Same here. We're only looking for a DC hard enough to "jam" it, right?
Clockwork Powered (Ex): Most of the time, a clockwork warrior golem is powered via a winding-sprocket set in the wall or floor which fits into the golem's back, chest, or one of its feet. Winding-sprockets are driven by some kind of magical or mechanical engine, usually a waterwheel. A sprocket is AC 7, hardness 15 and takes 30 hit points or a DC 30 Str check to destroy.
A clockwork warrior golem can function continuously as long as it is powered by a winding sprocket. If a clockwork golem moves out of a square containing a winding-socket it must disconnect itself from its power source and switch to internal springs for power. These springs only hold enough energy for a short period of activity. A clockwork warrior golem will grow slower and weaker as its springs wind down, as indicated in the following table:
Rounds of spring-powered activity
01-10 rounds - Moves and fights normally.
11-20 rounds - Cannot run, -4 Strength penalty.
21-30 rounds - Single action only, -12 Strength penalty.
31-40 rounds - Speed reduced to 5 ft., -20 Strength penalty.
41+ rounds - Helpless and immobile.
A clockwork warrior golem can rewind its springs by reconnecting itself to a winding-sprocket. This typically requires 1 round of rewinding to regain 1 round of spring-powered activity, but the rate may vary depending on the power-supply.
It is possible to rewind a clockwork golem using a giant key, but this requires enormous strength (DC 30 Strength check for 1 round's worth of winding). A creature with a Strength of 30 or more can "take 20" to rewind the clockwork at the rate of 1 round duration per 2 minutes of rewinding.