Automatons (Apath)

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Unofficial rules compendium

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.

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.

Creation Costs

Table:
Clockwork Crafting
Number
of Tricks
Cost
multiplier
Craft
DC
1 *4 15
2 *5 15
3 *6 15
4 *7 20
5 *8 20
6 *9 20
7 *10 25
+1 +1

A mechanical clockwork is made using Craft (clockwork). The base price for an animate clockwork is 25 gp times the challenge rating, squared. 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. The first trick a clockwork knows is always stay.

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. Giving it a single trick (stay) has a cost multiplier of *4. 1/2 squared is 1/4, times 4 gives a final cost multiple of 1, or 25 gp. This 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 over a week 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: A clockwork need only learn this trick once to attack any kind of foe.

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

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

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 +6 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 +10.

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, stay. Cp: ability increase (Charisma) (2), brittle (-1), cloth (-1), weak mechanism (-1), skilled (Perform: sing) (2). Cost 32 gp.

Clockwork Blackbird CR 1/2
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 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 +8.

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 Cold, Electricity, and Fire (Ex) The clockwork blackbird takes 150% as much damage as normal from cold, electricity, and fire 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, stay, stealth, work. Cp: ability increase (Dexterity) (1), additional movement (climb) (1), spring mechanism (-2), skilled (Disable Device) (1). Cost 44 gp.

Lock Monkey CR 1/2
XP 200
N Tiny construct
Init +8 Senses darkvision 60, low-light vision; Perception -5

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 +9, 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, but cannot look for traps or mechanisms on its own.

Clockwork Sentry

This gnome crossbowman keeps watch, eyes scanning mechanically for foes.

Small animate clockwork. Tricks: stay. 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 437 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, stay, watch . Cp: ability increase (Strength) (1), additional attack (1), armored (1), weak mechanism (-1). CR 3. Cost 2250 gp.

Clockwork Squire CR 2
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 Steed

This large horse is made of jointed metal parts and moves with stiff precision.

Medium animate clockwork. Tricks: attack, come, defend, down, guard, mount, and stay. Cp: armored (2), faster (2), metal (2). Cost 9,000 gp.

Clockwork Steeed 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 +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 steeds take 150% as much damage as normal from electricity attacks.

Winding (Ex) Clockwork steeds must be wound with special keys in order to function. A fully wound clockwork steed can remain active for 4 days.

The clockwork steed is made to be a mount for a Medium rider and to weather the hardships of intense combat.

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