Wednesday, May 30, 2018

Visitors from the Clockwork Realm

The Clockwork Realm is a plane of true Law, composed of gigantic clockwork gears and other machinery. It is primarily inhabited by animated clockwork creatures. Some of these are mindless automatons that are programmed to maintain or defend the great machine's many cogs, while others are sentient beings who build and direct lesser constructs.

Experts in planar lore fiercely debate whether this plane is the domain of any gods. No artisan gods have claimed responsibility for its construction, and the clockwork inhabitants do not seem to serve any god. Even the inevitables who operate here are driven by a cosmic law separate from any code established by the gods of mortal creatures. Some scholars suggest that the infinitely complex machinery that fills the plane might itself qualify as a god of some kind.

Regardless of the presence of any actual divinities, a small cult has sprung up among some mortals who have encountered visitors from the Clockwork Realm. Members revere the intrinsic perfection of these clockwork beings, and strive to acquire greater knowledge of the magics that animate them.

One such point of contact is in the mountain dwarves' kingdom of Haraldan. Weird clockwork merchants have established trade with outposts of that nation--typically small, portable mechanical devices in exchange for the most flawless gems mined by the dwarves. Access to these exotic devices has allowed the dwarves to improve their own engineering skills to the point of creating clockwork constructs, as well as designing and operating vehicles such as the thaneguards (see Green Ronin's Hammer & Helm) and airships.

A typical Clockwork Realm caravan visiting the material plane will be led by one or more clockwork mercanes, who handle the trade negotations, and one or more clockwork witchwyrds, who monitor the company's defenses. (See below for stat blocks.) Porters and guards may include clockwork servants (Bestiary 3 16), clockwork soldiers (Bestiary 3 57), and/or clockwork steeds (Bestiary 4 33). If the caravan is transporting bulkier goods than will fit into the mercanes' chests, then they may employ massive pack hulks (clockwork gray renders); these creatures are dangerous if provoked, but normally too unintelligent to serve as guardians. If the caravan's masters foresee great danger to an expedition, then they might requisition a war hulk (war machine gray render) to guard their personnel and trade goods.



CLOCKWORK REALM MERCHANT (CR 6)
XP 2,400
Clockwork mercane (Bestiary 2 188, Advanced Bestiary 55)
LN Large construct (clockwork)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 23, touch 16, flat-footed 16 (+4 Dex, +3 dodge, +7 natural, -1 size)
hp 63 (6d10+30)
Fort +2, Ref +8, Will +4
DR 10/adamantine; Immune construct traits; Resist acid 10, cold 10, fire 10, sonic 10; SR 20
Weaknesses metal body, vulnerability to electricity
Offense
Speed 30 ft.
Melee masterwork falchion +10/+5 (2d6+6/18-20) or slam +9/+4 (1d6+6)
Space 10 ft.; Reach 10 ft. 
Spell-Like Abilities (CL 9th; concentration +8)
3/day--dimension door, invisibility (self only)
1/day--plane shift (DC 14)
Statistics
Str 19, Dex 18, Con --, Int 14, Wis 15, Cha 9
Base Atk +6; CMB +11; CMD 25
Feats Alertness, Combat Casting, Combat Expertise, Dodge[B], Improved Initiative[B], Lightning Reflexes[B]
Skills Appraise +8, Craft (clockwork) +7, Diplomacy +5, Disable Device +9, Knowledge (arcana, planes) +8, Perception +10, Profession (merchant) +8, Sense Motive +10, Spellcraft +8, Stealth -5; Racial Modifiers +5 Craft (clockwork), +5 Disable Device, -5 Stealth
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ created mind, creator bond, difficult to create, secret chest, swift reactions, winding
Ecology
Environment any
Organization solitary [or company (1-4 and 3-12 bodyguards of various races)]
Treasure incidental [double (masterwork Large falchion, other treasure)]
Special Abilities
Created Mind (Ex) See clockwork template
Creator Bond (Ex) See clockwork template
Difficult to Create (Ex) See clockwork subtype
Secret Chest (Sp) A mercane can retrieve or hide an extradimensional storage chest, as the secret chest spell (caster level 5th). The mercane does not need an expensive replica chest to use this ability; any chest will do. It can only use this ability on one chest at a time.
Swift Reactions (Ex) See clockwork subtype
Winding (Ex) See clockwork subtype


CLOCKWORK REALM MAGE (CR 7)
XP 3,200
Clockwork witchwyrd (Bestiary 2 285, Advanced Bestiary 55)
LN Medium construct (clockwork)
Init +8; Senses darkvision 60 ft., detect magic, low-light vision; Perception +8
Defense
AC 28, touch 17, flat-footed 21 (+4 armor, +4 Dex, +3 dodge, +7 natural)
hp 64 (8d10+20)
Fort +4, Ref +8, Will +4
Defensive Abilities absorb force; DR 10/adamantine or 5/magic; Immune construct traits; Resist acid 10, cold 10, fire 10, sonic 10
Weaknesses metal body, vulnerability to electricity
Offense
Speed 30 ft.
Melee ranseur +13/+8 (2d4+7/x3), 2 slams +7 (1d4+8 plus grab) or
4 slams +13 (1d4+8 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
Special Attacks force bolt
Spell-Like Abilities (CL 8th; concentration +10)
Constant--detect magic, floating disk, mage armor, resist energy (one at a time), unseen servant
3/day--dispel magic, displacement, suggestion (DC 15)
1/day--dimension door, resilient sphere (DC 16)
Statistics
Str 20, Dex 19, Con --, Int 12, Wis 11, Cha 14
Base Atk +8; CMB +13 (+17 grapple); CMD 27
Feats Alertness, Deflect Arrows[B], Dodge[B], Great Fortitude, Improved Initiative[B], Iron Will, Lightning Reflexes[B], Persuasive
Skills Bluff +8, Craft (clockwork) +6, Diplomacy +8, Disable Device +9, Knowledge (arcana, planes) +7, Knowledge (geography) +5, Perception +8, Sense Motive +6, Stealth -1, Use Magic Device +8; Racial Modifiers +5 Craft (clockwork), +5 Disable Device, -5 Stealth
Languages Common, Draconic, one or more planar languages; tongues
SQ created mind, creator bond, difficult to create
Ecology
Environment any
Organization solitary[, entourage (1 witchwyrd and 2-5 humanoid guards), or enclave (2-5 witchwyrds and 11-20 humanoid guards)]
Treasure incidental [double]
Special Abilities
Absorb Force (Su) Once per round, a witchwyrd can use a free hand to “catch” a magic missile fired at it. This absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create a force bolt. To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.
Created Mind (Ex) See clockwork template
Creator Bond (Ex) See clockwork template
Difficult to Create (Ex) See clockwork subtype
Force Bolt (Su) A witchwyrd can “throw” a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round).
Swift Reactions (Ex) See clockwork subtype
Winding (Ex) See clockwork subtype


PACK HULK (CR 9)
XP 6,400
Clockwork gray render (Bestiary 140, Advanced Bestiary 55)
N Large construct (clockwork)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +5
Defense
AC 30, touch 15, flat-footed 24 (+3 Dex, +3 dodge, +15 natural, -1 size)
hp 74 (8d10+30)
Fort +2, Ref +7, Will +3
DR 10/adamantine; Immune construct traits; Resist acid 10, cold 10, fire 10, sonic 10
Weaknesses metal body, vulnerability to electricity
Offense
Speed 30 ft.
Melee bite +16 (2d6+9), 2 claws +17 (1d8+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d8+13)
Statistics
Str 29, Dex 17, Con --, Int --, Wis 12, Cha 2
Base Atk +8; CMB +18 (+22 grapple); CMD 31
Feats Dodge[B], Improved Initiative[B], Lightning Reflexes[B]
Skills Craft (clockwork) +5, Disable Device +8, Perception +6, Stealth -6; Racial Modifiers +5 Craft (clockwork), +5 Disable Device, +4 Perception, -5 Stealth
Languages Giant
SQ double damage against objects
Ecology
Environment any
Organization solitary
Treasure incidental
Special Abilities
Created Mind (Ex) See clockwork template
Creator Bond (Ex) See clockwork template
Difficult to Create (Ex) See clockwork subtype
Double Damage to Objects (Ex) A clockwork gray render that makes a full attack against an object or structure deals double damage.
Swift Reactions (Ex) See clockwork subtype
Winding (Ex) See clockwork subtype


WAR HULK (CR 11)
XP 12,800
War machine gray render (Bestiary 140, Advanced Bestiary 295)
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 29, touch 13, flat-footed 25 (+4 Dex, +16 natural, -1 size)
hp 74 (8d10+30)
Fort +6, Ref +9, Will +6
DR 10/--; Immune electricity, construct traits; Resist acid 10, cold 10, fire 10
Weaknesses metal body
Offense
Speed 60 ft.; sprint
Melee bite +17 (4d6+10), 2 claws +17 (2d8+10 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks body blades (1d8), rend (2 claws, 2d8+15)
Statistics
Str 31, Dex 19, Con --, Int --, Wis 18, Cha 4
Base Atk +8; CMB +19 (+23 grapple); CMD 33
Skills Acrobatics +14 (+20 jumps), Climb +20, Perception +14; Racial Modifiers +10 Acrobatics, +10 Climb, +10 Perception
Languages Giant
SQ double damage against objects, war mount
Ecology
Environment any
Organization solitary, pair, or squad (3-6)
Treasure none
Special Abilities
Body Blades (Ex) See war machine template
Double Damage to Objects (Ex) A war machine gray render that makes a full attack against an object or structure deals double damage.
Sprint (Ex) See war machine template
War Mount (Ex) See war machine template

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