Steampunk help needed


Homebrew and House Rules

Liberty's Edge

Looking to run a game in a homebrew Steampunk setting and I was wanting suggestions as to what a good clockwork construct template would be. I'm wanting to apply this to a wide variety of critters...from small animals to humanoid to even a dragon. Thoughts? Suggestions?

Thanks in advance.


1 person marked this as a favorite.

Change a creature's type to construct, and apply the clockwork template.

They would gain all the construct defenses in addition to whatever features and abilities they previously possessed (save those which rely on physiology they no longer possess--unless they can be imitated by mechanical organs and the like).

Liberty's Edge

Detect Magic wrote:

Change a creature's type to construct, and apply the clockwork template.

They would gain all the construct defenses in addition to whatever features and abilities they previously possessed (save those which rely on physiology they no longer possess--unless they can be imitated by mechanical organs and the like).

Thanks for the info! I didn't even know there was such a thing as clockwork template...

Next question:

So what would making the creature a construct do to its CR? I see that the clockwork template is CR+0, but that's assuming it's being applied to something that's already a construct.


Take into consideration the immunities: bleed, disease, death effects, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, paralysis, poison, sleep effects, and stunning.

Depending on the party, this could affect the CR differently.

If you add other effects, like immunity to magic (which is common amongst golems), it could further increase their CR.

Really, it's up to you to gauge your party's strengths and weaknesses, and to adjust the CR accordingly. Though, construct-templated creatures will prove more difficult for most groups.

RPG Superstar 2012 Top 32

Personally, I see the immunity to magic feature as something that makes golems special and unique. I personally don't think run of the mill constructs should be immune to magic. That makes them more appropriate for lower level encounters, and also doesn't restrict the actions of the spellcasters, so they can still participate normally.

Liberty's Edge

Yeah, and if I remember correctly, the clockwork template has the drawback of 150% damage from electricity, so it would seem to be at odds with a construct being magic immune.

RPG Superstar 2012 Top 32

Yeah. The clockwork template should also have a way to jam the construct using Disable Device.


This isn't necessarily clockwork beings but I posted a bunch of my Steampunk houserules here before Pathfinder had their gun rules (which I am now using). Anyway, about 20 posts or so through I posted my rules for "Steam Proxy" which are articial steam-powered limbs. Just thought it might interest you.

Liberty's Edge

@Felgoroth: Link looks to be OK, but redirects me back to the main page :( I'll try my search-fu


Hm... Try this. If that doesn't work I guess search Steampunk Setting, Machines, Firearms, etc.


Detect Magic wrote:

Change a creature's type to construct, and apply the clockwork template.

They would gain all the construct defenses in addition to whatever features and abilities they previously possessed (save those which rely on physiology they no longer possess--unless they can be imitated by mechanical organs and the like).

The Clockwork Template link does not seem to function right. Anyone know where another version is?

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Steampunk help needed All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules