Clockwork Buccaneer
Creature 9 (uncommon) — clockwork, construct, mindless
Pre-Remaster content. May include legacy alignment.
FlankerSniperLANDconstructclockwork
Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, clockwork buccaneers can use their water jets to easily propel themselves through the water or leap aboard enemy ships. In addition to an internal water tank and hydraulic pumps, most clockwork buccaneers are equipped with a cutlass and arm gun loaded with scatter shot. As one delves deeper into the industrial heart of Alkenstar, the clockwork adversarie
Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)
Perception +18; darkvision
Skills athletics +18, deception +12 (+20 to Feint), stealth +20
Str
+5
Dex
+6
Con
+3
Int
-5
Wis
+2
Cha
-5
Items Scimitar
AC 28
Fort +17
Ref +21
Will +15
HP 140
Immunities mental
Resistances physical (except adamantine, orichalcum) 10
Weaknesses electricity 10, orichalcum 10
Speed 25 feet
Offense
Melee Scimitar (forceful, magical, sweep) +21, Damage 2d6+11 slashing
Ranged Arm Gun (concussive, magical, reload-1, scatter-10) +21, range 40 feet, Damage 2d8+6 piercing
Abilities
Wind-Up — 24 hours, DC 26 Thievery, standby
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.
A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.
A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
Firearms Critical Specialization — When the buccaneer makes a critical hit with a firearm, the target must succeed at a DC 28 Fortitude save or be Stunned 1.
Pirate's Feint (mental) — The clockwork buccaneer Feints. If the target becomes Off-Guard to the buccaneer's melee attacks, it becomes off-guard to the buccaneer's ranged attacks as well.
Refill Tank —
Sneak Attack — The clockwork buccaneer deals an extra 2d6 precision damage to Off-Guard creatures.
Water Jet —
Water Jump —
WORKS WELL WITH
AnvilLANDA durable frontline unit draws attention so this precision striker can maneuver into Off-Guard windows unopposed.
SnareLANDA controller that restrains or immobilizes a target guarantees the setup this striker needs for its precision damage.
WeaverLANDA caster's debuffs create additional Off-Guard openings for this striker's Feint-and-Strike routine to exploit.
PUNISHES
✖ clumping✖ isolated targets✖ melee reliance
Avoid stacking multiple Flankers chasing the same Off-Guard window; a single precision striker per lockdown target already covers that niche.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Clockwork Buccaneer in the encounter builder — free, no install.
Open in PathfinderGM →