Alkenstar Clockworks (Golarion)


Homebrew and House Rules

Sczarni RPG Superstar 2012 Top 32

I was thinking of creating a bunch of clockworks for Alkenstar in my campaign. I have not seen many I liked without using any magic. So I created a few rules for them and I would like some opinions.

Alkenstar Clockwork I was going to use the normal construct traits from the universal rules. But modify the Construct under Creature Types allowing proficiency with any armor, shield, or weapon it is created/programmed with. They would become paralyzed at 0 hit points and destroyed a -10 hit points.

Construction They will not require a construction feat. I was going to use Master Craftsman, but that replicates magic. So instead each one must be created using various craft/profession skills.

Programming Since they have no Int score, they have to be programmed and ordered around. For programming I was going to use a Linguistics check with similar commands as Handle Animal. Whatever language it is programmed in is the same language used to control the construct. Each construct can only be programmed with a set number of tricks. Was going to add commands like Patrol. Not sure of others atm.

Rough Drafts - names need some work
Lantern Sentinel - Small humanoid clockwork powered by an alchemy engine. The head will light up as a lantern. When destroyed will do fire damage in a 10 ft burst.

Archer Sentinel - Medium humanoid clockwork with repeating crossbow instead of a normal head. Has a reflexive fire ability which allows it as an immediate action to make a ranged attack if hit with a ranged attack.

Brass Sentinel - Medium humanoid with an alchemical flamethrower attack.

Bronze, Silver, and Gold Guardian - Medium humanoids with regular melee weapons. Different CRs.

EDIT: Not sure on pricing yet. But if powered by clockwork alone, they will need wound on a regular basis. If powered by alchemy, they need to be refilled.

Sczarni RPG Superstar 2012 Top 32

Construction Decided to use a Craft (clockwork) skill. The base craft DC is equal to 12 + HD.

Programming The clockwork can be programmed with a single skill using linguistics in addition to its normal operation. The DC to program any clockwork is 20. Programming a skill is DC 12 + skill rank, but the programmer must have the skill with matching ranks.

Clockwork, Archer Sentinel:

This human-sized automaton resembles a crude humanoid figure made of wood and metal with a light repeating crossbow instead of a head.

Clockwork, Archer Sentinel CR 3

XP 800
N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
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DEFENSE

AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 44 (4d10+20)
Fort +1, Ref+4, Will +4
Immune construct traits
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OFFENSE

Speed 20 ft.
Melee light crossbow +7 (1d8/19-20)
Special Attacks reflexive fire
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STATISTICS

Str 10, Dex 17, Con —, Int —, Wis 17, Cha 1
Base Atk +4; CMB +4; CMD 17
Skills Perception +6
SQ gear powered, programmed
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ECOLOGY

Environment any
Organization solitary or guard (2–6)
Treasure breastplate, 3 cases of crossbow bolts, light repeating crossbow, 100 gp of gold metalwork
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SPECIAL ABILITIES

Reflexive Fire (Ex) If the archer sentinel is hit by a ranged attack, it returns fire using the light repeating crossbow as an immediate action.
Gear Powered The archer sentinel must be rewound every 6 hours. Rewinding takes 1 minute.
Programmed The archer sentinel is programmed with the guard and seek commands.
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CONSTRUCTION
The archer sentinel clockwork is made from wood and steel. Breastplate armor covers the intricate inner workings and the head is a light repeating crossbow. This clockwork can be programmed with two commands and one skill with three ranks. The programmer must have the skill required with at least three ranks in that skill.
Archer Sentinel Clockwork
Price 6,000 gp
Construction
Skill Craft (clockwork) DC 16, Linguistics DC 20; Cost breastplate, light repeating crossbow, 2,550 gp


Feedback?


Interesting. A couple of questions, though...

1) can PCs salavage parts as loot? It is not a true magical construct, so it might make sense to have 'parts left over' after defeating it. I can definitely see the X-bow and Armor, but what about cogs, etc?

2) Does the Repeating X-Bow have a feed to all of it's ammo, or does it have to reload after so many shots?

GNOME

Sczarni RPG Superstar 2012 Top 32

FireberdGNOME wrote:

Interesting. A couple of questions, though...

1) can PCs salavage parts as loot? It is not a true magical construct, so it might make sense to have 'parts left over' after defeating it. I can definitely see the X-bow and Armor, but what about cogs, etc?

2) Does the Repeating X-Bow have a feed to all of it's ammo, or does it have to reload after so many shots?

GNOME

1) Hadn't thought of that. When I did the loot table it was for the original CR 2 idea. Hard to price the amount/weight of steel. About 50 lbs = 100gp? That is just a guess looking at weapon/armor weights/costs - crafting times. So I would say about 200 lbs of steel parts to bring in line with a CR 4 beastie.

2) It reloads after each case of 5 bolts like a normal light repeating crossbow.

Thanks for the feedback, I usually overlook something. Leave it to a crafty player to wheedle every bit of treasure he can.

FUN NOTE: I threw a couple of these at my party. Out of 4 they dropped 2 to between 0 and -10 HP, which paralyzed the clockworks. They then disabled device and threw them on the wagon with plans to repair and reprogram later...


Thomas LeBlanc wrote:
FireberdGNOME wrote:

Interesting. A couple of questions, though...

1) can PCs salavage parts as loot? It is not a true magical construct, so it might make sense to have 'parts left over' after defeating it. I can definitely see the X-bow and Armor, but what about cogs, etc?

2) Does the Repeating X-Bow have a feed to all of it's ammo, or does it have to reload after so many shots?

GNOME

1) Hadn't thought of that. When I did the loot table it was for the original CR 2 idea. Hard to price the amount/weight of steel. About 50 lbs = 100gp? That is just a guess looking at weapon/armor weights/costs - crafting times. So I would say about 200 lbs of steel parts to bring in line with a CR 4 beastie.

2) It reloads after each case of 5 bolts like a normal light repeating crossbow.

Thanks for the feedback, I usually overlook something. Leave it to a crafty player to wheedle every bit of treasure he can.

FUN NOTE: I threw a couple of these at my party. Out of 4 they dropped 2 to between 0 and -10 HP, which paralyzed the clockworks. They then disabled device and threw them on the wagon with plans to repair and reprogram later...

1 pound of iron is 1sp

1 pound of copper is 5sp

I wouldn't think that steel would be much more, certainly no more then a gold.

Maybe even only 8sp a pound.


Take a look at the Mechanik’s Union. It is Iron Kingdoms material, but it can be easilly adapted. The clockwork and mundane itens are really cool.


I designed Surgery as a feat.
Non-magic feats work just fine in a dead magic zone.
How about an infernal combustion engine that they feed by drinking oil?
Lamp oil, crude oil, or for a real pick me up, alchemist fire.
Do some research on Babbage's decision engine. A gear driven mind needn’t be stupid. Have one get possessed by a poltergeist and you have a possible mechanical PC.

Sczarni RPG Superstar 2012 Top 32

Goth Guru wrote:

How about an infernal combustion engine that they feed by drinking oil?

Lamp oil, crude oil, or for a real pick me up, alchemist fire.

See the power source idea for the lantern sentinel in first post. I am not posting any of my other clockworks, since my players have not encountered/defeated the rest I created yet.

Goth Guru wrote:
Do some research on Babbage's decision engine. A gear driven mind needn’t be stupid. Have one get possessed by a poltergeist and you have a possible mechanical PC.

I know about it. That is why the sentinels are not blind and can follow directions/programs. Thinking for themselves is a different matter.

But the poltergeist idea is intriguing. A ghost in a machine... Never been done before I see...


Thomas LeBlanc wrote:
Goth Guru wrote:

How about an infernal combustion engine that they feed by drinking oil?

Lamp oil, crude oil, or for a real pick me up, alchemist fire.

See the power source idea for the lantern sentinel in first post. I am not posting any of my other clockworks, since my players have not encountered/defeated the rest I created yet.

Goth Guru wrote:
Do some research on Babbage's decision engine. A gear driven mind needn’t be stupid. Have one get possessed by a poltergeist and you have a possible mechanical PC.

I know about it. That is why the sentinels are not blind and can follow directions/programs. Thinking for themselves is a different matter.

But the poltergeist idea is intriguing. A ghost in a machine... Never been done before I see...

My mind is now awash in plots and schemes... muhahahhaha

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