Clockwork Soldier

Greatfrito

First Post
Clockwork Soldiers
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Clockwork Soldier
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Medium-Sized Construct (Clockwork)
Hit Dice: 2d10 (11 hp)
Initiative: +1
Speed: 20ft. (4 squares)
Armor Class: 21 (+1 Dex, +8 natural, +2 large shield) touch 11, flat-footed 20
Base Attack/Grapple: +1/+4
Attack: Slam +4 melee (1d8+3), or Longsword +4 melee (1d8+3)
Full Attack: Longsword +4 melee (1d8+3), or 2 Slams +4 melee (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/Adamantine, Clockwork Traits*
Saves: Fort+0, Refl+1, Will+0
Abilities: Str 16, Dex 13, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: -
Environment: -
Organization: -
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -
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The clockwork soldier is a humanoid construct of pure mechanics. These soldiers used to be used as the primary heavy forces of the Technologists in their war for freedom. Now, they commonly serve as guards in addition to making up the largest portion of the army of Aashadinon. As clockworks, they are not created or run by magic. Nearly all Soldiers are equiped with a longshield and a large steel shield, and they are crafted with the same amount of cover as full plate. Because of their metallic nature, Clockwork soldiers are naturally resistant to physical damage.

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Clockwork Subtype
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A clockwork creature is a construct created only by mechanical means with no magical nature.

Features: A Clockwork construct has the following features.
*10-sided hit dice
*Base attack bonus equal to 3/4 total Hit Dice (as cleric).
*No good saving throws.
*Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.

Traits: A Clockwork construct has the following traits (unless noted otherwise in a creature's entry).
*No Constitution score.
*Low-light vision.
*Darkvision out to 60 feet.
*Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
*Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects.
*Cannot heal damage on their own, but can be repaired by the Craft: Clockworks skill.
*Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
*Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
*Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
*Since it was never alive, a clockwork cannot be raised or resurrected.
*Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
*Proficient with no armor.
*Clockworks do not eat, sleep, or breathe.
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Okay, the biggest questions I have are:

A.) What should one of these's CRs be? I'm thinking that they're not that powerful. *shrug*

B.) What should one cost to make (or lets just say the market price for one)? I'm guessing a lot, but not too much.
 
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I'd say CR 2. That DR will really slow down a 1st or 2nd level party, the AC is pretty good and the damage it deals is not so bad either. Figure a 1st-level party will lose more than the standard 20% of their resources fighting one.
 

Anywho, a little bit of a bump can't hurt, right? I'd like more feedback on cost really, or at least how I should go about figuring that out for myself. Thanks.
 


I'd say price 3000-4000 gp. It's like a small, very weak flesh golem without the magic immunity or anything else special besides the DR. Or, conversely, it's a strong homunculus with DR. Divide that in half for "cost to create", and of course it would require X ranks in Craft (clockworks). :)
 


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