Clockwork HandlerCreature 1
Source Pathfinder #178: Punks in a Powder Keg
Perception +8 (darkvision)
Languages none
Skills Athletics +7
Str +4, Dex +2, Con +3, Int -5, Wis +3, Cha -5
AC 16; Fort +10; Reflex +7; Will +6;
HP 16
Speed 25 feet
Weaknesses Electricity 2, Orichalcum 2
Resistances Physical 2
Fist
+7 (+3, -1) to hit (agile, nonlethal, unarmed) 1d4+4 BludgeoningJavelin
+5 (+0, -5) to hit (thrown 30) 1d6+4 PiercingSpotlight
The clockwork handler can use the Everburning Torch built into its helmet to illuminate areas it's examining. Whenever it Seeks in a 30-foot cone and rolls a successful Perception check, the clockwork handler gets a critical success instead.
Wind-Up24 hours, DC 15 Thievery check, standby
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.
A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
Attack of Opportunity
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Hog-tie
Requirements The clockwork handler has a creature Restrained
Effect The clockwork handler cuts a length of rope from the supply in its chassis to tie up the restrained creature. The creature is restrained until it Escapes or Forces Open the rope with a successful DC 15 check (typically an attack roll or Thievery check to Escape, or an Athletics check to Force Open the ropes; restrained creatures don't take a -2 penalty on this check for not using a crowbar). The rope has Hardness 2 and 8 Hit Points (BT 4).
Siren
The clockwork handler emits a loud noise (such as a bell or high- pitched mechanical scream) that can be easily heard by anyone within 500 feet. Creatures within 100 feet take a -2 circumstance penalty to Perception checks that are hearing-based. Creatures within 30 feet who fail a DC 14 fortitude save can't hear anything but the siren, critically fail Perception checks that require hearing, and are immune to auditory effects. This effect lasts until the creature leaves the area and for 1 round afterward.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Clockwork creatures are as common in Alkenstar as carts and horses are in most Inner Sea region cities. In the City of Smog, clockworks perform many of the simple, repetitive tasks that sentient workers find boring, as well as dangerous jobs such as private security or riot control.
One of the jobs most commonly outsourced to clockworks is guard duty. Clockwork soldiers are often too costly to employ en masse, so municipalities looking to cut corners devised the much-cheaper clockwork handler, a budget-friendly construct sufficient for rat catching, door watching, and basic patrol work.
Handlers are typically programmed to react efficiently to certain situations such as intruders or assailants. To that end, all handlers are equipped with an everburning torch fastened to their hooded lantern-like heads. Furthermore, most clockwork handlers used in public places have their fists covered in a padded material to ensure they don't accidentally beat suspects to death, though these modifications are removable (removing the nonlethal trait from their fist Strike). The nonlethal approach is considered the safest, as clockwork creatures don't always have the keenest judgement on who is a criminal and who is a customer. A healthy supply of rope allows the clockwork handler to quickly tie-up unruly vagabonds, that they might be brought to justice.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClockworkClockworks are intricate, complex constructs that can be programmed to perform specific functions.
ConstructA construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.