additional construction point abilities and flaws listed below, this is the same as the construction points outlined for [www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects].

New Construction Abilities

These new construct abilities and flaws are available to automaton.

Ability Increase (Ex, 1 CP): Increase one attribute by 4 points. This can be increased to a +6 bonus at the cost of an additional cp. This cannot be applied to Int or Con.

Abstract Engine (Ex, 1 CP) The clockwork controlled by an abstract engine can have its tricks exchanged by being inserted with a mechanical information record, such as a punch card. It does not come with any tricks. The mechanical information record for a trick is made using Knowledge (engineering) and costs gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a Knowledge (engineering) check with a DC equal to the DC of teaching an animal that trick.

Armor (Ex, 1 Cp) The construct gains an integral armor bonus of +5. This can be increased to +8 for another cp. Automatons cannot wear armor.

Brass (Ex, 1 CP) A lesser version of the metal construction point ability, the clockwork is made of a soft metal like brass or bronze. It gains Hardness 8 and a +2 increase to its natural armor bonus.

Skilled (Ex, 1 Cp) The automaton gains a +5 bonus and counts as trained with one specific skill. The automaton has integral limbs and tools that allows it to perform the skill and gains neither bonuses or penalties from tools. Expending 2 cp increases the bonus to +8.

Hand (Ex, 1 Cp) Turns one slam attack into a fist, that can either strike as a normal slam attack, or be used for fine manipulation or to wield a weapon. The automaton is considered proficient with all simple melee weapons. For one additional cp, it can use all martial melee weapons. For one cp, it can use simple ranged weapons. The additional proficiencies applies to all the automaton's hands.

Strong Structure (Ex, 1 Cp) Double the hit point bonus constructs receive from size.

Construction Flaws

Immobile (Ex, +2 Cp) The automaton lacks all movement speeds and must be transported around.

Jam Prone (Ex, +1 Cp) Whenever the automaton takes damage, it must make a Fortitude save (DC 10 + number of tricks it knows) to avoid being staggered for 1 round.

Poor Senses (Ex, +1 CP) The clockwork is deaf and lacks both low-light and darkvision. It can only be ordered to perform tricks by an adjacent creature.

Primitive Mechanism (Ex, +2 Cp) The automaton is powered by a primitive winding mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the automaton; it has no special key.

Simple Control Apparatus (Ex, +1 CP) The clockwork can only be programmed with a maximum of three tricks.

Weak Mechanism (Ex, +1 Cp) The automaton has a weak power source. After winding, it retains power for only one hour per Hit Dice.

Creating and Maintaining Automatons

An automaton is made using Craft (clockwork). The base price for an automaton is 50 gp times the number of construction points, squared. The minimum price is 25 gp.

Gosh is an apprentice with Craft (clockwork) +5. He wants to craft his first automaton, a tiny automaton with a challenge rating of 1/2. 1/2 squared is 1/4, giving a base price of 25 gp. With a Craft DC of 15 and taking 10, Gosh produces 22.5 gp worth of automatons per week using the Craft rules, so this automaton takes just over a week to build.

The total number of construction points and halve this number (round all fractions down, as usual); this is the final challenge rating of the clockwork creature.

Damage and Repair An automaton body can be repaired with abilities that repair constructs or using Craft (clockwork) at DC 10. A full repair costs 25% of the cost of the automaton, partial repairs proportionally less. Automatons are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice.

Winding The mechanism that powers an automaton must be recharged periodically, a process known as winding the automaton. This is a physically demanding process; winding an automaton requires as much strength as lifting it, and takes one minute for each Hit Dice the auromaton has. It is not uncommon to see capstans, water wheels, or even magical devices set up to wind big automatons.

Control Apparatus

Automatons are controlled my a mechanical clockwork "brain". Automatons never have an intelligence score. They are mindless creatures incapable of independent thought or action; they only react as their maker instructs them to. An automaton has no survival instinct and must be instructed to defend itself. An automaton can run certain automated routines (called tricks), or it can be instructed in detail how to deal with a certain situation (called pushing). This works much like controlling an animal using Handle Animal.

Tricks: An automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. Automatons are normally made with six tricks, but more primitive control mechanisms are capable of fewer tricks.

Unlike an animal, an automaton that is not activated by a trick will do nothing. Automatons never move around on their own or continue fighting when no target of their attack order is present.

Ordering an automaton to perform a trick it is capable of is a move action that can be made up to 30 ft away, and requires a Knowledge (engineer) check, DC 10.

Pushing: An automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the automaton, usually mounted in back. This method of controlling an automaton corresponds roughly to pushing an animal using Handle Animal.

Orders to an automaton must be exact; they apply only to a specific situation.

Pushing an automaton is a full-round action performed when adjacent to the automaton, that requires a Knowledge (engineering) check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the Knowledge (engineering) check.

Automaton Tricks

Automatons generally use the same tricks as the Handle Animal skill, but certain tricks are modified.

Attack: The automaton attacks one unique creature pointed out to it. If the attack is to cover several creatures with one command, this trick must be taken two times.

Detect, Flee, Get Help, Hunt, Seek, Serve: Automatons cannot perform these tricks.

Mount The automaton has an integral saddle and can carry a humanoid rider of any size category smaller than itself. This works like an animal mount.

Pilot A subtype of mechanical control apparatus, an automaton can incorporate an interior piloting compartment for a creature at least two size categories smaller than the automaton. A pilot with hands (or equivalent manipulative limbs) can pilot an automaton of any shape; a creature lacking hands can only pilot an automaton that mimics its basic shape, such as quadruped or serpentine. A piloted automaton functions just as if it was an intelligent creature. The pilot spends a full-round action each turn to pilot the automaton. When a piloted automaton takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the automaton. Mind-affecting effects targeting the automaton may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise be affected from outside. A pilot console counts as three tricks.

Stay: An automaton always does nothing unless it is executing a trick or being pushed. An automaton with the stay trick is capable of stopping its winding mechanism while waiting for some other trick to activate. It must remain absolutely still, but senses still functions. This allows the automaton to be a guardian, conserving its energy for when it is needed. A powered-down automaton is considered helpless.

Work: This trick also lets the automaton use any skills it has (see construction abilities).