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Clockwork HunterCreature 0


UncommonNSmallClockworkConstructMindless
Source Pathfinder #178: Punks in a Powder Keg
Perception +7 (darkvision)
Languages none
Skills Athletics +4, Stealth +8
Str +0, Dex +4, Con +0, Int -5, Wis +3, Cha -5

AC 18; Fort +2; Reflex +8; Will +5;
HP 12
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Electricity 2, Orichalcum 2

Leg One Action +8 (+4, +0) to hit (agile, finesse) 1d4 Bludgeoning
Crossbow Bolt Launcher One Action +8 (+3, -2) to hit (range 60, reload 1) 1d6 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

48 hours, DC 14 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.

Salvage Ammunition Two Actions

The clockwork hunter gathers up any unattended crossbow bolts within reach and reloads its bolt launcher. The hunter restocks its supply of bolts, up to 10 bolts maximum.

Skirmish Strike One Action

The clockwork hunter shuffles its feet and its weapon in tandem. It either Steps and then Strikes, or Strikes and then Steps.

Target Weakness Two Actions

The clockwork hunter takes a moment to scan a creature for weaknesses, then Strikes with a +1 circumstance bonus to its attack roll. The hunter's Strike gains the deadly d4 trait for this attack.


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.

Tasks like patrolling the sewers for vermin are mundane, perfect for the clockwork hunter. Its hound-like appearance mimics one of humanity's trustiest hunting companions-with a few choice modifications, of course. Few hunting dogs, for example, sport sturdy metal plating and an integrated crossbow bolt launcher. Over time, clockwork makers have unofficially adopted a common model for the hunter, making it fairly easy to find spare parts or compatible accessory modules.

The city of Alkenstar owns a few dozen clockwork hunters for the purpose of keeping sewer tunnels free of vermin. Shieldmarshals sometimes drop boxes of extra crossbow bolts just inside sewer entrances, enabling clockwork hunters to resupply as needed.

Other businesses that tend to purchase clockwork hunters include warehouses, butchers, and bakers-essentially, anywhere rats and other vermin tend to congregate. Though quick, a clockwork hunter's body isn't very sturdy and tends to fall apart after only minor abuse. Elite clockwork hunters are fitted with specialty armored plating, giving them resistance 2 to physical damage (except adamantine or orichalcum).


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.