| Drachasor |
So, I really like the concept of clockwork constructs. However, the template is just....awful....
Clockwork Traits: While you can create a clockwork construct from scratch, you can also turn any existing construct into a clockwork construct by simply applying clockwork traits to the construct. Adding these traits to a construct does not affect its CR.
The construct gains the “clockwork” subtype.
Winding: The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks.
Swift Reactions: Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create: [/i]Increase the time and gp cost required to create a clockwork by 50% over normal.
No CR change. That's cool. Winding is flavor, no issue there. Vulnerable to electricity...ouch. That's painful. In exchange it gets Improved Initiative, Lightning Reflexes, and +2 AC. That's maybe a wash overall.
Then there's the painful bit. +50% cost to make. Ouch. A mixed bag is not worth such a massive price increase.
Now obviously you could sort this out by house-ruling there's no price increase. That's boring though. More interesting is figuring out something that justifies the price increase while maintaining +0 CR.
Here's my thought on two new abilities added to the template:
Upgradable: [i]Unlike other constructs which are typically solid and mostly uniformed masses, Clockwork Constructs are many parts working together which can be replaced and improved upon. When a Clockwork Construct is shut down to be worked on, the creator may modify the construct as though he was creating it anew. The type of Construct doesn't change (e.g. a Clockwork Animated Object remains a Clockwork Animated Object) nor does the size. Beyond that any initial parameters may be modified without limit, including hit dice (you are not limited to the normal max of +50% original hit dice). This costs the difference between the modified construct minus the cost of the construct before modification. Any new addition that normally has its own cost (like a magical weapon) must be paid in full, however. If the difference is less than 1k, then it still takes one full day of crafting to complete.
Repairable: A Clockwork Construct that is destroyed can be repaired, since many of the parts are salvageable. This requires 100gp per hit die of the construct, access to the proper equipment as though you were making the construct anew, and the Make Whole spell. In terms of time required, treat this as making a new Construct that is worth the same price as the repair cost.
If the body of a Clockwork Construct is mostly or completely destroyed (such as by a Disintegrate), then a Wish or similar magic must be used to restore the remains first.
Thoughts? I am wondering if the Repairable cost should be based on a percentage of the cost of the Construct rather than HD. That would probably makes more sense.