Gears and Oil (Ex) [Divine]
You have given up faith in the flesh but found it again in the incessant and methodical creaking of gears.
Prerequisites: Construct type or Half-Construct subtype.
Benefit: You gain the Clockwork Subtype and the following traits.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. Unlike a normal clockwork, a fully wound clockwork Immortal can remain active for 1 week per Hit Die + DR.
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.
Also, the clockwork Immortal gains 1 clockwork augmentation (see below) for DR.
Charged (Ex): Equipped with a static generator, a clockwork with this special ability deals an additional 1d6 points of electricity damage for every 3 HD it has (minimum 1d6) with all natural attacks and melee weapons it has.
Efficient Winding (Ex): Built for long missions, a clockwork with this special ability can function for 3 weeks per Hit Die + DR each time it’s wound.
Embedded Ioun Stone (Ex): As a full-round action, an ioun stone can be embedded in (or removed from) a slot in the clockwork creature (usually on its forehead). It is possible to embed or remove an ioun stone only if the clockwork is helpless, pinned, or willing. The clockwork gains the benefit of the ioun stone, including its resonant power.
Grind (Ex): A clockwork with this special attack deals additional slashing damage when it makes a successful grapple combat maneuver check because of many twisting gears and churning pistons in its body. This additional damage is equal to 1d6 points (1d8 if Large, 2d6 if Huge, 3d6 if Gargantuan, or 4d6 if Colossal) plus 1-1/2 the creature’s Strength bonus. Might apply to this damage as if its a natural attack.
Integrated Firearm (Ex): One of the clockwork’s arms ends in a firearm. The firearm generally functions as a pistol or musket intended for a creature of the clockwork’s size, but nearly any firearm of suitable size is possible. The clockwork is considered proficient with the weapon. The clockwork can reload an integrated one-handed firearm as a swift action and an integrated two-handed firearm as a move action without provoking attack opportunity. As a standard action, the clockwork can remove the broken condition from an integrated firearm, provided that the condition resulted from a misfire. A clockwork automatically generate 10 rounds of ammunition and gunpowder within the reloading mechanism at the start of its turn. Might apply to the damage of this firearm.
Proficient (Ex): A clockwork with this special ability is proficient with all simple and martial weapons. The clockwork must have humanlike hands in order to gain this ability.
Repair Clockwork (Ex): Clockworks with this special ability are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, the clockwork can repair damage done to either itself or an adjacent clockwork creature, restoring 2d10 hit points to the target.
Self-Destruction (Ex): When the hit points of a creature with this special ability are reduced to 10% of its total or less but are still above 0, the creature can self-destructs on its next turn, bursting in an explosion of metal scraps and steam in a 20-foot-radius burst. The damage dealt is equal to 1d6 points for each Hit Die the construct has (clockworks with 5 or fewer Hit Dice cannot gain this ability). Half of this damage is fire damage and half is slashing damage. A target that succeeds at a Reflex save (DC = 10 + half the clockwork’s Hit Dice + the creature’s Constitution modifier [usually 0]) takes half damage.
Standby (Ex): A clockwork creature with this special ability can place itself on standby as a standard action. While on standby, the clockwork creature cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the clockwork’s wind-down duration. The clockwork can exit standby as a swift action. If it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
Tough Alloys (Ex): The clockwork gains Toughness as a bonus feat.