Automatons (Apath)
Unofficial rules compendium | |
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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 (clockwork) to create the machinery and Knowledge (engineering) to control clockwork and understand their logic.
Clockwork Body
They bodies of clockwork creatures comes in two variations; clockwork creatures and 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 (clockwork) skill, using the normal crafting rules.
Clockwork Creature: Using one of several custom designs, 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 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 animated objects and also gains the advantages and disadvantages of the clockwork subtype. Unlike an object animated by 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 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 (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 (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 (engineering) check.
Cost
Number of Tricks |
Cost multiplier |
Craft DC |
0 | 60% | 15 |
1 | 80% | 15 |
2 | 100% | 15 |
3 | 120% | 20 |
4 | 140% | 20 |
5 | 160% | 20 |
6 | 180% | 25 |
+1 | +20% | 25 |
A mechanical clockwork is made using Craft (clockwork). 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 (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 A clockwork body can be repaired using 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 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 with a magical spirit. See 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 (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 the trick it contains. An abstract engine double the final cost of the clockwork creature.
New Construction Abilities
These new construct abilities and flaws are available to animate clockwork.
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.
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.
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.
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.
Strong Structure (Ex, 1 Cp) Double the hit point bonus constructs receive from size.
Construction Flaws
Immobile (Ex, +2 Cp) The clockwork lacks all movement speeds and must be moved around.
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.
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.
Spring 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.
Weak Mechanism (Ex, +1 Cp) The clockwork has a weak power source. After winding, it retains power for only one hour per Hit Dice.
Example Clockwork
Clockwork Blackbird
This perched black songbird looks enamelled and has metallic notes in its repertoire.
Tiny animate clockwork. Tricks: entertain. Cp: ability increase (Charisma) (2), weak mechanism (-1), skilled (Perform: sing) (2). Cost 40 gp.
Clockwork Blackbird CR 1
XP 200
N Tiny construct
Init +6 Senses darkvision 60, low-light vision; Perception -5
DEFENSE
AC
20 touch 18, flat-footed 16 (+2 Dex, +2 dodge, +4 natural, +2 size)
hp
5 (1d10)
Fort
+0,
Ref
+6,
Will
-5
Defensive Abilities
hardness 5,
Immune
Construct Traits
OFFENSE
Speed
10 ft.
Melee
slam +1 (1d2-2)
STATISTICS
Str
6,
Dex
14,
Con -, Int -,
Wis
1,
Cha
7
Base Atk
+1
CMB
+1
CMD
13
Feats Improved Initiative, Lightning Reflexes.
Skills
Perform +6.
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 blackbird has a weak power source. After winding, it retains power for only an hour.
Lock Monkey
This tiny metallic monkey is climbing towards the lock, heedless of danger.
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.
Lock Monkey CR 1
XP 200
N Tiny construct
Init +8 Senses darkvision 60, low-light vision; Perception +3
DEFENSE
AC
22 touch 18, flat-footed 18 (+4 Dex, +2 dodge, +4 natural, +2 size)
hp
5 (1d10)
Fort
+0,
Ref
+6,
Will
-5
Defensive Abilities
hardness 5,
Immune
Construct Traits
OFFENSE
Speed
10 ft.
Melee
slam +1 (1d2-2)
STATISTICS
Str
6,
Dex
18,
Con -, Int -,
Wis
1,
Cha
1
Base Atk
+1
CMB
+1
CMD
13
Feats Improved Initiative, Lightning Reflexes
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
XP 600
N Small construct
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)
hp
21 (2d10+10)
Fort
+0,
Ref
+6,
Will
-5
Defensive Abilities
hardness 5,
Immune
Construct Traits
OFFENSE
Speed
10 ft.
Melee
2 slams +3 (1d3)
Ranged
Light crossbow +6 (1d6)
STATISTICS
Str
10,
Dex
16,
Con -, Int -,
Wis
1,
Cha
1
Base Atk
+2
CMB
+1
CMD
18
Feats Improved Initiative, Lightning Reflexes
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
XP 800
N Medium construct
Init +4 Senses darkvision 60, low-light vision; Perception -5
DEFENSE
AC
20, touch 12, flat-footed 18 (+4 armor, +2 dodge, +4 natural)
hp
36 (3d10+20)
Fort
+1,
Ref
+3,
Will
-4
Defensive Abilities
hardness 5,
Immune
Construct Traits
OFFENSE
Speed
30 ft.,
Melee
2 slams +7 (1d6 +5)
STATISTICS
Str
10,
Dex
10,
Con -, Int -,
Wis
1,
Cha
1
Base Atk
+2
CMB
+1
CMD
18
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
XP 2,400
N Large construct
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)
hp
52 (4d10+30 size)
Fort
+1,
Ref
+2,
Will
-4
Defensive Abilities
hardness 10,
Immune
Construct Traits
OFFENSE
Speed
50 ft.,
Melee
slam +9 (1d6+9)
STATISTICS
Str
22,
Dex
8,
Con -, Int -,
Wis
1,
Cha
1
Base Atk
+4
CMB
+11
CMD
20
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
XP 3,200
N Huge construct
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)
hp
78 (7d10+40 size)
Fort
+2,
Ref
+0,
Will
-3
Defensive Abilities
hardness 10,
Immune
Construct Traits
OFFENSE
Speed
30 ft.
Melee
2 slams +15 (1d8+15)
STATISTICS
Str
30,
Dex
6,
Con -, Int -,
Wis
1,
Cha
1
Base Atk
+2
CMB
+19
CMD
27
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 above, a character with the ability to summon a familiar can instead have a clockwork familiar. This replaces the 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 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.
Clockwork familiars are more complex to bond with, and require the binder to have the 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 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.
- 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.
7th-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
- Animated Objects @ pfsrd.com
- Clockwork @ pfsrd.com
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