Clockwork Spy?


Pathfinder Society

Scarab Sages 2/5

I'll start by apologizing if this in the wrong section - first post and all, and I figured this was more a rules question than anything.

At the end of the Murder's Mark module,

Spoiler:
you find a broken-down Clockwork Spy. The chronicle sheet says that you can repair it at a decent price and effectively gain a handy little buddy for all of your adventuring needs (I'm going to hug him and feed him and call him George).

Now, the chronicle sheet doesn't say there's a limit to the amount of Clockwork Spies I can gain, nor does it say to cross it off when I make it or when its' destroyed; it only says I can't repair it when it finally self-destructs.

So my question is; can I make multiple Clockwork Spies, up until one finally kicks the bucket, or should I assume that a player can only make one Clockwork Spy through use of this chronicle sheet?

1/5 *

It's a PFS question, not a rules question (and definitely not an Adventure Card Game rules question. :)

Hopefully the mods will move it to Pathfinder Society General Discussion, where you can get an answer.

FWIW, my response (as a PFS GM) would be that you recovered "a broken clockwork creation", not a raft of them; you only get one Clockwork Spy. When it is destroyed it self-destructs (per its entry in the Bestiary 3) and then is gone forever.

Edit: Heh, they moved it while I was writing my response. :)

Scarab Sages 2/5

Parody wrote:

It's a PFS question, not a rules question (and definitely not an Adventure Card Game rules question. :)

Edit: Heh, they moved it while I was writing my response. :)

Well, thanks! And I'll keep that all in mind, then.

5/5

2 people marked this as a favorite.

Similar scenario and module boons, like a certain faerie dragon, have been ruled to only represent the one specific individual that you find. Once it's gone, it's gone. Unless you can repair him. Make him better, faster....stronger.

Grand Lodge 4/5

Zak Glade wrote:
Similar scenario and module boons, like a certain faerie dragon, have been ruled to only represent the one specific individual that you find. Once it's gone, it's gone. Unless you can repair him. Make him better, faster....stronger.

Zak, that was a named individual, which is one of the reasons it is that way.

I don't think the axebeak is a one-time use mount, is it?
Or the owlbear companion?

Dark Archive 5/5 5/5

kinevon wrote:
Zak Glade wrote:
Similar scenario and module boons, like a certain faerie dragon, have been ruled to only represent the one specific individual that you find. Once it's gone, it's gone. Unless you can repair him. Make him better, faster....stronger.

Zak, that was a named individual, which is one of the reasons it is that way.

I don't think the axebeak is a one-time use mount, is it?
Or the owlbear companion?

The number of dead ax-beaks I've seen leads me to believe someone has started breeding them on the lodge grounds.

Lantern Lodge 5/5 * RPG Superstar 2015 Top 16

3 people marked this as a favorite.
jon dehning wrote:


The number of dead ax-beaks I've seen leads me to believe someone has started breeding them on the lodge grounds.

They're hoping to get the legendary golden axebeak.

Scarab Sages

1 person marked this as a favorite.
David Higaki wrote:
jon dehning wrote:


The number of dead ax-beaks I've seen leads me to believe someone has started breeding them on the lodge grounds.
They're hoping to get the legendary golden axebeak.

All they keep getting is the brown or black ones...

5/5

I don't believe either of those are, no. I don't know how the clockwork spy boon is worded though, so I could see it going either way.

Silver Crusade 3/5

I also believe this is a one-time boon. For your perusal, Zak.

Clockwork Spy:
Clockwork Spy: You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50 gp to attempt to repair the construct. If you then succeed at a DC 30 Craft (clockwork) or Disable Device check, you may spend an additional 325 gp to restore the clockwork spy to full working condition (see page 58 of Pathfinder RPG Bestiary 3), after which it follows your simple commands. You may take 10 on this check but may not take 20, as the 50 gp is consumed whether or not you succeed at your skill check. You may substitute spending 2 PP for either of these skill checks but must still pay the requisite gold for the repair. The clockwork spy cannot be repaired if it uses its self-destruct ability anytime thereafter. You must bring a copy of Pathfinder RPG Bestiary 3 to any game in which you plan to use the clockwork spy, as if it were available as an additional resource.

For what it's worth, I also believe the owlbear companion is a one-time boon.

We Be Goblins, Too:
Owlbear Companion: You recovered a clutch of owlbear eggs and may raise one of the hatchlings as a pet. If you possess a class feature that permits you to take a bear as an animal companion or mount that progresses as an animal companion, you may instead gain the service of an owlbear. The owlbear companion uses the stats of a bear companion with the following modifications: all Handle Animal checks made to train or handle the owlbear suffer a –4 penalty; the bonus granted by the devotion ability increases to +5; the creature’s starting Charisma score is 10; and the animal companion looks like an owlbear instead of a normal bear. This owlbear is considered an animal for all purposes.

The axe beak boon is worded such that it is probably not a one-time boon.

Scarab Sages

As long as you can you can perform a DC 20 Disable Device check, 1 round before it self destructs, you can prevent the self-destruction of your Clockwork Spy. It still dies but it can be repaired.

I wonder if it would be possible in PFS to reprogram the Clockwork Spy so the self-destruct mechanism no longer functions.

Clockwork Spy wrote:
Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed.

Scarab Sages 2/5

Mirza of Osirion wrote:

I wonder if it would be possible in PFS to reprogram the Clockwork Spy so the self-destruct mechanism no longer functions.

Clockwork Spy wrote:
Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed.

If anyone could get back to me on this, that'd be grand.

Community / Forums / Organized Play / Pathfinder Society / Clockwork Spy? All Messageboards

Want to post a reply? Sign in.