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Clockwork Reanimator Dedication Feat 2


Rare​Archetype​Dedication​
Source Pathfinder #180: The Smoking Gun
Prerequisites trained in Crafting

You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a minion. Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess.

Special If you retrain out of this feat, you lose the rituals learned from it.

You have unlocked the secret connections between necromancy and clockwork locomotion, giving you the unholy power to reanimate corpses. These minions shuffle forth with the mindless motions of the unliving and are little more than puppets under your control. Similarly, via careful tinkering and anatomical study, you learned how to make a powerful necromechanical ally. Finally, your technological prowess is such that you can use your innovations to force even powerful, free-willed undead to obey you.

The secret to your success is a combination of alchemy and clockwork, machines and magic, science and spellcasting. Of course, crafting the shell of a wind-up zombie is one matter—your primary focus is on the craftwork necessary to make the whole thing work together. To you, the magic involved is only a means to an end, a way to make science more efficient through necromancy and potentially a little bit of evocation for some electric power.

While some think your creations are vile, you see beauty in utility and believe animated corpses are tools that can be used for good or ill. For better or worse, when it comes to results, the science you've cobbled together fulfills the most important criterium for any new innovation: it works, plain and simple. Your reanimated clockwork corpses are stable, effective, and, more importantly, they don't rampage or crave the flesh of the living in the same way an undead would. Plus, they aren't vulnerable to vitality energy, making them easier to use around good clerics and their ilk without your minions taking friendly fire. (Except Pharasmins, always so inconveniently up in arms about the whole "desecrating the bodies of the dead" thing. They can't learn the difference between the stench of undeath and the smell of progress.)

Clockwork Reanimator Dedication Feat 2

Prerequisites trained in Crafting


You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a minion. Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess.


Special If you retrain out of this feat, you lose the rituals learned from it.

Source: Pathfinder #180: The Smoking Gun

Advanced Reanimated Companion Feat 4

Source: Pathfinder #180: The Smoking Gun

Hijack Undead Feat 4

Source: Pathfinder #180: The Smoking Gun

It's Alive! Feat 6

Source: Pathfinder #180: The Smoking Gun

Incredible Reanimated Companion Feat 8

Source: Pathfinder #180: The Smoking Gun

Self Destruct Feat 12

Source: Pathfinder #180: The Smoking Gun

Improved Hijack Undead Feat 14

Source: Pathfinder #180: The Smoking Gun

Paragon Reanimated Companion Feat 14

Source: Pathfinder #180: The Smoking Gun

Unwind Death Feat 16

Source: Pathfinder #180: The Smoking Gun

Zombie Horde Feat 20

Source: Pathfinder #180: The Smoking Gun


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.