Animate Clockwork to replace Animate Dead


Homebrew and House Rules

Sovereign Court

So I am trying to change the flavor of the Animate Dead series of spells for my Cleric with the Artificer domain. Instead of Animate Dead, it will be Animate Clockwork. I am doing this to circumvent the “Evil” requirement of Animate Dead, and a bit of RP. My cleric doesn’t believe in undead. His mama always said there are no such things as ghosts.

I am trying to keep it just a bit underpowered compared to animate dead so I can still sell the idea to my GMs and not upset game balance. I have stripped the skeleton of the Improved Initiative feat, darkvision, and most of its combat specs. Unlike the skeleton, if my clockwork is destroyed, I can rebuild him. I did give it +2 HP per level, and I am thinking of adding Alarm, see invis, darkvision, or possibly a feat of some sort. I am making him to be my lab assistant/C3P-0/Jarvis of sorts.

So my GMs have signed off on the basic idea thus far, but I would like this communities ideas for finishing out its abilities and keeping game balance, and some fun RP angles.
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Animate Clockwork, lesser:
Domain: Artificer, or Class: Artificer. Level 2.
Casting Time 1 standard action
Components V, S, M (A Masterwork Clockwork of at least 25GP in value per size catagory:25 tiny, 50 small, 75 medium)
Range touch
Targets one Clockwork touched that must have been built by the casting Artificer.
Duration instantaneous
Saving Throw none; Spell Resistance no
An Animated Clockwork is a mindless automaton that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The clockwork can perform only one activity at a time, but it repeats the same activity over and over again if told to do so. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. The clockwork cannot climb or swim (though it can walk under water). Its base speed is 30 feet, and cannot run.
The Clockwork cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it
breaks/deactivates if it takes 6 points of damage. Repair of the Clockwork requires ½ the initial material cost.
It gets no saves against attacks. You can have any number of clockworks made, but can only control/command one at a time.

ANIMATED CLOCKWORK, LESSER CR 1/10
XP 10
LN Medium construct
Init -4; Senses Perception -4
DEFENSE
AC 6, touch 6, flat-footed 6 (+0 armor, -4 Dex, +0 natural)
hp 6 (1d8+2)
Fort -4, Ref -4, Will -4
DR 5/bludgeoning; Immune cold, construct traits
OFFENSE
Speed 30 ft. No jog or run speed
Melee, Unable to attack or comprehend battle tactics
STATISTICS
Str 2, Dex 2, Con —, Int —, Wis 2, Cha 2
Base Atk -4; CMB -4; CMD 6
Feats
Gear
ECOLOGY
Environment any
Organization any
Treasure none
Animated Clockworks are animated constructs given drive by Artificers or Clerics of the Artificer domain. The most basic of which can only perform tasks at the most basic level such as a unseen servant.
----------------------------------------------------

Animate Clockwork:
Domain: Artificer, or Class: Artificer. Level 3.
Casting Time 1 standard action
Components V, S, M (A Masterwork Clockwork of at least 25GP in value per size catagory:25 tiny, 50 small, 75 medium)
Range touch
Targets one Clockwork touched
Duration instantaneous
Saving Throw none; Spell Resistance no
An Animated Clockwork is a mindless automaton that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The clockwork can perform only simple activities, but it repeats the same activity over and over again if told to do so. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 6 (so it can lift 60 pounds or drag 300 pounds). It can't perform any task that requires a skill check with a DC higher than 12 or that requires a check using a skill that can't be used untrained. The clockwork cannot climb or swim (though it can walk under water). Its base speed is 30 feet and can only run at x2 speed.
The Clockwork doesn’t attack effectively, and can only use simple weapons. It cannot be killed, but it
breaks/deactivates if it takes 12 points of damage. Repair of the Clockwork requires ½ the initial material cost, or magical mending.
You can have any number of clockworks made, but can only control/command up to 4 HD at a time.

ANIMATED CLOCKWORK CR 1
XP 135
LN Medium construct
Init -2; Senses Perception -2
DEFENSE
AC 8, touch 8, flat-footed 8 (+0 armor, -2 Dex, +0 natural)
hp 12 (2d8+4)
Fort -2, Ref -2, Will -2
DR 5/bludgeoning; Immune cold, construct traits
OFFENSE
Speed 30 ft. Can only move at 30 or 60
Melee Simple Weapon -2 (1dX), claw –2 (1d4-2) or 2 claws -2 (1d4-2)
STATISTICS
Str 6, Dex 6, Con —, Int —, Wis 6, Cha 6
Base Atk -2; CMB -2; CMD 8
Feats
Gear
ECOLOGY
Environment any
Organization any
Treasure none
Animated Clockworks are animated constructs given drive by Artificers or Clerics of the Artificer domain. The most basic of which can only perform tasks at the most basic level such as an unseen servant.
The standard clockwork can record and playback simple messages (25 words)
-------------------------------------------------------
Animate Clockwork, Greater:
Domain: Artificer, or Class: Artificer. Level 4.
Casting Time 1 standard action
Components V, S, M (A Masterwork Clockwork of at least 25GP in value per size catagory:25 tiny, 50 small, 75 medium) (+200g for a voice module, and +300 for a sentience confinement module)
Range touch
Targets one Clockwork touched
Duration instantaneous
Saving Throw none; Spell Resistance no
A Greater Animated Clockwork is a sentient automaton that performs tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The clockwork can perform only simple activities, but it repeats the same activity over and over again if told to do so. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 10 (so it can lift 100 pounds or drag 500 pounds). It can't perform any task that requires a skill check with a DC higher than 14 or that requires a check using a skill that can't be used untrained. The clockwork cannot swim (though it can walk under water). Its base speed is 30 feet and can only run at x3 speed.
The Clockwork doesn’t attack effectively, and can only use simple weapons. It cannot be killed, but it
breaks/deactivates if it takes 24 points of damage. Repair of the Clockwork requires ½ the initial material cost, or magical mending.
You can have any number of clockworks made, but can only control/command up to 6 HD at a time.

ANIMATED CLOCKWORK, GREATER CR 2
XP 1200
LN Medium construct
Init -0; Senses Perception -0
DEFENSE
AC 10, touch 10, flat-footed 10 (+0 armor, -0 Dex, +0 natural)
hp 24 (4d8+8)
Fort -0, Ref -0, Will -0
DR 5/bludgeoning; Immune cold, construct traits
OFFENSE
Speed 30 ft. Can only move at 30, 60, or 90
Melee Simple Weapon (1dX), claw (1d4) or 2 claws (1d4)
STATISTICS
Str 10, Dex 10, Con —, Int 10, Wis 10, Cha 10
Base Atk -0; CMB -0; CMD 10
Feats
Gear
ECOLOGY
Environment any
Organization any
Treasure none
Animated Clockworks are animated constructs given drive by Artificers or Clerics of the Artificer domain. The most basic of which can only perform tasks at the most basic level such as an unseen servant.
The greater animated clockwork has basic sentience. Int, Wis, and Cha of 10.


SterlingEdge wrote:
My cleric doesn’t believe in undead

What

Huh

How do you

I

WHAAAAAT?

Sovereign Court

Rynjin wrote:
SterlingEdge wrote:
My cleric doesn’t believe in undead

What

Huh

How do you

I

WHAAAAAT?

Same thing my GM said, but it has been fun RPing that decision. "Ya see, thems not dead, theys just ornery cause their medulla oblongata.”

ala Adam Sandler and The Waterboy.


Starfinder Superscriber

Hmm, I like the flavor and the stats. If my artificer clerics (and there are currently 2 of them in my game) proposed this I'd listen.


SterlingEdge wrote:


Same thing my GM said, but it has been fun RPing that decision. "Ya see, thems not dead, theys just ornery cause their medulla oblongata.”

ala Adam Sandler and The Waterboy.

That is probably one of the weirdest, funnest Cleric ideas I've ever heard.

So is he a Cleric that has no Kn. Religion, or he just recognizes what they are and what their weaknesses are but doesn't believe they're undead?

Sovereign Court

Rynjin wrote:


That is probably one of the weirdest, funnest Cleric ideas I've ever heard.

So is he a Cleric that has no Kn. Religion, or he just recognizes what they are and what their weaknesses are but doesn't believe they're undead?

He has Kn Religion, we have encountered ghosts, shades, a vampire, and skeletons. Skeletons are just animated, like animate object. Ghosts and shades are just inter planar. And vampires are just stinky jerks that do blood magic.


Isn't it standard that Clockwork creature have vulnerability to electric damage?

That being said, I think this is a hilarious concept and wish I could see it in action, especially if the rest of the group holds more traditional views toward undead.

Sczarni

Slightly off-topic, does it bother anyone else that the most common use of Knowledge: Religion is to know things about ghosts, zombies, and other undead monsters? You don't even use it to know about angels and demons (Planes), or about prominent religious practices in an area (Local).

I think you've done a great job of not making your new spell too overpowered. The lesser version is basically Unseen Servant that gives up its immunity to being attacked in favor of not disappearing after a few hours. If you want to give it a little extra, I'd say give it skill ranks and let it Aid Another in any skill it has ranks in. Maybe +5 Disable Device, +5 Heal, +5 Craft/Profession(any), and +5 Handle Animal?

I wish there were more support for players who wanted to play as tinkerers, clockworkers, and steampunks. There needs to be a whole array of various Craftables like this!


Silent Saturn wrote:
Slightly off-topic, does it bother anyone else that the most common use of Knowledge: Religion is to know things about ghosts, zombies, and other undead monsters? You don't even use it to know about angels and demons (Planes), or about prominent religious practices in an area (Local).

I generally have about 2 possible knowledges a player can roll on a given topic. Finding weaknessess on magical fey could be arcana or nature, knowing about local religious practices coudl be local or religion. It depends on what the game calls for. In terms of purely gameplay

Sovereign Court

Big Lemon wrote:

Isn't it standard that Clockwork creature have vulnerability to electric damage?

That being said, I think this is a hilarious concept and wish I could see it in action, especially if the rest of the group holds more traditional views toward undead.

I like the idea of adding a vulnerability to electricity (Imagine R2D2 getting shocked and screaming), but I feel I have already made it really weak compared to Animate dead. I have also given it a +1 spell level adjustment. Animate dead lesser is lvl 1, my clockwork is a 2nd lvl spell. What could I give to the clockwork to make it better to offset the vulnerability without upsetting game balance?

And the rest of the group still tries to convince me that the skeletons are Undead. As far as my dwarven cleric is concerned, things is dead, alive, or animated. Undead is just a fancy word for still movin.

Sovereign Court

Silent Saturn wrote:

Slightly off-topic, does it bother anyone else that the most common use of Knowledge: Religion is to know things about ghosts, zombies, and other undead monsters? You don't even use it to know about angels and demons (Planes), or about prominent religious practices in an area (Local).

I think you've done a great job of not making your new spell too overpowered. The lesser version is basically Unseen Servant that gives up its immunity to being attacked in favor of not disappearing after a few hours. If you want to give it a little extra, I'd say give it skill ranks and let it Aid Another in any skill it has ranks in. Maybe +5 Disable Device, +5 Heal, +5 Craft/Profession(any), and +5 Handle Animal?

I wish there were more support for players who wanted to play as tinkerers, clockworkers, and steampunks. There needs to be a whole array of various Craftables like this!

I feel I have gone a step too far and made the clockwork too UNDER powered. I am fine with this, but could I add a few things to make it a bit more in line with animate dead, with the benefits of a slightly upgraded unseen servant, but still have it be just a bit underpowered...

I can see giving it a skill or two, or "Aid another" or a blanket +1 to all untrained skills, but I don't want to give it Disable device, or sleight of hand, or spellcraft type stuff.

We don't have a lot of support for clockwork, or steampunkish stuff 'cause WOTC owns Warforged.

Sovereign Court

I was thinking a fun/RPable thing to buff up my little friend here would be a permanent Sanctuary spell. You ever wonder why R2 and 3CPO rarely get shot in those all out battles, well other than bad aim.

Figure a low DC save, with it getting progressively better for the advanced levels of the spell.

Shadow Lodge RPG Superstar 2010 Top 8

Dex 2! Ouch! Clockworks are supposed to be the nimble and swift constructs in Pathfinder (at least according to the Clockwork Template from the ISWG)

Which, if you haven't looked at, you definitely should:

ISWG wrote:

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: Increase the time and gp cost required to create a clockwork by 50% over normal.

Sovereign Court

Benchak the Nightstalker wrote:

Dex 2! Ouch! Clockworks are supposed to be the nimble and swift constructs in Pathfinder (at least according to the Clockwork Template from the ISWG)

Which, if you haven't looked at, you definitely should:

ISWG wrote:

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: Increase the time and gp cost required to create a clockwork by 50% over normal.

Good reference, I may need to look further into that.

The low stats are for the lowest lvl of the clockwork. A unseen servant has a str of 2, so I just gave it a 2 dex as well. This is a very very basic robot. The 2nd spell (3rd lvl) is 6 str and 6 dex, the 4th lvl is 10 str, 10 dex, and since it its the first incarnation of the spell with a personality, it also has a 10 int/wis/cha. It has the intellect of a 6th grader. I dont want the clockwork to be a better blacksmith than an actual blacksmith. It is a lab assistant that can sometimes eat a trap or take a swing.

I am playing a cleric, and I would like to be seen as the cleric. Not a pet class, or basically be playing 2 characters, the cleric and the robot. Animate dead is a weakish fighter. Animate clockwork can be that too, maybe with a toggle switch (Go go gadget killbot), but I don’t want it to become a regular percentage of my damage or cleverness.

As a basic spell (lvl 2) I see it being just barley more good than bad to have around. As a 4th lvl spell, I would like it to be a useful tool that can help deliver a message or walk through a poison cloud to hit the off switch. I also just kinda want to get it killed every week in strange and disturbing manners.


SterlingEdge wrote:


As a basic spell (lvl 2) I see it being just barley more good than bad to have around. As a 4th lvl spell, I would like it to be a useful tool that can help deliver a message or walk through a poison cloud to...

so a robokenny :)

Sczarni

SterlingEdge wrote:
Silent Saturn wrote:

Slightly off-topic, does it bother anyone else that the most common use of Knowledge: Religion is to know things about ghosts, zombies, and other undead monsters? You don't even use it to know about angels and demons (Planes), or about prominent religious practices in an area (Local).

I think you've done a great job of not making your new spell too overpowered. The lesser version is basically Unseen Servant that gives up its immunity to being attacked in favor of not disappearing after a few hours. If you want to give it a little extra, I'd say give it skill ranks and let it Aid Another in any skill it has ranks in. Maybe +5 Disable Device, +5 Heal, +5 Craft/Profession(any), and +5 Handle Animal?

I wish there were more support for players who wanted to play as tinkerers, clockworkers, and steampunks. There needs to be a whole array of various Craftables like this!

I feel I have gone a step too far and made the clockwork too UNDER powered. I am fine with this, but could I add a few things to make it a bit more in line with animate dead, with the benefits of a slightly upgraded unseen servant, but still have it be just a bit underpowered...

I can see giving it a skill or two, or "Aid another" or a blanket +1 to all untrained skills, but I don't want to give it Disable device, or sleight of hand, or spellcraft type stuff.

We don't have a lot of support for clockwork, or steampunkish stuff 'cause WOTC owns Warforged.

I figure that a 1st-level character can easily have a +6 to a skill that it's good at (1 rank, class bonus, +2 ability score) and maybe +1 to a skill it's bad at.

Pick a handful of skills for the clockwork to be good at-- whichever ones you want. Then give it the ability to Aid Another in any skill check that can be aided, with a +6 on its roll for its good skills and a +1 for its bad skills. However, it can't make skill checks of its own volition, it can only aid.

Maybe it can Aid Another in combat too, even though it can't attack by itself?

Sovereign Court

Silent Saturn wrote:

I figure that a 1st-level character can easily have a +6 to a skill that it's good at (1 rank, class bonus, +2 ability score) and maybe +1 to a skill it's bad at.

Pick a handful of skills for the clockwork to be good at-- whichever ones you want. Then give it the ability to Aid Another in any skill check that can be aided, with a +6 on its roll for its good skills and a +1 for its bad skills. However, it can't make skill checks of its own volition, it can only aid.

Maybe it can Aid Another in combat too, even...

Can an unseen servant Aid Another? If it cant I think I will leave that ability out of the low level version, and maybe add it to the 4th lvl version.

What skills would an unseen servant have? What could you tell a skeleton to do besides attack? Could you have a skeletal blacksmith, or healer? Or even have the skeleton administer a potion to a fallen ally? Could you have a skeleton do kabuki theater? Pry open a stuck door?


My question is this...

does he use the animate clockwork to animate skeletons and other corpses to "clockwork" skeletons and zombies?

or does he create actual wood and non-organic clockwork automations.

i only ask because I kind of feel on a personal level that using some ones corps to create a robot is pretty much just as bad as using evil magic to do the same thing. ... not to mention its just creepy.

Sovereign Court

blue_the_wolf wrote:

My question is this...

does he use the animate clockwork to animate skeletons and other corpses to "clockwork" skeletons and zombies?

or does he create actual wood and non-organic clockwork automations.

i only ask because I kind of feel on a personal level that using some ones corps to create a robot is pretty much just as bad as using evil magic to do the same thing. ... not to mention its just creepy.

Animate Clockwork uses a metal construct, 25G per size catagory(Tiny, Small, Medium). 75g to make a medium humanod instead of the corpse and 25GP gem that a 3HD Animate Dead costs.


works for me.

Sovereign Court

Here are the final incarnations of the Animate Clockwork spells I will be going with. Lvl 2 is a tangible unseen servant (stats at 2), lvl 3 is a little more buff with a couple of optional add ons (Stats at 6), and the lvl 4 has basic understanding and sentience (Stats at 10). Most of these could probably be brought down 1 level to match their Animate Dead cousins, but being that they get a bit smarter than skellys the adjustment may be appropriate.

What do you'all think of the spell component cost with the add ons, and the power to level ratio?

Animate Clockwork, lesser:
Domain: Artificer, or Class: Artificer. Level 2.
Casting Time 1 standard action
Components V, S, M (A Masterwork Clockwork of at least 25GP in value per size catagory:25 tiny, 50 small, 75 medium)
Range touch
Targets one Clockwork touched.
Duration instantaneous
Saving Throw none; Spell Resistance no
An Animated Clockwork is a mindless automaton that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The clockwork can perform only one activity at a time, but it repeats the same activity over and over again if told to do so. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can't perform any task that requires a check using a skill that can't be used untrained. The clockwork cannot climb or swim (though it can walk under water). Its base speed is 30 feet, and cannot run.
The Clockwork cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it
breaks/deactivates if it takes 6 points of damage. Repair of the Clockwork requires ½ the initial material cost, or magical mending.
It gets no saves against attacks. You can have any number of clockworks made, but can only control/command one at a time.

Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

The clockworks you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of clockwork creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess clockworks from previous castings become uncontrolled. You choose which creatures are released.

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ANIMATED CLOCKWORK, LESSER CR 1/3
XP 135
LN Medium construct
Init -4; Senses Perception -4
DEFENSE
AC 6, touch 6, flat-footed 6 (+0 armor, -4 Dex, +0 natural)
hp 6 (1d8+2)
Fort -4, Ref -4, Will -4
DR 5/bludgeoning; Immune cold, construct traits
OFFENSE
Speed 30 ft. No jog or run speed
Melee, Unable to attack or comprehend battle tactics
STATISTICS
Str 2, Dex 2, Con —, Int —, Wis 2, Cha 2
Base Atk -4; CMB -4; CMD 6
Feats
Gear
ECOLOGY
Environment any
Organization any
Treasure none
Animated Clockworks are animated constructs given drive by Artificers or Clerics of the Artificer domain. The most basic of which can only perform tasks at the most basic level such as an unseen servant.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Animate Clockwork:
Domain: Artificer, or Class: Artificer. Level 3.
Casting Time 1 standard action
Components V, S, M (A Masterwork Clockwork of at least 25GP in value per size catagory:25 tiny, 50 small, 75 medium) (+100g for a Voice/Alarm module , and +100 for a wing module, only tiny clockworks can have wing modules, they gain the Hover feat and lose 1 HD)
Range touch
Targets one Clockwork touched
Duration instantaneous
Saving Throw none; Spell Resistance no
An Animated Clockwork is a mindless automaton that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The clockwork can perform only simple activities, but it repeats the same activity over and over again if told to do so. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 6 (so it can lift 60 pounds or drag 300 pounds). It can't perform any task that can’t be used untrained. The clockwork cannot climb or swim (though it can walk under water). Its base speed is 30 feet and can only run at x2 speed.
Audible Alarm: An audible alarm produces the sound of a siren, and anyone within 60 feet of the construct can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the siren can be heard faintly as far as 180 feet away. The sound lasts until the password is spoken. Creatures within a silence spell cannot hear the siren.
Ethereal or astral creatures do not trigger the alarm.

The Clockwork doesn’t attack effectively, and can only use simple weapons. It cannot be killed, but it
breaks/deactivates if it takes 12 points of damage. Repair of the Clockwork requires ½ the initial material cost, or magical mending.

-------------

ANIMATED CLOCKWORK CR 1
XP 400
LN Medium construct
Init -2; Senses Perception -2
DEFENSE
AC 8, touch 8, flat-footed 8 (+0 armor, -2 Dex, +0 natural)
hp 12 (2d8+4)
Fort -2, Ref -2, Will -2
DR 5/bludgeoning; Immune cold, construct traits
OFFENSE
Speed 30 ft. Can only move at 30 or 60
Melee Simple Weapon -2 (1dX), claw –2 (1d4-2) or 2 claws -2 (1d4-2)
STATISTICS
Str 6, Dex 6, Con —, Int —, Wis 6, Cha 6
Base Atk -2; CMB -2; CMD 8
Feats Improved Initiative
Gear
ECOLOGY
Environment any
Organization any
Treasure none
Animated Clockworks are animated constructs given drive by Artificers or Clerics of the Artificer domain. The most basic of which can only perform tasks at the most basic level such as an unseen servant.
The standard clockwork can record and playback simple messages (25 words)
The CR1 animated clockwork has basic understanding. Wis, and Cha of 6.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Animate Clockwork, Greater:
Domain: Artificer, or Class: Artificer. Level 4.
Casting Time 1 standard action
Components V, S, M (A Masterwork Clockwork of at least 25GP in value per size catagory:25 tiny, 50 small, 75 medium) (+100g for a Voice/Alarm module, and +300 for a sentience confinement module, and +100 for a wing module, only tiny clockworks can have wing modules, they gain the Hover feat and lose 1 HD)
Range touch
Targets one Clockwork touched
Duration instantaneous
Saving Throw none; Spell Resistance no
A Greater Animated Clockwork is a sentient automaton that performs tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The clockwork can perform only simple activities, but it repeats the same activity over and over again if told to do so. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 10 (so it can lift 100 pounds or drag 500 pounds). It can't perform any task that can't be used untrained. The clockwork cannot swim (though it can walk under water). Its base speed is 30 feet and can only run at x3 speed. A greater animated clockwork can also use Aid Another in non combat situations.
Audible Alarm: An audible alarm produces the sound of a siren, and anyone within 60 feet of the construct can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the siren can be heard faintly as far as 180 feet away. The sound lasts until the password is spoken. Creatures within a silence spell cannot hear the siren.
Ethereal or astral creatures do not trigger the alarm.

The Clockwork doesn’t attack effectively, and can only use simple weapons. It cannot be killed, but it breaks/deactivates if it takes 24 points of damage. Repair of the Clockwork requires ½ the initial material cost, or magical mending.
The greater animated clockwork has basic sentience and understanding. Int, Wis, and Cha of 10.

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ANIMATED CLOCKWORK, GREATER CR 2
XP 600
LN Medium construct
Init -0; Senses Perception -0
DEFENSE
AC 10, touch 10, flat-footed 10 (+0 armor, -0 Dex, +0 natural)
hp 24 (4d8+8)
Fort -0, Ref -0, Will -0
DR 5/bludgeoning; Immune cold, construct traits
OFFENSE
Speed 30 ft. Can only move at 30, 60, or 90
Melee Simple Weapon (1dX), claw (1d4) or 2 claws (1d4)
STATISTICS
Str 10, Dex 10, Con —, Int 10, Wis 10, Cha 10
Base Atk -0; CMB -0; CMD 10
Feats Improved Initiative
Gear
ECOLOGY
Environment any
Organization any
Treasure none
Animated Clockworks are animated constructs given drive by Artificers or Clerics of the Artificer domain. The most basic of which can only perform tasks at the most basic level such as an unseen servant.
The greater animated clockwork has basic sentience and understanding. Int, Wis, and Cha of 10.


Do the uncontrolled Clockworks just repeat the actions they were given, or do they fall down like a puppet with their strings cut?

Sovereign Court

Goth Guru wrote:
Do the uncontrolled Clockworks just repeat the actions they were given, or do they fall down like a puppet with their strings cut?

I guess they become "Uncontrolled". Not sure what that means exactly though. Do they tear apart my lab, or just do mindless things like watch American Idol...

My Animated Clockwork, KEN E (Kinetically Enhanced Neurologic Entity) had its first death last night. He was sacrificed on an alter as an offering to get teleported out of a dungeon... Oh my god, I killed KEN E...

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