Clockwork Knight (Apath)

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Unofficial rules compendium

The clockwork knight makes and uses automatons. In a world where constructs and automatons are common, clockwork knights often assume the role of policing such constructs, while others become outlaw tinkerers who use automatons to prey on others.

Class Information

This is a ranger archetype.

Publisher: Trailseeker.

Hit Die: d10.

Class Skills

The clockwork knight's class skills are Appraise (Int), Climb (Str), Craft (Int ), Disable Device (Dex), Escape Artist (Dex), Knowledge (engineering) (Int), Knowledge (geography) (Int), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Class Abilities

This archetype has all normal class abilities, except as noted.

Weapon and Armor Proficiency

A clockwork knight is proficient with all simple weapons, with martial melee weapons, and with all types of armor and shields (including tower shields). A clockwork knight can use all ranger class features in any armor, including combat style, evasion, and improved evasion that normally do not work in heavy armor.

No Spells

Clockwork Knights cannot cast spells, do not have a caster level, and cannot use spell trigger and spell completion magic items except by using the Use Magic Device skill.

Automaton Companion (Ex)

At 1st level, a clockwork knight gains the service of an automaton companion to aid him in battle. This functions as a druid’s animal companion (part of the nature's bond ability), using the clockwork knight’s level as his effective druid level, combined with the rules for automaton companions. A clockwork knight’s companion does not gain the share spells special ability.

At level 5, a clockwork knight's companion shares his power strike ability and does not need to wear automaton armor to use it.

At level 17, the automaton companion shares the clockwork knight's power bound ability.

This ability modifies hunter's bond. A clockwork knight may not choose to bond with his companions.

Automaton Logic (Ex)

As a standard action a clockwork knight can make a Knowledge (engineering) check with a DC of 10 + twice the creature's Will save modifier to confuse an automaton within 30 ft., presenting it with a situation its control apparatus is unable to resolve. The target automaton is dazed for 1 round per class level. This replaces wild empathy.

Master of Automatons (Ex)

A clockwork knight gains a bonus equal to half his class level (minimum +1) on all Craft (clockwork) skill checks and to his Strength score, but only for the purpose of which clockwork he can wind quickly. This replaces track.

Advanced Automatons (Ex)

At 3rd level the clockwork knight must either decide to make one advanced clockwork companion or several less advanced ones.

If the clockwork knight chooses one advanced companion, his companion gains an additional construction point at level 3 and every six levels thereafter, to a maximum of 3 additional construction points at level 15.

If he chooses multiple companions, the clockwork knight can add a second companion at level 3. Every 6 levels after level 3, the clockwork knight may take on an additional companion, to a maximum of 3 companions at level 15. A clockwork knight with 2 or more companions reduces his effective druid level for the automaton companion ability by one per companion he has; two companions reduce the effective level by 2, and three companions reduce the level by three.

This replaces favored terrain.

Automaton Armor (Ex)

Starting at 3rd level, a clockwork knight gains the ability modify his armor, adding clockwork parts that makes it encumber him less. This reduces his armor check penalty by 1 (to a minimum of 0). Any suit of armor can be modified in this way with one hour of work per point of armor check penalty the armor has, but the modifications only work for the clockwork knight and stop working if the armor gains the broken condition.

Every four levels thereafter (7th, 11th, and 15th), the armor check penalty is reduced by a further point, to a maximum –4 reduction of the armor check penalty at level 15.

In addition, a clockwork knight can also move at his normal speed while wearing medium automaton armor and the armor becomes self-supporting, reducing the armor's effective weight while worn by half. At 7th level, a clockwork knight can move at his normal speed while wearing heavy automaton armor.

Automaton armor and the clockwork knight's improved armor proficiency replaces lost skill points.

Skilled Maker (Ex)

At 4th level the clockwork knight learns to build automatons swiftly and cheaply. When building automatons and when repairing any type of construct, the clockwork knight works faster and needs less component parts than other craftsmen. Halve the time and cost of such tasks. This does not include any magic used to activate a construct. Skilled maker replaces Endurance.

Power Strike (Ex)

At 5th level, the clockwork knight's automaton armor increases the strength of his blows. When wearing automaton armor, he gains a +1 bonus on melee attack rolls, melee damage rolls, combat maneuver defense, and on Strength checks. He does not gain this bonus on Strength-based skill checks, including unskilled ones. Every four levels thereafter (9th, 13th, and 17th), this bonus increases by one.

A weapon used with power strike becomes clumsy and noisy. Whatever crit range it normally has, it gains a crit range of 20. A target can always use its Dexterity modifier to Armor Class against a power strike attack even if flat-footed, the clockwork knight is invisible, or if otherwise denied their Dexterity bonus to Armor Class. A Helpless target still cannot use their Dexterity bonus to Armor Class.

This replaces spells and favored enemy. Clockwork knights do not gain any spells or spellcasting ability, do not have a spell list or caster level, and cannot use spell trigger and spell completion magic items except through Use Magic Device.

Spurious Logic (Ex)

At level 7, the clockwork knight can use the automaton logic class feature on any mindless construct. This replaces woodland stride.

Swift Maker (Ex)

At 8th level the skilled maker ability improves. When building and repairing constructs of any kind, the clockwork knight works faster and needs less component parts than other craftsmen. Divide the time and cost of such tasks by four. This does not include any magic used to activate the construct and is thus applicable mostly to building automatons and to repairs of any kind of constructs. Swift maker replaces swift tracker.

Fleet Maker (Ex)

At 12th level the skilled maker ability improves again. The clockwork knight can make automatons or repair any construct at sixteen times the normal rate, gaining the benefits of a day of work in half an hour. This replaces camouflage.

Urban Stride (Ex)

Starting at 13th level, a clockwork knight may move through difficult terrain in urban environments (including ruins and dungeons that are not natural cave formations) at his normal speed and without taking damage or suffering any other impairment. Such areas that are enchanted or magically manipulated to impede motion, however, still affect him. Urban stride replaces quarry.

Power Bound (Ex)

At level 17, the clockwork knight can use the legs of his automaton armor to make great bounding strides and leaps. This gives a bonus of +10 ft. to his land speed and a +20 bonus on Acrobatics checks to jump. This replaces hide in plain sight.

Contrived Logic (Ex)

At level 19, the clockwork knight can use automaton logic against any construct, regardless of it's intelligence score. This replaces improved quarry.

Instant Maker (Ex)

At 20th level the skilled maker ability gains its ultimate development. The clockwork knight can make automaton or repair any construct almost instantly, gaining the benefits of a day of work in a full-round action. This replaces master hunter.

Table: Clockwork Knight

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +2 +0 Automaton companion, automaton logic, master of automatons
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 Advanced automatons 1, automaton armor +1 (medium)
4th +4 +4 +4 +1 Skilled maker (x2)
5th +5 +4 +4 +1 Power strike +1
6th +6/+1 +5 +5 +2 Combat style feat
7th +7/+2 +5 +5 +2 Automaton armor +2 (heavy), spurious logic
8th +8/+3 +6 +6 +2 Swift maker
9th +9/+4 +6 +6 +3 Advanced automatons II, evasion, power strike +2
10th +10/+5 +7 +7 +3 combat style feat
11th +11/+6/+1 +7 +7 +3 Automaton armor +3
12th +12/+7/+2 +8 +8 +4 Fleet maker
13th +13/+8/+3 +8 +8 +4 Power strike +3, urban stride
14th +14/+9/+4 +9 +9 +4 Combat style feat
15th +15/+10/+5 +9 +9 +5 Automaton armor +4, advanced automatons III
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion
17th +17/+12/+7/+2 +10 +10 +5 Power bound, power strike +4
18th +18/+13/+8/+3 +11 +11 +6 Combat style feat
19th +19/+14/+9/+4 +11 +11 +6 Contrived logic, instant maker
20th +20/+15/+10/+5 +12 +12 +6 Instant maker

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Armor Proficiency
  • Favored Enemy
  • Wild Empathy
  • Track
  • Endurance
  • Favored Terrain
  • Hunter's Bond
  • Spells
  • Woodland Stride
  • Swift Tracker
  • Camouflage
  • Quarry
  • Hide in Plain Sight
  • Improved Quarry
  • Master Hunter


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