Clockwork Mage
Creature 9 (uncommon) — clockwork, construct, mindless
AnvilLANDclockworkconstruct
A clockwork mage is a lethal blend of magic and machinery. Each of these clockworks is imbued with an arcane stone at its core that powers spells through the wand embedded in its chest. Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert. The sturdy mainspring within a clockwork must be wound to provide the ener
Source: pathfinder-monster-core-2
Perception +17; darkvision
Skills acrobatics +17
Str
+2
Dex
+6
Con
+4
Int
-5
Wis
+2
Cha
-5
Items Clockwork Wand
AC 27
Fort +17
Ref +19
Will +17
HP 115
Immunities mental
Resistances physical (except adamantine, orichalcum) 5
Weaknesses electricity 10, orichalcum 10
Speed 25 feet
Offense
Melee Fist (agile, finesse, unarmed) +19, Damage 2d10+6 bludgeoning
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.
Clockwork Wand — The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed.
When removed, the clockwork wand is a Magic Wand containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
When removed, the clockwork wand is a Magic Wand containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
Energize Clockwork Wand (concentrate) — Frequency once per 10 minutes.
Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher.
Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher.
Arcane Innate Spells DC 28, attack +20
5th Howling Blizzard, Slither
4th Flicker, Fly, Wall of Fire
3rd Aqueous Orb, Haste
2nd Invisibility, Mist, Revealing Light, Web
1st Carryall, Gentle Landing, Grease
Cantrips (5th) Daze, Detect Magic, Frostbite, Shield, Tangle Vine
WORKS WELL WITH
SniperLANDRanged damage keeps pressure up while the mage's physical resistance absorbs melee focus that would otherwise be wasted.
CrasherLANDA burst melee attacker exploits the openings created while the party wastes actions chipping through its physical resistance.
SnareLANDA controller pins targets in place while the mage's high AC frontline absorbs any Reactive Strike risk.
PUNISHES
✖ physical weapon reliance✖ non-magical strikes
Avoid stacking with another physical-resistant frontline; the redundant resistance profile doesn't add a new problem for the party to solve.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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