Clockworker First Draft - A Summoner Archetype about golemcraft and artifice


Homebrew and House Rules


Clockworker
The art of clockwork has been around for a long time, artisans creating complex timepieces and locks with elegant machinery. So too has the mystic work of golemcraft been done by wizards for untold ages. The clockworker is a recent development, an innovator that fuses the mechanical science with magic, using one where the other is lacking, to create a complex and capable clockwork servant and many more mechanical wonders.
Role: Clockworkers explore the science of golemcraft as they adventure, using their mechanical companion in dangerous situations not only to overcome these obstacles but to observe the machine’s performance and know how to improve it. While not as powerful a spellcaster as a wizard, the clockworker and companion are a team that can accomplish much together.
Alignment: Any.
Hit Die: d8
CLASS SKILLS
The clockworker’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (All), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int) and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Adept craftsman, drones, cantrips, servitor, status link, trapfinding, utility drone 3 1 - - - - -
2nd +1 +0 +3 +3 Mechanical precision 4 2 - - - - -
3rd +2 +1 +3 +3 Bonus feat 4 3 - - - - -
4th +3 +1 +4 +4 Shield ally 4 3 1 - - - -
5th +3 +1 +4 +4 Combat drone 4 4 2 - - - -
6th +4 +2 +5 +5 Evasive drones 4 4 3 - - - -
7th +5 +2 +5 +5 Bonus feat 4 4 3 1 - - -
8th +6/+1 +2 +6 +6 Hover drones 4 4 4 2 - - -
9th +6/+1 +3 +6 +6 Shield drone 4 5 4 3 - - -
10th +7/+2 +3 +7 +7 Mechanical harness 4 5 4 3 1 - -
11th +8/+3 +3 +7 +7 Bonus feat 4 5 4 4 2 - -
12th +9/+4 +4 +8 +8 Greater shield ally 4 5 5 4 3 - -
13th +9/+4 +4 +8 +8 Spell drone 4 5 5 4 3 1 -
14th +10/+5 +4 +9 +9 Improved evasive drones 4 5 5 4 4 2 -
15th +11/+6/+1 +5 +9 +9 Bonus feat 4 5 5 5 4 3 -
16th +12/+7/+2 +5 +10 +10 Pilot servitor 4 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Ultimate drone 4 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Greater mechanical harness 4 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Bonus feat 4 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Construct mastery 4 5 5 5 5 5 5
CLASS FEATURES
The following are the class features of the clockworker.
Weapon and Armour Proficiency: Clockworkers are proficient with all simple weapons, plus all crossbows. Clockworkers are also proficient with light armour. A clockworker can cast clockworker spells while wearing light armour without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a clockworker wearing medium or heavy armour, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass clockworker still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A clockworker casts arcane spells drawn from the clockworker spell list. A clockworker must choose and prepare his spells ahead of time.
To learn, prepare or cast a spell, the clockworker must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a clockworker’s spell is 10 + the spell level + the clockworker’s Intelligence modifier.
A clockworker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on table 1-1. In addition, he receives bonus spells per day if he has a high Intelligence score.
A clockworker may know any number of spells. He must choose his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his schematics portfolio. While studying, a clockworker decides which spells to prepare.
Spontaneous Casting: A clockworker can channel stored spell energy into mend spells that he hasn’t prepared. He can “lose” a prepared spell in order to cast any mend spell that he knows of the same level or lower.
Cantrips: Clockworkers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 1-1 under “Spells per Day”. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Schematics Portfolio: A clockworker must study his schematics portfolio each day to prepare his spells. He cannot prepare any spell not recorded in his portfolio, except for read magic, which all clockworkers can prepare from memory.
A clockworker begins play with a portfolio containing all 0-level clockworker spells plus two 1st-level spells of his choice. The clockworker also selects a number of additional 1st level spells equal to his Intelligence modifier to add to his portfolio. At each new clockworker level, he gains two new spells of any spell level or levels that he can cast (based on his new clockworker level) for his portfolio. At any time, a clockworker can also add spells found in other clockworker’s portfolios to his own.
A clockworker can add spells from a wizard’s spellbook to his portfolio if those spells are also on the clockworker spell list, but the DC to do this is increased by 5. Likewise, a wizard can add spells from a clockworker’s portfolio to his spellbook with the same increase in difficulty.
Adept Craftsman (Ex): A clockworker gains a bonus to craft skill checks and knowledge skill checks made to identify constructs equal to ½ his level (minimum +1).
Drones (Su): A clockworker maintains a collection of tiny, short-lived constructs that may be deployed to perform a few simple tasks before they run out of energy and fall apart. Deploying a drone is a full-round action that provokes an attack of opportunity and may be performed a number of times per day equal to 3 + the clockworker’s Intelligence modifier. Each drone has a number of charges it may spend on various tasks. Once it has run out, it falls apart into useless junk. If another drone is deployed while one is operating, the previous drone falls apart.
Drones act only on the clockworker’s turn and may be commanded as a free action. They do not remember commands from one round to another so must be constantly directed by the clockworker.
All drones have the following statistics. Individual drone types may add additional abilities or improvements.

Drone
Tiny Construct; AC 16 (+2 Dex, +2 natural, +2 size); Fort +0; Ref +2; Will +0; Speed 30 ft.; Ability Scores Str 6, Dex 14, Con -, Int -, Wis 10, Cha 11.

Hit Dice: For the purpose of effects related to the number of Hit Dice, use the clockworker’s level.
Hit Points: The drone has half the servitor’s total hit points, rounded down, or 3 hit points per clockworker level, whichever is greater, regardless of its actual Hit Dice.
Attacks: Use the clockworker’s base attack bonus, as calculated from all his classes. Use the drone’s Dexterity or Strength modifier, whichever is greater, to calculate the drone’s melee attack bonus with natural weapons. Use the drone’s Dexterity modifier to calculate the drone’s attack bonus with ranged attacks
Saving Throws: For each saving throw, use the clockworker’s base save bonus. The drone uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses the clockworker might have to saves.
Skills: As mindless constructs, drones have no skills unless specifically noted in their special abilities.

Servitor: A clockworker begins play with a loyal construct companion called a servitor. If it is destroyed, the servitor may be rebuilt using the remains of the previous servitor or another construct of equal or greater size and hit dice. If no parts are available, the clockworker must obtain parts costing 400 gp per level. Rebuilding the servitor takes 8 hours of work. This work may be divided over several days. Unlike a true golem, the servitor is empowered by the clockworker’s mechanical magic and will run down without it. The clockworker must spend ten minutes working on the servitor in order for it to operate for 24 hours. After this period elapses and the servitor is not worked on, it becomes inert, unable to take any actions as if paralysed. The clockworker can reactivate his inert servitor with ten minutes of uninterrupted work.
The servitor is mindless and will only take orders from its creator. It is treated as knowing all tricks listed under the handle animal skill and cannot perform complex tasks beyond these. It may be commanded as a free action. It is unable to speak but can understand speech in any language the clockworker knows. It can immediately recognise its creator and cannot be deceived into thinking another creature is its creator by any skill or magic. Likewise, the clockworker cannot disguise himself from his own servitor.
The servitor’s form is shaped by the clockworker’s design. The servitor’s Hit Dice, saving throws, skills, feats and abilities are tied to the clockworker’s class level and increase as the clockworker gains levels. In addition, the servitor receives a pool of innovation points, based on the clockworker’s class level, that can be used to give the servitor different abilities and powers. Whenever the clockworker gains a level, he must decide how these points are spent, and they are set until he gains another level of clockworker or the servitor is destroyed.
The servitor’s physical appearance is up to the clockworker, but it always appears as some sort of construct. While the clockworker can define many of the details, the fact that the servitor is artificial may not be disguised nor can it be constructed to look like a specific creature.
Status Link (Su): Starting at 1st level, a clockworker empowers his servitor with a measure of magic to grant it animate force and semblance of life. Through this magic he is always aware of the servitor’s position relative to himself and its general condition as per the status spell so long as the servitor is on the same plane. As a standard action, even if the servitor is on another plane, the clockworker may withdraw his magic. The servitor is immediately reduced to 0 hit points and collapses, allowing the clockworker to build a new one from the pile of parts or new materials.
Trapfinding (Ex): A clockworker adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A clockworker can use Disable Device to disarm magic traps.
Utility Drone: At 1st level, using the drones ability, the clockworker may deploy a utility drone with a number of charges equal to ½ the clockworker’s level, rounded down (minimum 1). The utility drone lasts for 1 round per level and may perform the following tasks (limited by its size and strength) by spending a charge: Opening or closing a door or container; picking up an object (dropping an object or being given an object to hold costs no charges); unlocking or manipulating a simple device; performing a Disable Device check using the clockworker’s skill check or performing a Use Magic Device check using the clockworker’s skill check.
Mechanical Precision (Ex): At 2nd level, a clockworker adds his level, to a maximum of his Intelligence bonus, to damage rolls with mechanical weapons. Mechanical weapons include all crossbows, catapults, ballistae and any other weapon specifically described as mechanical.
Bonus Feats: At 3rd level and every four levels thereafter, a clockworker gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat or a fighter feat as if the clockworker were a fighter of the same level (the clockworker’s BAB still applies to prerequisites). Any fighter feats taken may apply only to attacks made using mechanical weapons.
Shield Ally (Ex): At 4th level, whenever a clockworker is within his servitor’s reach, the clockworker receives a +2 shield bonus to his Armour Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the servitor is grappled, helpless, paralysed, stunned or unconscious.
Combat Drone: At 5th level, using the drones ability, the clockworker may deploy a combat drone with a number of charges equal to ½ the clockworker’s level, rounded down.. The combat drone has 10 Strength. As part of the deployment action, the clockworker may give the drone a single medium or smaller crossbow, one-handed weapon or light weapon. The combat drone lasts for 1 round per level and must spend a charge to make an attack with this weapon. It does not take a penalty for using an inappropriately sized weapon and is proficient with all weapons the clockworker has proficiency with. Reloading a crossbow does not cost charges. When the drone falls apart the weapon drops to the ground in its space.
Evasive Drones: At 6th level, the clockworker gains the ability to build rapid reflexes into his drones. Whenever he deploys a drone, it gains the evasion special ability. If a drone is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Hover Drones: At 8th level, the clockworker gains the ability to build a magical flight property into his drones. Whenever he deploys a drone, it gains a fly speed of 30 ft. and perfect maneuverability.
Shield Drone: At 9th level, using the drones ability, the clockworker may deploy a shield drone with a number of charges equal to ½ the clockworker’s level, rounded down. The shield drone lasts for 1 round per level. The shield drone may occupy an ally’s space without penalty to either itself or the ally. The shield drone grants that ally a +4 shield bonus to Armour Class and loses one charge each time this bonus is applied against an attack.
Mechanical Harness (Su): At 10th level, a clockworker can divert up to 2 points from his servitor’s innovation pool to add innovations to a mechanical harness he can wear himself. He cannot select any innovation that the servitor could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase innovation through this ability. Any points spent in this way are taken from the servitor’s innovation pool (reducing the total number available to the servitor). The clockworker can change the innovations he receives from these points any time he can change the servitor’s innovations. The mechanical harness does not interfere with wearing magic items or armour. Only the clockworker may derive any benefit from wearing the mechanical harness. If worn by anyone else, it does not function.
Greater Shield Ally (Ex): At 12th level, whenever an ally is within a servitor’s reach, the ally receives a +2 shield bonus to its Armour Class and a +2 circumstance bonus on its saving throws. If this ally is the clockworker, these bonuses increase to +4. This bonus does not apply if the servitor is grappled, helpless, paralysed, stunned or unconscious.
Spell Drone: At 13th level, using the drones ability, the clockworker may deploy a spell drone with a number of charges equal to ½ the clockworker’s level, rounded down. The spell drone lasts for 1 round per level. While a spell drone is active, when the clockworker casts a spell he may choose to use the spell drone as its point of origin instead of himself, costing the drone one charge per spell level. The drone must have enough charges remaining for a spell to be cast this way. Line of effect is measured from the spell drone. The clockworker uses his own line of sight and senses as normal and may not use the spell drone to cast a spell at a target he cannot detect himself.
Improved Evasive Drones: At 14th level, the clockworker gains the ability to build even greater agility into his drones. Whenever he deploys a drone, it gains the improved evasion special ability. If a drone is subjected to an attack that allows a Reflex save for half damage, the drone takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Pilot Servitor (Su): At 16th level, as a full-round action, a clockworker can climb inside his servitor and pilot it from within, provided the servitor is at least his size. While iniside the servitor, the clockworker is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the clockworker continue normally. While inside the servitor, the clockworker cannot access any of his gear.
The clockworker can cast spells while inside the servitor by taking control of the servitor for the duration of the casting. Any material components used for these spells are taken from the clockworker’s gear, even though they are otherwise inaccessible. The clockworker can direct all of the servitor’s actions while merged, can perceive through its senses, and can speak using its voice (even if it is normally incapable of speaking).
The clockworker can use this ability for a number of rounds per day equal to his clockworker level. He can end this effect at any time as a swift action. The clockworker emerges in a square adjacent to the servitor if able. If the servitor is destroyed while the clockworker is piloting it, the clockworker is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.
Ultimate Drone: At 17th level, using the drones ability, the clockworker may deploy a drone with an unlimited number of charges. At the start of its turn, it may use a move action to reconfigure itself into any kind of drone the clockworker knows how to deploy. The ultimate drone lasts 1 round per level and never runs out of charges.
Greater Mechanical Harness (Su): At 18th level, a clockworker can divert more of his servitor’s innovations to himself. This ability functions as the mechanical harness ability, but up to 6 innovation points can be taken. Unlike the mechanical harness ability, the servitor loses 1 point from its innovation pool for every 2 points (or fraction thereof) diverted to the clockworker.
Construct Mastery (Su): At 20th level a clockworker’s command over constructs and invention reaches its pinnacle. He may ignore the increased DC due to missing spell prerequisites when creating constructs and magic items. Additionally, when he casts a mend or make whole spell, it restores the maximum number of hit points.

SERVITORS
Class Level HD BAB Saves Feats Armour Bonus Str/Dex Bonus Innovation Pool Max. Attacks Special
1st 1 +1 +0 1 +0 +0 3 3 Darkvision, link, low-light vision, share spells
2nd 2 +2 +0 1 +2 +1 4 3 Evasion
3rd 3 +3 +1 2 +2 +1 5 3 -
4th 3 +3 +1 2 +2 +1 7 4 -
5th 4 +4 +1 2 +4 +2 8 4 Ability score increase
6th 5 +5 +1 3 +4 +2 9 4 Devotion
7th 6 +6 +2 3 +6 +3 10 4 -
8th 6 +6 +2 3 +6 +3 11 4 -
9th 7 +7 +2 4 +6 +3 13 5 Multiattack
10th 8 +8 +2 4 +8 +4 14 5 Ability score increase
11th 9 +9 +3 5 +8 +4 15 5 -
12th 9 +9 +3 5 +10 +5 16 5 -
13th 10 +10 +3 5 +10 +5 17 5 -
14th 11 +11 +3 6 +10 +5 19 6 Improved evasion
15th 12 +12 +4 6 +12 +6 20 6 Ability score increase
16th 12 +12 +4 6 +12 +6 21 6 -
17th 13 +13 +4 7 +14 +7 22 6 -
18th 14 +14 +4 7 +14 +7 23 6 -
19th 15 +15 +5 8 +14 +7 25 7 -
20th 15 +15 +5 8 +16 +8 26 7 -
A servitor’s abilities are determined by the clockworker’s level and by the choices made using its innovation pool. Table 1-2: Servitor Base Statistics determines many of the base statistics of the servitor. Each servitor possesses a base form that modifies these base statistics. Servitors are constructs for the purpose of determining which spells affect them.
Class Level: This is the character’s clockworker level.
HD: This is the total number of 10-sided (d10) Hit Dice the servitor possesses. As a construct with no constitution score, it gains no Constitution modifier to its hit points.
BAB: This is the servitor’s base attack bonus. A servitor’s base attack bonus is equal to its Hit Dice. Servitors do not gain additional attacks using their natural weapons for a high base attack bonus.
Saves: This is the servitor’s base save bonus for all of its saving throws. A servitor has no good saving throw.
Feats: Unlike normal mindless constructs, a servitor may have a number of feats as if it had an Intelligence score of 3. This is the total number of feats it possesses. Servitors can select any feat they qualify for, but they must possess the appropriate appendages to use some feats. Servitor feats are set once chosen, even if the creature changes when the clockworker gains a new level or builds a new servitor. If due to changes, the servitor no longer qualifies for a feat, that feat has no effect until the servitor once again qualifies for the feat.
Armour Bonus: The number noted here is the servitor’s base armour bonus. This bonus is a natural armour bonus and may be modified by the servitor’s base form and some options available through its innovation pool. A servitor cannot wear armour of any kind, as the armour interferes with its machinery.
Str/Dex Bonus: Add this modifier to the servitor’s Strength and Dexterity scores, as determined by its base form. Some options through the servitor’s innovation pool might modify these scores.
Innovation Pool: The value given in this column is the total number of points in the servitor’s innovation pool. Points from the pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks and powers to the servitor. Whenever the clockworker gains a level, the number in this pool increases and the clockworker can spend these points to change the abilities of the servitor. These choices are not set. The clockworker can change them whenever he gains a level or rebuilds the servitor.
Max. Attacks: This indicates the maximum number of natural attacks that the servitor is allowed to possess at the given level. If the servitor is at its maximum, it cannot take innovations that grant additional natural attacks. This does not include attacks made with weapons.
Special: This includes a number of abilities gained by all servitors as they increase in power. Each of these bonuses is described below.
Darkvision (Ex): The servitor has darkvision out to a range of 60 feet.
Link (Ex): A clockworker and his servitor share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the clockworker to give orders to his servitor at any time.
Low-light Vision (Ex): The servitor can see twice as far as a human in dim light conditions.
Share Spells (Ex): The clockworker may cast a spell with a target of “you” on his servitor (as a spell with a range of touch) instead of on himself. A clockworker may cast spells on his servitor even if the spells normally do not affect creatures of the servitor’s type (construct). Spells cast in this way must come from the clockworker spell list.
Evasion (Ex): If a servitor is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The servitor adds +1 to one of its ability scores. It may not increase its Constitution or Intelligence as it lacks these scores entirely.
Devotion (Ex): A servitor gains a +4 morale bonus on Will saves against enchantment spells and effects, even though constructs cannot normally receive morale bonuses.
Multiattack: A servitor gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or is reduced to less than 3 attacks), the servitor instead gainst a second attack with one of its natural weapons, albeit at a -5 penalty. If the servitor later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a servitor takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Base Forms
Each servitor has one of three base forms that determines its starting size, speed, AC, attacks and ability scores. All natural attacks are made using the servitor’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Servitor attacks add the servitor’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free innovations that the base form possesses. The bonuses from these free innovations are already factored into the starting statistics.
Alternatively, any one of the base forms can be used to make a Small servitor. If the servitor is Small, it gains a +2 bonus to its Dexterity score. It also takes a -4 penalty to its Strength. It also gains a +1 size bonus to its AC and attack rolls, a -1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the servitor can be made Medium whenever the clockworker can change the servitor’s innovation pool (which causes it to lose these modifiers for being Small).
As a construct, a servitor gains a number of bonus hit points based on its size and the clockworker’s level. These bonus hit points do not change if the servitor’s size is changed by anything other than its base form or innovations. Unlike normal constructs, the bonus hit points are spread out over ten levels instead of granted as a lump sum. Small: 1 per level (max 10); Medium: 2 per level (max 20); Large: 3 per level (max 30); Huge: 4 per level (max 40).

Quadruped
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armour; Attack bite (1d6); Ability Scores Str 14, Dex 14, Con -, Int -, Wis 10, Cha 11; Free Innovations bite, limbs (legs) (2).

Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armour; Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con -, Int -, Wis 10, Cha 11; Free Innovations claws, limbs (arms), limbs (legs).

Serpentine
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armour; Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con -, Int -, Wis 10, Cha 11; Free Innovations bite, climb, reach (bite), tail, tail slap.

INNOVATIONS
Each servitor receives a number of innovation points that can be spent to give the servitor new abilities, powers and other upgrades. These abilities, called innovations, can be changed whenever the clockworker gains a new level or rebuilds the servitor, but they are otherwise set. Some innovations require that the servitor have a specific base form or that the clockworker be of a specific level before they can be chosen. A number of innovations grant the servitor additional natural attacks. Natural attacks listed as primary are made using the servitor’s full base attack bonus and add the servitor’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the servitor’s base attack bonus – 5 and add ½ the servitor’s Strength modifier on damage rolls (if positive). If the servitor only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.
Innovations are grouped by their cost in innovation points. Innovation points cannot be saved. All of the points must be spent whenever the clockworker gains a level. Unless otherwise noted, each innovation can only be selected once.

1-Point Innovations
The following innovations cost 1 point from the servitor’s innovation pool.
Bite (Ex): A servitor's hinged jaw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the servitor already has a bite attack, this innovation allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Claws (Ex): A servitor has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The servitor must have the limbs innovation to take this innovation. This innovation can only be applied to the limbs (legs) innovation once. This innovation can be selected more than once, but the servitor must possess an equal number of the limbs innovation.
Climb (Ex): A servitor becomes a skilled climber, gaining a climb speed equal to its base speed. This innovation can be selected more than once. Each additional time it is selected, increase the servitor's climb speed by 20 feet.
Improved Damage (Ex): One of the servitor's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This innovation can be selected more than once. Its effects do not stack. Each time a servitor selects this innovation, it applies to a different natural attack.
Improved Natural Armour (Ex): A servitor's armoured plating is thickened and reinforced, giving it a +2 bonus to its natural armour. This innovation can be taken once for every five levels the clockworker possesses.
Magic Attacks (Su): A servitor is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the clockworker is 10th level or higher, all of the servitor's weapons are treated as the alignment of the servitor for the purpose of overcoming damage reduction.
Mount (Ex): A servitor is properly balanced and configured to serve as a combat-trained mount. The servitor must be at least one size category larger than its rider. This innovation is only available to servitors of the quadruped and serpentine base forms.
Pincers (Ex): A servitor is constructed with large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Servitors with the grab innovation linked to pincers gain a +2 bonus on CMB checks made to grapple. The servitor must have the limbs (arms) innovation to take this innovation. Alternatively, the servitor can replace the claws from its base form with pincers (this still costs 1 innovation point). This innovation can be selected more than once, but the servitor must possess an equal number of the limbs innovation.
Pounce (Ex): A servitor gains quick reflexes, allowing it to make a full attack after a charge. This innovation is only available to servitors of the quadruped base form.
Pull (Ex): A servitor gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the servitor makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the servitor. This ability only works on creatures of a size equal to or smaller than the servitor. Creatures pulled in this way do not provoke attacks of opportunity. The servitor must have a reach of 10 feet or more to select this innovation. This innovation can be selected more than once. Its effects do not stack. Each time an servitor selects this innovation, it applies to a different natural attack.
Push (Ex): A servitor gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the servitor makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the servitor. This ability only works on creatures of a size equal to or smaller than the servitor. Creatures pushed in this way do not provoke attacks of opportunity. This innovation can be selected more than once. Its effects do not stack. Each time a servitor selects this innovation, it applies to a different natural attack.
Reach (Ex): One of a servitor's attacks is capable of striking at foes at a distance. Pick one attack. The servitor's reach with that attack increases by 5 feet.
Resistance (Ex): A servitor's structure is reinforced against one particular energy type. Pick one energy type (acid, cold, electricity, fire, or sonic). The servitor gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the clockworker possesses, to a maximum of 15 at 10th level. This innovation can be selected more than once. Its effects do not stack. Each time an servitor selects this innovation, it applies to a different energy type.
Skilled (Ex): A servitor becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This innovation can be selected more than once. Its effects do not stack. Each time an servitor selects this innovation, it applies to a different skill.
Slam (Ex): A servitor can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The servitor must have the limbs (arms) innovation to take this innovation. Alternatively, the servitor can replace the claws from its base form with this slam attack (this still costs 1 innovation point). This innovation can be selected more than once, but the servitor must possess an equal number of the limbs innovation.
Sting (Ex): A servitor possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The servitor must possess the tail innovation to take this innovation. This innovation can be selected more than once, but the servitor must possess an equal number of the tail innovation.
Tail (Ex): A servitor is designed with a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This innovation can be selected more than once.
Tail Slap (Ex): A servitor can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The servitor must possess the tail innovation to take this innovation. This innovation can be selected more than once, but the servitor must possess an equal number of the tail innovation.
Tentacle (Ex): A servitor possesses a long, mechanical tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This innovation can be selected more than once.
Vocaliser (Su): A servitor possesses a magic device that allows it to record a single message of no more than 25 words and repeat it when commanded. This also allows the clockworker to speak through the servitor so long as they are on the same plane.
Wing Buffet (Ex): A servitor learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The servitor must possess the flight innovation, with wings, to select this innovation.

2-Point Innovations
The following innovations cost 2 points from the servitor’s innovation pool.
Ability Increase (Ex): A servitor is built with heavier joints, gains faster reflexes or acquires another increase to one of its abilities. Increase one of the servitor's ability scores by +2. This innovation can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the clockworker possesses.
Constrict (Ex): A servitor gains powerful mechanisms that allow it to crush those it grapples. Whenever the servitor successfully grapples a foe using the grab innovation, it deals additional damage equal to the amount of damage dealt by the attack used by the grab innovation. This innovation is only available to servitors of the serpentine base form.
Energy Attacks (Su): A servitor's attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the servitor's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The clockworker must be at least 5th level before selecting this innovation.
Flight (Ex or Su): A servitor is granted large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The servitor gains a fly speed equal to its base speed. The servitor's maneuverability depends on it size. Medium or smaller servitors have good maneuverability. Large servitors have average maneuverability, while Huge servitors have poor maneuverability. For 2 additional innovation points, the servitor flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The servitor's fly speed can be increased by spending additional innovation points, gaining a 20-foot increase to fly speed for each additional point spent. The clockworker must be at least 5th level before selecting this innovation.
Gore (Ex): A servitor is equipped with a number of horns or spikes on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).
Grab (Ex): A servitor becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the servitor makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the servitor grapples the target. This ability only works on creatures of a size one category smaller than the servitor or smaller. Servitors with this innovation receive a +4 bonus on CMB checks made to grapple.
Guard Plates (Ex): A servitor is built with protective plates around where the rider sits. Anyone riding the servitor gains a +4 cover bonus against attacks. The servitor must have the mount innovation before selecting this innovation.
Immunity (Ex): A servitor's body is built to withstand one energy type completely, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The servitor gains immunity to that energy type. This innovation can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The clockworker must be at least 7th level before selecting this innovation.
Limbs (Ex): A servitor is constructed with an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the servitor's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The servitor does not gain any additional natural attacks for an additional pair of arms, but it can take other innovations that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the servitor is proficient. This innovation can be selected more than once.
Rake (Ex): A servitor is built with dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The servitor receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This innovation is only available to servitors of the quadruped base form. This innovation counts as one natural attack toward the servitor's maximum. The clockworker must be at least 4th level before selecting this innovation.
Rend (Ex): A servitor is designed to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the servitor makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the servitor's Strength modifier. The servitor must possess the claws innovation to select this innovation. The clockworker must be at least 6th level before selecting this innovation.
Resilience (Ex): A servitor’s internal mechanisms become sturdier. The servitor gains 1 hit point per Hit Die. This innovation can be selected more than once. It can be applied an additional time beyond the first for every 6 levels the clockworker possesses.
Siege Mount (Ex): A servitor is equipped with a mount and loading mechanism for a heavy catapult or ballista. The servitor can equip a siege weapon in this mount and can fire or reload it without using any limbs as if it were a crew of four. No Profession (siege engineer) checks are required. Firing the siege weapon is a standard action and in the case of a catapult uses the clockworker’s Intelligence modifier plus its own base attack bonus when making the attack check. Reloading it is a full-round action and ammunition must be available. If the servitor has the rapid reload feat, it may reload a ballista with a move action. The servitor must be huge to select this innovation.
Trample (Ex): A servitor gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the servitor can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the servitor does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the servitor's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + ½ the servitor's HD + the servitor's Strength modifier. A trampling servitor can only deal trampling damage to a creature once per round. This innovation is only available to servitors of the biped or quadruped base forms.
Transforming (Su): A servitor is granted the ability to alter its form. As a full-round action the servitor may change its base form into one of the other base forms of the same size. Its ability scores and free innovations change accordingly. Any innovations beyond these remain set. If any innovations are missing prerequisites, they cease to function until the prerequisites are restored.
Tremorsense (Ex): A servitor is configured to detect vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense innovation, but only if both the servitor and the creature to be pinpointed are in contact with the ground. The clockworker must be at least 7th level before selecting this innovation.
Trip (Ex): A servitor becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the servitor makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the servitor is not tripped in return. This ability only works on creatures of a size equal to or smaller than the servitor. The servitor must possess the bite innovation to select this innovation.
Weapon Training (Ex): A servitor is designed to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional innovation points are spent, it gains proficiency with all martial weapons as well.

3-Point Innovations
The following innovations cost 3 points from the servitor’s innovation pool.
Blindsense (Ex): A servitor's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the servitor to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the servitor. Visibility still affects the servitor's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The clockworker must be at least 9th level before selecting this innovation.
Burrow (Ex): A servitor is built with thick and sturdy shovels or drills, allowing it to move through the earth. The servitor gains a burrow speed equal to ½ its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The clockworker must be at least 9th level before selecting this innovation.
Damage Reduction (Ex): A servitor's plating is upgraded with to withstand damage, granting it damage reduction. The servitor gains DR 5 that can be bypassed by weapons that are made of adamantine or possess an enhancement bonus of at least +4. At 12th level, this protection can be increased to DR 10 by spending 2 additional innovation points. The clockworker must be at least 9th level before selecting this innovation.
Frightful Presence (Ex): A servitor’s appearance is designed to be unsettling to its foes, gaining the frightful presence ability. The servitor can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the servitor must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + ½ the servitor's HD + the servitor's Charisma modifier. If the servitor has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the servitor are immune to this effect. The clockworker must be at least 11th level before selecting this innovation.
Large (Ex): A servitor is redesigned at an increased size, becoming Large. The servitor gains a +8 bonus to Strength and a +2 bonus to its natural armour. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the servitor has the biped base form, it also gains 10-foot reach. Any reach innovations the servitor possesses are added to this total. The servitor must be Medium to take this innovation. The clockworker must be at least 8th level before selecting this innovation.
If 4 additional innovation points are spent, the servitor instead becomes Huge. The servitor gains a +16 bonus to Strength and a +5 bonus to its natural armour. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. If the servitor has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach innovations the servitor possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The clockworker must be at least 13th level before selecting this option.
The ability increase innovation costs twice as much (4 innovation points) when adding to the Strength score of a Large or Huge servitor.

4-Point Innovations
The following innovations cost 4 points from the servitor’s innovation pool.
Artillery (Su): A servitor replaces its simple siege weapon with a great magical weapon. The artillery has a range increment of 250 feet and may be fired at targets out of line of sight at a -6 penalty, provided there is a clear path for the attack to arc (i.e. don’t fire indoors) and the clockworker can detect the target. The artillery cannot target anything within 100 feet. It takes a full-round action to fire and deals 1d6 piercing damage for every 2 HD it possesses, plus the clockworker’s Intelligence bonus and ignores the hardness of constructions. Additionally, it deals 1d6 sonic damage per 2 HD it possesses to all creatures and constructions within 30 feet of the target and causes deafness for 1 round per level, with a Reflex save for half damage and reducing the deafness to 1 round. The DC is equal to 10 + ½ the servitor’s HD + the servitor’s Charisma modifier. The servitor must spend a full-round action to reload the artillery. The artillery may be fired twice per day, plus one additional time per day by spending an additional 1 innovation point (maximum 5/day). The servitor must possess the siege mount innovation before it can select this innovation. A siege weapon may not be equipped to the siege mount while the servitor has this innovation.
If the artillery misses, roll to determine where it lands as if using a catapult. It does not deal its piercing damage to anything in that space but still deals sonic damage in a radius from that point.
Blindsight (Ex): A servitor's senses sharpen even further, granting it blindsight out to a range of 30 feet. The servitor can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The servitor must possess the blindsense innovation to take this innovation. The clockworker must be at least 11th level before selecting this innovation.
Breath Weapon (Su): A servitor is built with a reservoir of magical energy in its mouth, gaining a breath weapon. Select either acid, cold, electricity, or fire. The servitor can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + ½ the servitor's HD + the servitor's Charisma modifier. The servitor can use this ability once per day. The servitor can use this ability 1 additional time per day by spending an additional 1 innovation point (maximum 3/day). The clockworker must be at least 9th level before selecting this innovation.
Fast Healing (Su): A servitor's body is able to repair itself very quickly, giving it fast healing 1. The servitor heals 1 point of damage each round, just like natural healing. Fast healing does not allow the servitor to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the servitor is alive. This fast healing does not function when the servitor is not on the same plane as its clockworker. This healing can be increased by 1 per round for every 2 additional innovation points spent (maximum 5). The clockworker must be at least 11th level before selecting this innovation.
Spell Resistance (Ex): A servitor is protected against magic, gaining spell resistance. The servitor's spell resistance is equal to 11 + the clockworker's level. This spell resistance does not apply to spells cast by the clockworker. The clockworker must be at least 9th level before selecting this innovation.

[size=12pt]CLOCKWORKER SPELLS[/size]
Clockworkers gain access to the following spells. While most of these spells are found in the Core Rulebook, all spells marked with an asterisk (*) appear in Chapter 5 of the Advanced Player’s Guide. The construct, mend and repair spells appear at the end of this document.
Clockworkers study the physical magics above all others. If you wish to add spells from other sources, consider primarily evocation and transmutation (excluding polymorph spells), as well as spells of other schools that manipulate energy, forces, matter and especially devices such as locks and traps. Clockworkers are deficient in spells that deal with esoteric concepts such as the mind, senses, the planes and magic itself.
0-Level Clockworker Spells-arcane mark, detect magic, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark*.
1st-Level Clockworker Spells-alarm, ant haul*, break* burning hands, crafter’s fortune*, detect snares and pits, endure elements, erase, expeditious retreat, feather fall, flare burst*, floating disk, gravity bow*, hold portal, identify, jump, mage armour, magic fang, magic missile, magic weapon, mend light damage, sculpt corpse, shield, shocking grasp, unseen servant.
2nd-Level Clockworker Spells-arcane lock[sup]M[/sup], bear’s endurance, bull’s strength, burning gaze*, cat’s grace, continual flame[sup]M[/sup], daze construct, elemental touch, find traps, flaming sphere, fox’s cunning, glide, knock, levitate, magic mouthM, make whole, mend moderate damage, phantom trap, pyrotechnics, resist energy, scorching ray, shatter, spider climb.
3rd-Level Clockworker Spells-daylight, draconic reservoir*, elemental aura*, explosive runes, fireball, flame arrow, fly, gentle repose, greater magic weapon, halt construct, haste, keen edge, lightning bolt, mend serious damage, protection from energy, secret page, shrink item, slow, tiny hut, versatile weapon*.
4th-Level Clockworker Spells-ball lightning*, cone of cold, fire shield, fire snake*, fire trap, mend critical damage, minor creation, crush construct[sup]M[/sup], mnemonic enhancer[sup]F[/sup], resilient sphere, stone shape, telekinesis, wall of fire.
5th-Level Clockworker Spells-animate objects, chain lightning, disintegrate, enemy hammer*, fabricate[sup]M[/sup], freezing sphere, interposing hand, major creation, overland flight, passwall, permanency, repair, transmute mud to rock, transmute rock to mud, wall of stone, wall of force.
6th-Level Clockworker Spells-clone[sup]MF[/sup], deflection*, delayed blast fireball, forcecage, forceful hand, mage’s lucubration, mass bear’s endurance, mage’s sword, mass bull’s strength, mass cat’s grace, mass fox’s cunning, move earth, rampart*, repulsion, reverse gravity, stormbolts, time stop, wall of iron.

[size=12pt]NEW SPELLS[/size]

[size=10pt]CRUSH CONSTRUCT[/size]
School transmutation; Level clockworker 4
Casting Time 1 standard action
Components V, S, M (a cracked watch face worth at least 50 gp)
Range short (25 ft. + 5 ft./2 levels)
Target one construct creature
Duration instantaneous
Saving Throw Fortitude half; Spell Resistance no
This spell causes a construct’s body to crack and warp under crushing forces. It deals 1d6 bludgeoning damage per caster level (maximum 15d6) and is affected by the creature’s damage reduction (if any). If the creature successfully makes its saving throw, it takes half damage before taking damage reduction into account.

[size=10pt]DAZE CONSTRUCT[/size]
School enchantment (compulsion) [mind-affecting]; Level clockworker 2
Casting Time 1 standard action
Components V, S, M (a clock spring)
Range short (25 ft. + 5 ft./2 levels)
Target one construct creature of 8 hd or less
Duration 1 round
Saving Throw Will negates; see text; Spell Resistance yes; see text
This spell clouds the controlling spirit of a construct. This spell functions as daze, but can affect construct creatures as if they were not immune to compulsions and mind-affecting effects unless they have immunity to these effects from a source other than creature type. Constructs of 9 or more HD are not affected.
When used on a construct with immunity to magic, the spell bypasses this as if the spell did not allow spell resistance; however, the creature gains a +4 bonus to its saving throw against this spell.

[size=10pt]HALT CONSTRUCT[/size]
School enchantment (compulsion) [mind-affecting]; Level clockworker 3
Casting Time 1 standard action
Components V, S, M (a broken gear)
Range medium (100 ft. + 10 ft./level)
Target one construct creature
Duration 1 round/level
Saving Throw Will negates; see text; Spell Resistance yes; see text
This spell causes a single construct to halt in its tracks by scrambling its driving spirit. If the spell is successful, it renders the construct immobile for the duration of the spell as hold person. The construct may attempt a new saving throw on its turn as a full-round action. The effect is broken if the construct is attacked or takes damage.
When used on a construct with immunity to magic, the spell bypasses this as if the spell did not allow spell resistance; however, the creature gains a +4 bonus to its saving throw against this spell.
Halt construct affects constructs as if they were not immune to compulsions and mind-affecting effects unless they have immunity to these effects from a source other than creature type.

[size=10pt]MEND CRITICAL DAMAGE[/size]
School transmutation; Level clockworker 4, sorcerer/wizard 5
This spell functions like mend light damage except that is restores 4d8 points of damage + 1 point per caster level (maximum 20).

[size=10pt]MEND LIGHT DAMAGE[/size]
School transmutation; Level clockworker 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target construct creature or object touched
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless); see text
This spell functions like mending, except that it restores 1d8 points of damage + 1 point per caster level (maximum 5) and can affect constructs.
When mend light damage is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

[size=10pt]MEND MODERATE DAMAGE[/size]
School transmutation; Level clockworker 2, sorcerer/wizard 3
This spell functions like mend light damage except that is restores 2d8 points of damage + 1 point per caster level (maximum 10).

[size=10pt]MEND SERIOUS DAMAGE[/size]
School transmutation; Level clockworker 3, sorcerer/wizard 4
This spell functions like mend light damage except that is restores 3d8 points of damage + 1 point per caster level (maximum 15).

[size=10pt]REPAIR[/size]
School transmutation; Level clockworker 5, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range touch
Target construct creature or object touched
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless); see text
Repair focuses an intense transmutative effect into a construct or object, reverting it to a pristine state as well as cleansing it of harmful effects. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, feebleminded insanity and stunned. It also restores 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Repair does not remove negative levels or restore permanently drained ability score points.
When repair is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.


I wish I could edit posts.

In the meantime, comments and critique are welcomed. I'd like to get this thing fine-tuned as a valid way for players to play the golem crafter without having to make actual golems (which cost far more than they are useful).

Grand Lodge

I think it has potential. Do you have a pdf so it's a little easier to read.

Also why would a summoner variant have trap finding?

I also have a clockwork summoner in the works. Yours is defiantly a different take. I will look over this and send you my thoughts.

Lantern Lodge

I can see where the summoner was in this build but I think you went beyond archtype and onto variant. Nothing wrong with that just an observation. I feel like the drones should be based off of what he could typically summon and to have steam/battery/spring power just long enough to be the summon monster duration.


Agreed, it's a variant. But that's a pretty insubstantial distinction, so no worries.

Awesome class. I would play one.


Yes, it is definitely a more distant variant than most archetypes. It's more like a different class based around the same framework.

The rationale for trap finding in balance terms (and a bunch of other stuff) is that besides construct immunities, the servitor is much weaker than an eidolon, the spellcasting is more limited and lacking and the drones are far weaker than a summon monster option. For fluff, the clockworker is an expert at all things mechanical, whether mundane or magical, and traps fall into this category.

I'll see about putting it into pdf form. Google docs was being ornery when I tried last, but I'll have another go.


Clockworker.pdf


#1 Time Stop and Delay blast fireball. That is seriously lame :P.
#2 Better saves? I cant see why that would be appropriate.
#3 +2 skill points AND Intelligence as a spellcasting attribute - come ON.
#4 trapfinding, disable device, perception... why?
#5 Change from spells known to spells prepared without lowering the amount of spells per day (except 1 level 0-spell, which I assume is a typo)?
#6 The clockworker seems to be able to use drones and servitor at the same time. I assume that drones replace the summoner's Summon Monster ability, which cannot be used in this way with respect to the eidolon. Also, the charges mechanic of the drones seems tedious and unnecessary in my opinion. Not sure how well this is balanced.
#7 Construct... more or less immune to anything based on fort and will-saves. This in conjunction with Evasion and Improved Evasion will make the servitor insane. INSANE. INSAAAAAANNNNEEEE! (bwahahahahah) [and making a few spells, only obtainable by clockworkers, that targets fort/will will hardly make up for this)
#8 Siege weapon & artillery... cool idea! No idea if it is imbalanced or not though :P
#9 Love the theme, and the drones is quite a good way to replace Summon Monster. I might use a heavily, heavily nerfed version of this. ;D


Genuine and reasoned critique is welcomed. Trolling is not.


Umbral Reaver wrote:
Genuine and reasoned critique is welcomed. Trolling is not.

My tone was not meant to be that of a trolling person, but rather a bit tongue in cheek. I was rather asking you to defend some of your design decisions! ^^

My critique was based on a comparison with the summoner class (which I assume you have used as a basis for your class), and the balance between them. I am sorry if I have offended you in some way, but my critique was genuine. I really would like to use something similar to this concept, and am only interested in a variant that does not break the game.

/cheers


Try pitting a summoner and eidolon against a clockworker and servitor of the same level. I'd bet on the summoner pair every time.

I could be wrong, but do note that there are significant limitations and weaknesses in the clockworker's almost total lack of utility spells and special abilities beyond the drones.

The clockworker can't share the servitor's senses for starters, and the servitor can never gain an intelligence score.

Its lack of a constitution score may grant some immunities, but remember that this also means it never has a Con bonus to hit points. I haven't built one at high level but I fear the servitor could become more a liability than an ally, especially if the remains cannot be retrieved.

As for delayed blast fireball, I don't know what to say if you're worried about that. It's a fire evocation with a few neat tricks. At the level you get it, anything that can be meaningfully harmed by it has more than a few problems.

Siege weapon/artillery: It's an incredibly weak choice for normal adventuring but might be fun if you ever have mass combat and armies.

Scarab Sages

@Umbral Reaver: Please email me regarding this archetype. (Email in profile.)


Email sent.


I like the thematic look and feel of the class, and the things are well written, but I can't not see a few pitfalls in the design that could be easily abused by players if permitted by the dm , by the way is this class designed for you as a player, for another player with you as the dm, or just for the fun of designing a class?

Is it your idea that an utility droid can be given an object when created, or does the clockwerk need to spend an additional action to supply the utility droid with an object? The problem here is wands, which can create a wonderful action economy for the clockworker as early as he can afford a couple of wands.

And placing Time Stop as a level 6 spell could be dangerous as it opens up easier and cheaper ways for the players to get their hands on it, especially a Pathfinder Savant could get it as a level 7 spell as early as level 14, not to mention scrolls.

And also I would want to know what justifies to give the clockworker higher saves and skill points (and still changing the casting attribute from cha to int) then the class it is built around? There is just so many small buffs everywhere that might be hard to notice, thematically I can understand the change to int, but getting more skill points, more proficiencies, better saves, should have an obvious cost for the class, which I do not find.

Grand Lodge

Iro i like your questions.

I was thinking Umbral Reaver, If we get ride of the spells and make it a non magical class, can we still make this functional?

Give him "master craftmen" so he can make wonderous items and have an "arcane battery", i have one for the supplement i'm working on called an arcane volta. Have those drones be charged by the Volta, i guess making it a non magical class changes the servitor aspect... just an idea.

Maybe that can go in line with what Laurence said as well.

I am playtesting this tonight. I really like where this is going.

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