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Clockwork BuccaneerCreature 9


UncommonNMediumClockworkConstructMindless
Source Pathfinder #180: The Smoking Gun
Perception +18 (darkvision)
Languages none
Skills Athletics +18, Deception +12, Stealth +20
Str +5, Dex +6, Con +3, Int -5, Wis +2, Cha -5

AC 28; Fort +17; Reflex +21; Will +15;
HP 140
Speed 25 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Electricity 10, Orichalcum 10
Resistances Physical 10

Scimitar One Action +21 (+16, +11) to hit (forceful, magical, sweep) 2d6+11 Slashing
Arm Gun One Action +21 (+16, +11) to hit (concussive, magical, range 40, reload 1, scatter 10) 2d8+6 Piercing

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.

Wind-Up

24 hours, DC 26 thievery, 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.

Firearms Critical Specialization

When the buccaneer makes a critical hit with a firearm, the target must succeed at a DC 28 fortitude save or be Stunned 1.

Pirate's Feint One Action (mental)

The clockwork buccaneer Feints. If the target becomes Flat-Footed to the buccaneer's melee attacks, it becomes flat-footed to the buccaneer's ranged attacks as well.

Refill Tank One Action

Requirements The clockwork buccaneer is within 15 feet of a water source containing at least 100 gallons of water


Effect The clockwork buccaneer extends a clockwork tube and sucks up water to refill its water tank.

Sneak Attack

The clockwork buccaneer deals an extra 2d6 precision damage to flat-footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Water Jet One Action

Requirements The clockwork buccaneer has a full water tank


Effect The clockwork buccaneer fires a narrow but highly pressurized blast of water in a 60-foot line, dealing 10d6 bludgeoning damage to creatures and unattended objects in the area (DC 28 basic fortitude; unattended objects automatically fail). Creatures and objects that fail the save are also knocked back 5 feet (10 feet on a critical failure). This empties the buccaneer's water tank.

Water Jump One Action

Requirements The clockwork buccaneer has a full water tank


Effect The clockwork buccaneer jumps 60 feet, propelling itself through the air with a jet of water. This empties the buccaneer's water tank.


Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, clockwork buccaneers can use their water jets to easily propel themselves through the water or leap aboard enemy ships. In addition to an internal water tank and hydraulic pumps, most clockwork buccaneers are equipped with a cutlass and arm gun loaded with scatter shot.


As one delves deeper into the industrial heart of Alkenstar, the clockwork adversaries one faces become ever more complex and deadly.


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.