Let's Build: Clockwork Assistant


Homebrew and House Rules


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So I wanted to try and build a clockwork assistant for a wizard character I have. While I consider myself well-enough read on most rules, golems and other such constructs are something I've never tackled before. What I would like help with is pricing this construct based on the stats and abilities I'll give in a moment, as well as what spells to use in terms of requirements. So first, a list of what I'm looking at in terms of abilities and stats

Medium size
Half bab
non-combat focused
Possibly pass for human, if not at least very humanoid looking
On that note, human personality and intelligence
Ability to help with crafting magic items
Possibly able to read scrolls and such

I'm on the fence as to whether or not I should use the bioconstruct modifications


-bumping since I posted this pretty late last night-


Which was why I didn't reply. The first thing to ask, is what way do you it to assist you?


Mostly in crafting magic items and potential support casting via scrolls during combat.

I don't expect her to have high nat AC or health or be upfront fighting.


Alright so we want a base of arcane caster so we'll want to compare to the monster manual for clockwork caster. Or since you specified scrolls maube expert with umd?


I was thinking more the Scroll Use ability that Ratlings have but limited to wizard list spells


I'll look at it but UMDwould probably be easier from a design and pricing perspective.


Scroll Use basically just circumvents any sort of UMD required for scrolls, you're treated as having every spell in existence on your list for the purposes of activating scrolls.


I might flavor that as punchcards like old computers. Specially prepared, butthen that's me and cuts back on utility.


Sounds a lot like a Valet (Familiar Archetype)


No worries

I'm also thinking of using the option from ultimate magic to increase ability scores for a construct by spending 5000 gold per 2 points to get her up to 16 intelligence


"Medium size
Half bab
non-combat focused
Possibly pass for human, if not at least very humanoid looking
On that note, human personality and intelligence
Ability to help with crafting magic items
Possibly able to read scrolls and such"

This sounds like what you should aim for is a Leadership wizard cohort with some construct template. I don't know which one would fit best, but if you just swapped the humanoid subtype (which doesn't bring much to the table) with the construct subtype (with all it's traits) I'd say that's worth about 2 levels.

So, what I as a GM would do is say that you can take the leadership feat for this purpose, and if you are say level 15 with a LD score of 19, you would have an 11th level construct wizard as your cohort. Regardless of the details, something like this is very powerful and should both be considered by the GM and a hefty investment.

If you're not necessarily after an assistant that crafts magic items on their own, but rather something simpler that has the fluff of assisting you and maybe being able to lend some very basic help with Aid Another on the craft checks, you might want to look into a Lifespark construct, perhaps one of the lesser golems.

Lastly, there's the Clockwork Servant which mentions rare sentient versions of it. One of those (perhaps an advanced) might work very well.

Standard version:

Clockwork Servant CR 2

XP 600
N Medium construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
hp 31 (2d10+20); fast healing 2
Fort +0, Ref +4, Will +0
Immune construct traits
Weaknesses vulnerable to electricity

OFFENSE
Speed 30 ft.
Melee slam +6 (1d4+6)
Ranged net +4 (entangle)

STATISTICS
Str 19, Dex 14, Con —, Int 10, Wis 11, Cha 1
Base Atk +2; CMB +6; CMD 20
Skills Spellcraft +4, Use Magic Device -1
Feats Cosmopolitan, Improved Initiative, Lightning Reflexes
SQ repair clockwork, swift reactions, winding
Languages Common, Draconic, Elven

SPECIAL ABILITIES
Net (Ex)
As a standard action, a clockwork servant can launch a net from its shoulder. The launcher itself can contain up to five nets—loading a folded net into the launcher is a standard action. Some clockwork servants are outfitted with masterwork or even magic nets, although the clockwork servant presented here is armed with standard nets.

Repair Clockwork (Ex)
Clockwork servants are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, a clockwork servant can repair damage done to either itself or an adjacent clockwork creature, healing 1d10 points of damage to the target.

This version would be able to assist you with basic stuff and can Aid Another to sometimes give you a bonus on the craft checks. With a bit of luck, it can use really simple wands and scrolls but nothing more advanced.

Advanced version:

Clockwork Servant CR 4

XP 600
N Medium construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
hp 45 (5d10+20); fast healing 2
Fort +1, Ref +5, Will +1
Immune construct traits
Weaknesses vulnerable to electricity

OFFENSE
Speed 30 ft.
Melee slam +9 (1d4+6)
Ranged net +7 (entangle)

STATISTICS
Str 19, Dex 14, Con —, Int 10, Wis 12, Cha 1
Base Atk +5; CMB +9; CMD 23
Skills Craft (Alchemy) +6, Knowledge (Arcana) +2, Spellcraft +7, Use Magic Device +4
Feats Cosmopolitan, Improved Initiative, Lightning Reflexes, Magical Aptitude, Skill Focus (Use Magic Device)
SQ repair clockwork, swift reactions, winding
Languages Common, Draconic, Elven, Gnomish
Gear Headband of Vast Intellect +2 (Alchemy, Gnomish)

SPECIAL ABILITIES
Net (Ex)
As a standard action, a clockwork servant can launch a net from its shoulder. The launcher itself can contain up to five nets—loading a folded net into the launcher is a standard action. Some clockwork servants are outfitted with masterwork or even magic nets, although the clockwork servant presented here is armed with standard nets.

Repair Clockwork (Ex)
Clockwork servants are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, a clockwork servant can repair damage done to either itself or an adjacent clockwork creature, healing 1d10 points of damage to the target.

This version is a lot more useful in that it can reliably use many scrolls and wands and it also has access to other skills, as well as a higher bonus on Spellcraft.


There's also of course the Clockwork Mage, though that isn't a sentient being.


Note: In the prerequisites it says you have to be a 12th level caster to make it, is that skippable via the usual +5 to DC or is it a locked prerequisite?

RPG Superstar 2008 Top 32

Seems like this is the kind of thing simulacrum is meant to do. Passing for human is a lot to ask of a clockwork. (If there aren't visible gears and whirring noises, why bother with clockwork in the first place?)

You could also turn some apprentices into Soulbound Shells.


Opuk0 wrote:
Note: In the prerequisites it says you have to be a 12th level caster to make it, is that skippable via the usual +5 to DC or is it a locked prerequisite?

Sorry, I'm fairly certain you can't skip that, just like you can't skip the GP price of 84k.


Alright here's my suggestion. Use standard or unchained monster construction rules. Forget price or anything else. From there check it's CR and follow the pricing formula CR X CR X 500. If the cr is fractional(a distinct possibility depending on your level, needs, and it being non-combat) then just use CR X 500


Cast alter self on a valet familiar to make it humanoid.


Where is the CR X CR X 500 formula from?


From the building rules. I found it here. It says CR squared but I made it simpler by just writing the damn formula. And here's a thought for you. Make the construct your spell book

Grand Lodge

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I've had guys named Tony and Hank who tried this... it did not end well.


Tried which part? The assistant, the pricing, or the spellbook?


LazarX wrote:
I've had guys named Tony and Hank who tried this... it did not end well.

You misspelled Gary and Wyatt.


Havoq wrote:
LazarX wrote:
I've had guys named Tony and Hank who tried this... it did not end well.

You misspelled Gary and Wyatt.

This isn't Weird Science.

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