Size and Type: Th e creature’s type changes to construct with the
appropriate augmented subtype. Do not recalculate base attack bonuses or saves. Size is unchanged.
Hit Dice: Change all racial Hit Dice to d10s. Th e creature gains
bonus hit points as a construct of its size category. Since
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it has no Constitution score, it does not gain bonus hit points based on high Constitution.
Armor Class: Th e clockwork creature’s natural armor bonus
improves by +5 over that of the base creature.
Special Qualities: Th e clockwork creature retains all the special
qualities of the base creature and gains those described here.
Created Mind (Ex): Clockwork creatures know nothing
when fi rst created, but many are intelligent. On its fi rst day, a clockwork creature functions like any mindless construct, but thereafter its native intelligence comes to the fore, allowing it to reason and improvise. Creators can thus give their clockwork constructs somewhat vague commands and allow them to interpret and act on them, secure in the knowledge that their servants will not act in a way contrary to their desires.
Despite a reasoning intelligence, the clockwork creature remains wholly under the control of its creator and does nothing against that individual’s will. Because of a special bond formed during its fi rst day, the clockwork creature can instinctively detect the location of its creator, regardless of magical and natural barriers, so long as the latter is within 100 feet. Th is ability prevents anyone from successfully impersonating the creator within that range. If someone resembling its creator issues an order from more than 100 feet away, the clockwork creature
might or might not obey, depending on how suspicious it is of the command. Th e creator can designate another creature or group of creatures for the clockwork creature to obey, but the creator’s commands always take precedence over those of other
designated commanders. If the clockwork creature has an Intelligence score of 3 or higher, it continuously watches designated commanders for signs that they are commanding it against its creator’s intent. Should such a situation occur, the clockwork creature acts loyally instead. A clockwork creature with an Intelligence of 12 or higher automatically knows when its creator is being forced to act against his own wishes through mental control or other coercion, physical or mental. In such a case, the clockwork creature improvises a way to attain its creator’s true goals without allowing harm to come to him. In the absence of any commands from its creator, a clockwork creature follows the last commands it received. If it knows its creator is dead, it attempts to achieve his goals to the best of its ability.
Hardness (Ex): A clockwork creature has a hardness of 10.
Th is quality functions like object hardness, even though a clockwork creature is not an object.
Metal Body (Ex): Beneath its skin, a clockwork creature is
largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special eff ects on metal.
Resistances (Ex): A clockwork creature has resistance 10 to
acid, cold, and fi re.
Vulnerability to Electricity (Ex): Because the delicate
interior mechanisms of a clockwork creature are particularly vulnerable to electricity damage, it takes double damage from electricity on a failed save and half damage on a successful save. If the base creature is immune
to electricity, it takes no damage from electricity attacks but is dazed for 1 round on a failed save.
Windup Key (Ex): A clockwork creature must be wound up
each day by placing a small key into a special orifi ce and turning it—an action that provokes attacks of opportunity. For each full round that the key is turned, the clockwork creature can be active for 4 hours (maximum 24 hours). In most cases, the creator either retains his construct’s key or gives it to the clockwork creature so that it can keep itself running.
When the clockwork creature runs down, it becomes immobile, helpless, and unconscious, and it remains so until wound up again. Anyone can wind up a clockwork creature without the key by making a successful Open Locks check as a full-round action (DC based on the quality of lock the creator built into the clockwork creature). Th is technique allows the clockwork creature 4 hours of activity (maximum 24 hours) for each such successful check.
Abilities: Change from the base creature as follows: Str +4, Dex
+4, Int –4 (minimum 0), Wis –4 (minimum 1), Cha –4 (minimum 1). As a construct, a clockwork creature does not have a Constitution score.
Skills: A clockwork creature gains skill points for its racial Hit
Dice as a construct (2 + Int modifi er) x (HD + 3), or 0 if its Intelligence score is 0. Recalculate its available skill points, then purchase its skills afresh, treating the base creature’s skills and any skills in which the creator has 5 or more ranks as class skills and all
others as cross-class skills. Th e clockwork creature retains any skill points gained from class levels and any racial bonuses the base creature has.
Due to its innate understanding of its own being, a clockwork creature gains a +5 racial bonus on Craft (armorsmithing), Craft (weaponsmithing), and Disable Device checks. It can use these skills as though trained, even if it has no ranks in them. However, the clockwork creature takes a –2 penalty on Move Silently checks because its internal mechanisms constantly click and whir while it functions.
Languages: A clockwork creature that is intelligent enough to
speak languages speaks those that its creator teaches it. Orders from its creator are heeded regardless of language, but a clockwork creature must understand the language of another commander to follow her orders. If it does not, it simply obeys the last orders of its creator.
Environment: Same as creator.
Organization: Solitary, pair, or gang (3–4). Challenge Rating: Same as the base creature +2. Alignment: Always neutral.
Level Adjustment: Same as the base creature +4.
Creating a Clockwork Creature
Clockwork creatures are created like golems. Because it is composed of various metals and composite materials, a clockwork creature weighs nearly twice what the base creature does.
Creating a clockwork creature costs 800 times its CR in gold pieces. Assembling the body requires a successful Craft (armorsmithing)
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Construct Traits: A clockwork choker has immunity to poison,
sleep eff ects, paralysis, stunning, disease, death eff ects, necromancy eff ects, mind-aff ecting eff ects (charms, compulsions, phantasms, patterns, and morale eff ects), and any eff ect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Darkvision 60 ft. and low-light vision.
Created Mind (Ex): See the clockwork template. Hardness (Ex): See the clockwork template. Metal Body (Ex): See the clockwork template.
Quickness (Su): Although not particularly dexterous, a clockwork
choker is amazingly quick. It can take an extra standard action or move action during its turn each round.
Resistances (Ex): See the clockwork template.
Vulnerability to Electricity (Ex): See the clockwork template. Windup Key (Ex): See the clockwork template.
Skills: A clockwork choker has a +8 racial bonus on Climb checks
and can always choose to take 10 on Climb checks, even if rushed or threatened.
and Craft (weaponsmithing) check (DC 20 for both), the Craft Construct feat, and the ability to cast arcane or divine spells. Th e level of the clockwork creature’s creator must equal or exceed the CR of the clockwork creature +4. Completing the ritual drains a number of XP equal to the clockwork creature’s creation cost divided by 25, and it requires the spells geas/quest, limited wish,
polymorph any object, and resist elements.