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Clockwork GunnerCreature 8


UniqueNMediumClockworkConstructMindless
Source Pathfinder #179: Cradle of Quartz
Perception +16 (darkvision)
Languages none
Skills Athletics +16
Str +4, Dex +6, Con +2, Int -5, Wis +4, Cha -5

AC 26; Fort +14; Reflex +18; Will +16;
HP 100
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

Mace Multipistol One Action +19 (+14, +9) to hit (critical fusion, magical, shove) 2d6+7 Bludgeoning
Dragon-Mouth Pistol One Action +20 (+15, +10) to hit (concussive, range increment 20, reload 1, scatter 5) 1d6+3 Piercing
Mace Multipistol One Action +21 (+16, +11) to hit (capacity 3, concussive, fatal d8, magical, range increment 20, reload 1) 2d4+3 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 24 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.

Integrated Weapons

An integrated weapon is built into the limb of the clockwork gunner. They can't be disarmed, and they take 10 minutes to attach or remove. Each of a clockwork gunner's firearms can be loaded with 10 shots before they must be reloaded. Reloading a single round into either of these firearms takes 3 actions, or 10 minutes to fully reload a weapon. A clockwork gunner can't reload its own weapons.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.