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Clockwork Hunter

Creature 0 (uncommon) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

FlankerSniperLANDVERTICALclockworkconstruct

Clockwork creatures are as common in Alkenstar as carts and horses are in most Inner Sea region cities. In the City of Smog, clockworks perform many of the simple, repetitive tasks that sentient workers find boring, as well as dangerous jobs such as private security or riot control. Tasks like patrolling the sewers for vermin are mundane, perfect for the clockwork hunter. Its hound-like appearance mimics one of humanity's trustiest hunting companions-with a few choice modifications, of course.

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +7; darkvision
Skills athletics +4 (+8 to Climb), stealth +8
Str
+0
Dex
+4
Con
+0
Int
-5
Wis
+3
Cha
-5
AC 18 Fort +2 Ref +8 Will +5
HP 12
Immunities mental
Weaknesses electricity 2, orichalcum 2
Speed 25 feet, climb 25 feet

Offense

Melee Leg (agile, finesse) +8, Damage 1d4 bludgeoning
Ranged Crossbow Bolt Launcher (reload-1) +8, range 60 feet, Damage 1d6 piercing

Abilities

Wind-Up — 48 hours, DC 14 Thievery check, 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.
Salvage Ammunition — The clockwork hunter gathers up any unattended crossbow bolts within reach and reloads its bolt launcher. The hunter restocks its supply of bolts, up to 10 bolts maximum.
Skirmish Strike — The clockwork hunter shuffles its feet and its weapon in tandem. It either Steps and then Strikes, or Strikes and then Steps.
Target Weakness — The clockwork hunter takes a moment to scan a creature for weaknesses, then Strikes with a +1 circumstance bonus to its attack roll. The hunter's Strike gains the deadly d4 trait for this attack.

WORKS WELL WITH

SniperLAND / VERTICALSniper capitalizes on the positioning chaos as the flanker flushes enemies from hiding with skirmish strikes.
AnvilLAND / VERTICALAnvil handles the numbers advantage while the flanker circles to set up target weakness attacks.
WeaverLAND / VERTICALWeaver controls tempo so the flanker can use skirmish strike and target weakness uncontested.

PUNISHES

✖ melee reliance✖ immobility✖ low Perception
Flanker-flanker overcommits to mobility over durability.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #178: Punks in a Powder Keg.

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