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Clockwork BrewerCreature 3


UncommonNMediumClockworkConstructMindless
Source Pathfinder #178: Punks in a Powder Keg
Perception +8 (darkvision)
Languages none
Skills Athletics +9, Lore +8
Str +4, Dex +3, Con +1, Int -5, Wis +3, Cha +1

AC 18; Fort +8; Reflex +10; Will +8;
HP 40
Speed 25 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Electricity 3, Orichalcum 3
Resistances Physical 3

Leg One Action +9 (+5, +1) to hit (agile, unarmed) 2d4+4 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Mini-Keg

A clockwork brewer can hold up to 5 gallons of liquid in a built-in tank. By default, this tank contains the clockwork brewer's beer.

Standard Greeting

Clockwork brewers have a limited set of pre-recorded phrases they can use to interact with clientele, based on their instructions. The audio is recorded on an embedded gemstone worth 5 gp. Removing a gemstone from or installing a gemstone into a clockwork brewer requires a successful DC 18 thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased.

Wind-Up

24 hours, DC 18 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.

Bottoms Up One Action

Requirements The clockwork brewer has a creature grappled;


Effect The clockwork brewer force- feeds the grappled creature 1 serving of whatever liquid is in the clockwork brewer's tank (typically beer such as Smokeside Sour). The creature is exposed to the liquid's effects, and it can't breathe or speak until the start of its turn.

Pre-Programmed Greeting One Action (auditory, mental)

The clockwork brewer clearly delivers a disarmingly friendly greeting to a creature within 30 feet. The creature attempts a DC 17 will save. On a failure, the creature is Flat-Footed against the clockwork brewer's next attack before the end of the brewer's next turn. The target is then immune to Pre-Programmed Greeting for 1 day.

Smokeside Sour (ingested, poison)

Saving Throw DC 12 fortitude

Maximum Duration 1 hour

Stage 1 Clumsy 1 (10 minutes)

Stage 2 clumsy 1 and Stupefied 1 (10 minutes)

Stage 3 Clumsy 2, Stupefied 2, and sickened (40 minutes)

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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.

With the rise of the automated workforce in Alkenstar came the "professional" line of clockworks, capable of carrying out more complex tasks and even interacting with the public. These clockworks were given modules inscribed with information and procedures for carrying out a specific profession. The clockwork brewer is one such example, capable of extracting wort, stirring a fermenter, or monitoring a boiling temperature. As many other types of clockwork professional exist as there are professions; clockworks have been programmed to reshelf library books, swab ship decks, and fill holes in heavily trafficked roads.

Clockwork professionals made by reputable manufacturers are generally considered safe to interact with the public. Accidents have been known to occur, however, particularly when careless engineers fail to perform regular maintenance checks or when operators program a clockwork with insufficiently specific directives. Flesh and blood laborers forced to work in close proximity to a clockwork professional tend to keep a wide berth.


Traits

Uncommon

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.

Clockwork

Clockworks are intricate, complex constructs that can be programmed to perform specific functions.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, 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.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.