clockwork suit series

 

Clockwork Suit Mark series

 

 

April 11, 2011 / Matthew Stinson

This mechanical framework combines plates of iron and dull brass. Interlocking screws vibrate and tubes full of arcane fluids pump as this metal beast takes a heavy step forward.

The clockwork suit is a mechanical body with oversized arms and hands used mainly for heavy labor. Wire, tubing, and sprockets line a cast-iron frame plated in brass. When used in battle, the operator of the clockwork suit slowly presses forward, shrugging off damage and spells as they bring down devastating slam attacks with their plated fists.

Clockwork Suit (CR 6)

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5)

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

  • Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
  • Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
  • Swift Reactions (Ex) 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 (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Typical Characteristics

Standing 13 ft. tall and half as wide, the clockwork suit is a menacing mass of solid metal—a wall of gear-powered strength. Styles vary from culture to culture, but all suits are heavy, weighing 4,500 lb. Clockwork suits take on the mannerisms of their operators.

Many different types of clockwork suits have specialized tasks and tools: axe hands for lumber camps, massive hammers for large-scale smithing operations; and other variations. Some suits may hold multiple operators, combining their knowledge and skills, while others are built for battle with increased size and armor.

Construction

A clockwork suit is assembled from hundreds of clockwork gears, all of which are perfectly timed and calibrated. The refined oils and arcane fluids within the clockwork suit’s construction cost 500 gp. Clockwork suits usually require a team of trained engineers to aid the lead manufacturer in their work.

CL 6th; Price 19,500 gp

Requirements Craft Construct, arcane lock, deep slumber, mount, creator must have CL 6th; Skill Craft (clockwork) and Knowledge (engineering) DC18; Cost 10,500

Clockwork suit variant

By Jason Waltman

Clockwork Suit mark 2 (CR 6) frogman

XP 2,400

N Large construct, Aquatic Subtype

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5), harpoon gun 2d6/2d8, trident 2d6/2d8

SQ :Amphibious, Water Breathing

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

skill: swim +8

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

Amphibious (Ex)

Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.Typical Characteristics

Water Breathing (Ex)

A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged

Specially modified for deep lake , sea operation missions

Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.

Swift Reactions (Ex) 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 (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Clockwork Suit mark 3 the wingman

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) sword 2d6

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

  • Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
  • Swift Reactions (Ex) 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 (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Flight (Ex or Su)

A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

With clockwork wing that able the suit fly

Clockwork Suit (CR 6) mark 4 cannon heavy arm

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) Cannon 6d6

 

Cannon

 

 

6,000 gp

 

 

6d6

 

 

×4

 

 

100 ft.

 

 

B and P

 

 

2

 

 

1

 

 

3

 

 

10 ft.

 

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Note cannon require a gunner and reloader to operator clockwork

Assault clockwork suit with gravity feed cannon ball clip for 10 cannon ball before need reload

Clockwork Suit : mark five Dragon walker suit

XP 2,400

N Large construct ,Shapechanger Subtype

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) Sword 2d6

only in dragon forms bite :1d8 4 claws 1d6 tail slap1d8

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

Skill : fly +8

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleeplike state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

.

Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.

Swift Reactions (Ex) 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 (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Flight (Ex or Su)

A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.

tail become sword in suit mode

Clockwork Suit (CR 6) sword and shield guardian

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) sword 2D6 ,sheild lager heavy steel

Shield,             heavy steel

 

 

120 gp

 

4

 

 

–2

 

15%

 

 

 

100 lbs

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleeplike state and subconsciously controls the clockwork suit.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

  • Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
  • Swift Reactions (Ex) 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 (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Typical Characteristics

Standing 13 ft. tall and half as wide, the clockwork suit is a menacing mass of solid metal—a wall of gear-powered strength. Styles vary from culture to culture, but all suits are heavy, weighing 4,500 lb. Clockwork suits take on the mannerisms of their operators.

Many different types of clockwork suits have specialized tasks and tools: axe hands for lumber camps, massive hammers for large-scale smithing operations; and other variations. Some suits may hold multiple operators, combining their knowledge and skills, while others are built for battle with increased size and armor.

Construction

A clockwork suit is assembled from hundreds of clockwork gears, all of which are perfectly timed and calibrated. The refined oils and arcane fluids within the clockwork suit’s construction cost 500 gp. Clockwork suits usually require a team of trained engineers to aid the lead manufacturer in their work.

CL 6th; Price 19,500 gp

Requirements Craft Construct, arcane lock, deep slumber, mount, creator must have CL 6th; Skill Craft (clockwork) and Knowledge (engineering) DC 18; Cost 10,500

Clockwork Suit (CR 6) 6.5   archer woodman

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) ballista 3d6

 

Ballista

 

 

500 gp

 

 

3d8

 

 

19–20

 

 

120 ft.

 

 

1

 

 

PRG:CRB

 

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

  • Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
  • Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
  • Swift Reactions (Ex) 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 (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Note : require  pilot and gunner to operator

Clockwork Suit mark 7 the scout

The scout search the area for enemy unit and report to the nearest suit via telepathic

XP 2,400

N Large construct

Init −1; Senses dark vision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic, telepathic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5)

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting sub type, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Telepathy (Su)

The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time

Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

Vulnerable to     Electricity: Clockwork constructs take 150% as much damage as     normal from electricity attacks.

Swift Reactions (Ex)     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 (Ex) The time and GP cost required to create a     clockwork is 150% of normal. Construction requirements in individual     clockwork monster entries are already increased.

 

 

Typical Characteristics

Standing 13 ft. tall and half as wide, the clockwork suit is a menacing mass of solid metal—a wall of gear-powered strength. Styles vary from culture to culture, but all suits are heavy, weighing 4,500 lb. Clockwork suits take on the mannerisms of their operators.

Many different types of clockwork suits have specialized tasks and tools: axe hands for lumber camps, massive hammers for large-scale smithing operations; and other variations. Some suits may hold multiple operators, combining their knowledge and skills, while others are built for battle with increased size and armor.

Construction

A clockwork suit is assembled from hundreds of clockwork gears, all of which are perfectly timed and calibrated. The refined oils and arcane fluids within the clockwork suit’s construction cost 500 GP. Clockwork suits usually require a team of trained engineers to aid the lead manufacturer in their work.

CL 6th; Price 19,500 GP

Requirements Craft Construct, arcane lock, deep slumber, mount, creator must have CL 6th; Skill Craft (clockwork) and Knowledge (engineering) DC 18; Cost 10,500

OPEN GAME LICENSE Version 1.0a

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  15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Clockwork suit mark one © kobold press April 11, 2011 / Matthew Stinson

https://koboldpress.com/clockwork-suit-mark-one/

Clockwork suit mark 2-7 © Twoguysgames publishing 2016 Jason Waltman

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