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Clockwork Fabricator

A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction companion. These clockworks can be programmed to perform up to two simple, repetitive tasks such as hauling equipment, chopping down trees, or grinding up hunks of ore. The modular nature of these units makes them even more valuable—after finishing a day's work sawing planks, the same machine can be unwound, updated with a new modular arm or two, and then re-wound and given new instructions.

While it's possible to remove or replace an arm while a fabricator in use, doing so is dangerous and likely to void the manufacturer's warranty, to say nothing of the danger posed to the engineer doing the retrofitting.

Recall Knowledge - Construct (Arcana, Crafting): DC 21
Unspecific Lore: DC 19
Specific Lore: DC 16

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Clockwork FabricatorCreature 5

Legacy Content

Uncommon N Medium Clockwork Construct Mindless 
Source Pathfinder #178: Punks in a Powderkeg pg. 85
Perception +10; darkvision
Skills Athletics +14, Crafting +11
Str +6, Dex +3, Con +2, Int -5, Wis +3, Cha -5
Wind-Up 24 hours, DC 19, standby
Items artisan's tools
AC 21; Fort +12, Ref +13, Will +11
HP 65; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 4 (except adamantine or orichalcum); Weaknesses electricity 4, orichalcum 4
Speed 25 feet
Melee [one-action] arm +16 [+12/+8] (agile, unarmed), Damage 2d4+2+6 bludgeoning plus GrabConstrict [one-action] Requirements The clockwork fabricator has a creature grappled or restrained; Effect 2d4+4 bludgeoning, DC 23Modular Arms A clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable “arms.” An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful DC 20 Thievery check to Disable a Device. A creature can Interact to install a new arm with a successful DC 20 Engineering Lore check. A fabricator has two of any of the following types of arms.
  • Melee [one-action] buzz-saw blade +16 (forceful, sweep), Damage 1d4+6 slashing plus 1d6 bleed
  • Melee [one-action] crushing vise +14 (grapple), Damage 2d6+6 bludgeoning plus Grab
  • Melee [one-action] sledgehammer +12, Damage 2d10+6 bludgeoning
  • Ranged [one-action] nail gun +11 (agile, range 10 feet), Damage 2d8 piercing
  • Melee [one-action] pneumatic chisel +14, Damage 2d8+6 piercing
  • Ranged [one-action] towing anchor +11 (thrown 30 feet), Damage 1d4+6 piercing
Pull [one-action] Requirements The clockwork fabricator's last action was a successful towing anchor Strike; Effect The clockwork fabricator reels in the anchor and attempts an Athletics check against the target's Fortitude DC. On a success, the clockwork fabricator pulls the target into a free square adjacent to it. This movement is forced movement.

Sidebar - Additional Lore Anti-Automated Labor Protests

Lately, groups of destitute laborers have been protesting the overuse of clockworks in the day-to-day workforce. They claim workplace injuries are up for those who can get a job, while others have had their positions entirely replaced with automated workers. Though the protests have remained nonviolent, tensions are on the rise, and the shieldmarshals are considering a strong crackdown on protesters.

All Monsters in "Clockworks"

NameLevel
Clockwork Amalgam20
Clockwork Assassin13
Clockwork Brewer3
Clockwork Buccaneer9
Clockwork Cannoneer15
Clockwork Clock Tower20
Clockwork Disposer5
Clockwork Door Warden4
Clockwork Dragon16
Clockwork Fabricator4
Clockwork Handler1
Clockwork Hunter0
Clockwork Mage9
Clockwork Puppeteer12
Clockwork Serpent8
Clockwork Serpent Spy1
Clockwork Soldier6
Clockwork Sphinx8
Clockwork Spy-1

Clockworks

Source Bestiary 3 pg. 48
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 accommodating 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 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.

Sidebar - Locations Clockwork Research

Clockworks were invented in ancient times, culminating in the clockwork army of Xin, the first emperor of ancient Thassilon, but were lost for millennia. Disparate peoples later rediscovered the techniques and began to alter and improve them. Today, the Clockwork Cathedral in Absalom is a center of clockwork research, with many breakthroughs also coming from the kingdom of Nex and the mechanically savvy Grand Duchy of Alkenstar. The Qadiran professor Hadia Al-Dannah, formerly of the Clockwork Cathedral, wrote the best-regarded modern text on clockwork design—Glorious Rhythms in Life and Mechanica.

Sidebar - Advice and Rules Malfunction!

Clockworks can be prone to errors if not well maintained or properly programmed. You might want to introduce one of the malfunctions listed below in a clockwork that is in disrepair or gets damaged heavily in battle (such as with a critical hit).

Backfire: The clockwork rolls a DC 5 flat check at the start of each of its turns. On a failure, it backfires, dealing 2d6 fire damage in a 15-foot cone, including to itself (basic Reflex save at the standard DC for its level), and is slowed 1 this turn.

Damaged Propulsion: The clockwork loses 1d4 hours of operational time at the end of each of its turns.

Loose Screws: When damaged, the clockwork attempts a DC 5 flat check. On a failure, a plate of its armor falls loose. It takes a status penalty to AC equal to the number of lost plates (up to –4).

Sidebar - Advice and Rules Versatile Designs

Most clockwork builders design their mechanical minions to perform a single specific task, as in the case of the clockwork door warden or clockwork disposer. Though these constructs' intended functions are typically limited, creative owners can find workarounds or loopholes to exploit, effectively turning their single-purpose clockwork into a versatile guardian or servant. Of course, nearly every clockwork is pre-programmed to defend itself against foes, a function which typically requires no special action on the clockwork's part.

Sidebar - Additional Lore Winding Routines

Maintaining a group of clockworks that are meant to operate on a regular basis takes planning and attention. A cadre of clockwork soldiers set to patrol a location needs to be regularly wound. Typically, one or more servants are assigned to wind all the clockworks serving in one place at a standard time.