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There is a Legacy version here.

Clockwork

Source Monster Core 2 pg. 70
Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.

The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key and typically have larger keys to allow for more torque—some even accommodate a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.

Winding Clockworks

A clockwork must be wound to remain operational. Each clockwork has the wind-up ability, with the specifics listed in its stat block.

Wind-Up 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 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 (or 2 hours on a critical success). This can be done even if the clockwork is in standby mode.

A clockwork that lists standby in its wind-up entry has the following action.

Enter Standby [three-actions] The clockwork enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 circumstance 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).

Members

Clockwork Amalgam (Creature 20), Clockwork Assassin (Creature 13), Clockwork Brewer (Creature 3), Clockwork Buccaneer (Creature 9), Clockwork Cannoneer (Creature 15), Clockwork Clock Tower (Creature 20), Clockwork Disposer (Creature 5), Clockwork Door Warden (Creature 4), Clockwork Dragon (Creature 16), Clockwork Fabricator (Creature 4), Clockwork Handler (Creature 1), Clockwork Hunter (Creature 0), Clockwork Infantry (Creature 11), Clockwork Mage (Creature 9), Clockwork Puppeteer (Creature 12), Clockwork Runner Pack (Creature 5), Clockwork Sentry (Creature 8), Clockwork Serpent (Creature 8), Clockwork Serpent Spy (Creature 1), Clockwork Soldier (Creature 6), Clockwork Sphinx (Creature 8), Clockwork Spy (Creature -1)