The Clockwork Master prestige class (long but worth it)

the Jester

Legend
How about this one?


The CLOCKWORK MASTER
Gears, pulleys, strange machines- the clockwork master’s arcane interests lie in areas shunned by most creatures. Constructs fascinate him to no end; he’s always trying to figure out how they work… and how to make them work better.
A character with no access to constructs finds it difficult to qualify for this prestige class. Clerics and wizards who make constructs sometimes enjoy taking this path, as do rogues with an interest in the mechanical.
Hit Die: d6
REQUIREMENTS: Disable Device- 4 ranks, Craft (clockwork)- 10 ranks, Craft (blacksmithing)- 6 ranks; Alignment- Lawful; Intelligence 15+; The Clockwork Master must have defeated (or been part of a group defeating) a construct at least once. Also, he must have taken a construct apart to try to figure out how it works.

THE CLOCKWORK MASTER
Base Attack: Poor (as wizard)
Good Saves: Will
Level Special
1- Mechanically inclined (+2), Clockwork Familiar
2- Clockwork Efficiency
3- Mechanically Inclined (+4), Minor Graft
4- Advanced Crafting
5- Mechanically Inclined (+8), Minor Graft
6- Rebuke Constructs
7- Mechanically Inclined (+12), Major Graft
8- Radiation Resistance 2, Reprogram
9- Mechanically Inclined (+16), Bugs in the Machine
10- Monkeywrenching, Major Graft

Class Skills: The clockwork master’s class skills are Alchemy (int), Concentration (con), Craft (int), Disable Device (int), Knowledge (arcana, engineering, history) (int), Open Lock (dex), Use Magic Device (cha). Skill points per level: 6+int bonus.
Class Features: All of the following are features of the clockwork master:
Weapon and Armor Proficiency: The clockwork master is proficient in all armor and shield. Furthermore, he is proficient in all weapons with moving parts (crossbows, flails, etc.)
Mechanically Inclined (Ex): The clockwork master’s knowledge of machines is so great that he receives a competence bonus on any disable device or open locks checks. Furthermore, this bonus also applies on any craft check made to create or repair machinery of any sort.
Clockwork Familiar (Su): The clockwork master constructs a small mechanical companion that will aid and serve him. Its characteristics vary with its construction, for it can be made of any of several materials as shown below. A clockwork master is constantly upgrading and tinkering with his clockwork familiar, and thus its abilities increase as the master’s level rises.
A clockwork familiar is size Tiny. Because it is delicate it has natural armor equal to its master’s class level despite its construction. All clockwork familiars have improved evasion. It shares your base attack and save bonuses and has half your hit points.

CLOCKWORK FAMILIARS:
Construction
Material Speed Hardness Attacks Special
wood 15' 5 Bite (1d3) Fly (50', poor)
metal 10' 10 Bite (1d4) -
stone 5' 8 Slam (1d4) Stunning fist 1/day
wax 10' 0 Slam (1d3) Fast healing 1 (can't heal fire damage)
bone 10' 6 Bite (1d3) Cause fear 1/day
MASTER'S
LEVEL STR DEX INT WIS CHA SPECIAL
1-2 6 14 4 10 7 Share Protections
3-4 8 16 6 10 8 Minor Upgrade
5-6 10 19 8 12 9 Minor Upgrade
7-8 10 22 10 12 10 Major Upgrade
9-10 10 22 12 14 11 Minor & Major Upgrades
(Constructs have no constitution scores.)

Share protections: The clockwork familiar is linked to the clockwork master. As long as it is within 5’ of its master it receives all his deflection and resistance bonuses. It also shares any damage resistance, spell resistance or energy resistance its master might have in play.
Minor upgrade: the clockwork master may choose any one of the following upgrades for his familiar:
Stat Increase: Any one stat receives a +2 inherent bonus. Note that inherent bonuses do not stack, but the master may upgrade multiple stats of his construct familiar.
Movement Increase: The clockwork familiar’s base movement is doubled. This upgrade can be taken only once.
Damage Increase: The clockwork familiar’s damage increases by one die type (d4 to d6, etc.) This upgrade may be taken multiple times.
Dart Launcher: The clockwork master incorporates a dart launcher into the construct, giving it a ranged attack. The launcher has a range increment of 20’ and fires a dart. This can, of course, be poisoned and whatnot. The construct can hold 4 darts before requiring reloading. If the master builds multiple dart launchers into the clockwork familiar it can fire them all in one round, but it only has room for 4 darts (unless it has the size increase major upgrade, in which case it can hold 40).
Speech: The clockwork familiar can speak one language that the master knows.
Major upgrades are much greater reworkings of the familiar’s construction. They can include any of the following:
Size increase: The clockwork familiar’s size increases by one category, with all that entails (see the Monster Manual). This upgrade may be taken more than once.
Defensive increase: Armoring the clockwork familiar gives it a +4 bonus on its natural armor rating and a +2 enhancement bonus to its hardness.
Sonic Attack: The clockwork familiar can unleash a sonic screech 3/day that has a range of 60’, requires a ranged touch attack, and deals 3d8 hp of damage plus requires a Fort save (DC19+your int bonus) to avoid being stunned for 1d3 rounds.
Enhanced Attacks: The clockwork familiar has melee attack capabilities at odds with its small size. It has been given both claws and teeth, honed to razor sharpness and given a strong locking mechanism on its jaws. The clockwork familiar gains a bite attack that deals 2d4 damage and two claws that deal 1d8 hp each. All of these attacks have a threat range of 19-20. Furthermore, the clockwork familiar has the improved grab special ability with its bite attack and gains a competence bonus to its check equal to its master’s class level due to the sophistication of the locking jaw. As long as it maintains a hold, the clockwork familiar does automatic bite damage each round.
Energy Resistance: the master may grant his familiar his choice of acid, fire, electrical, cold or sonic resistance 20.
Clockwork Efficiency (Ex): When using skills over a long period of time (such as when taking 20 on searching a large room) your systematic approach allows you to complete tasks more quickly than most others would. You may reduce the time required to complete any task that would take you 10 minutes or longer by 25%. Furthermore, if you are leading (not aiding) others in similar activities, they too may benefit from your clockwork efficiency and finish the task quickly.
Minor Graft (Su): The clockwork master has begun to replace his own body with mechanisms and clockwork. For each minor graft he may choose from the following options:
Clockwork Ear: The clockwork master gains a +10 competence bonus on listen checks and has sound-based blindsight, 30’ radius.
Clockwork Hand: One of the clockwork master’s hands has been replaced by an artificial clockwork hand. This hand functions as a locked gauntlet for purposes of being disarmed; it allows the clockwork master to make a slam attack at his full base attack bonus (dealing 2d4 damage and counting as an armed attack); and it has a strength of 20 for purposes of crushing objects that can be held in one hand.
Clockwork Eye: A strange mechanical eye has been implanted in the clockwork master’s socket. It grants him darkvision to a range of 60’, as well as a +5 competence bonus to Spot and Search checks.
Clockwork Lungs: The character’s lungs have been reinforced and strengthened with clockwork apparatus. This allows the clockwork master to hold his breath five times as long as normal (10 rounds per point of constitution). It also gives him a +4 circumstance bonus to saving throws vs. gas-related attacks.
Advanced Crafting (Ex): The clockwork master excels at constructing things. He may craft things too clever and advanced for creatures of his normal cultural level to match. It still takes time and money to construct advanced machinery.
Rebuke Construct (Su): The clockwork master may rebuke, though not command, constructs just as an evil cleric rebukes undead. He may use this ability 3+cha bonus/day.
Major Graft (Su): At 7th and 10th levels a clockwork master may replace or supplement a major body part or organ with machinery. Much like a minor graft, the clockwork master may choose from among the following options:
Bolt Thrower: The clockwork master may implant a bolt thrower in one of his forearms. This bolt thrower fires crossbow bolts (heavy for a medium creature, light for a small creature) with a range increment of 90’. The character’s arm can hold up to 6 bolts, which can be fired at the character’s full rate.
Clockwork Arm of Manipulation: One of the clockwork master’s arms is threaded through with machinery, including tiny fine manipulators that can be extruded from his fingertips. These small tools give a +8 competence bonus to disable device and open locks checks and allow the master to use said skills even if he is untrained.
Clockwork Heart: The clockwork master’s heart itself has been replaced by a mechanical pump. The clockwork master receives a +4 circumstance bonus on all Fortitude saves
Clockwork Leg: A leg has been replaced by metal, increases the clockwork master’s base speed by 20’. This also gives a +10 bonus on Jump checks and removes the limitations on jumping distance based on the clockwork master’s height.
Internal Repair System: The clockwork master’s body is supplemented by several enhancements to aid in healing and resisting damage of certain types. It lets him heal 4 hp/level/day, regardless of rest conditions or long term care and it gives a +4 resistance bonus on followup saving throws against poison or disease.
Strong Arm of Battle: One of the clockwork master’s arms is replaced by a strong mechanical arm. That arm wields weapons and otherwise performs feats of strength with a strength of 22. It gives the clockwork master a natural slam attack (base damage 2d4).
Reprogram (Sp): Once per day the clockwork master can attempt to reprogram a construct in one of two basic ways: to ignore the clockwork master (and one additional creature per point of charisma bonus) or to obey the clockwork master.
An attempt to reprogram a construct requires a full round action (which triggers attacks of opportunity) that culminates in a touch attack by the clockwork master (if need be he can hold the charge for up to four rounds). If he hits, the construct must make a Will save (DC18+Cha bonus) or be reprogrammed.
A construct that is reprogrammed to ignore the clockwork master and his allies will not acknowledge their presence thereafter. This is a permanent effect. A construct reprogrammed to obey the clockwork master will do so to the best of its ability, but a clockwork master may only have one construct at a time that is reprogrammed to serve him. Reprogramming a second one to serve him instantly breaks his hold on the first.
Bugs in the Machine (Sp): The clockwork master can cause a construct or machine within close range (25’+5’/2 levels) to suddenly act strangely as he interferes with its programming (Will save, DC15+cha bonus negates). A construct acts as though confused. A machine does the best it can to act confused, though it may not be able to attack or wander off. This is not a mind-affecting ability and will affect golems or other constructs normally impervious to most magic. A clockwork master can use this ability 3/day.
Monkeywrenching (Sp): Once per day the clockwork master may attempt to totally destroy a construct by pointing at it. This effect is treated as a ray that can reach out to medium range (100’+10’/level); a Fort save, DC20+cha bonus, allows the construct to survive, suffering only 8d6 hp of damage. Like bugs in the machine, monkeywrenching will affect golems and similar constructs immune to most magical effects.
 

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PCs revolving around construction, be them clockwork construction, golem construction, magic item construction, or even alchemical construction are, in a word, BORING to play.

I call it the "Decker" syndrome. If you've ever played Shadowrun, you know what I'm talking about. To build something takes time. It takes time in the game, and it takes time at the table - the latter is the more important part. In Shadowrun, when the Decker decks into the mainframe, the rest of the party sits and twiddles their thumbs while the DM manages the Decker for the next 2 hours. Is it fun for the Decker? Sure. Is it fun for everyone else? Not a chance.

These kinds of classes are best left relegated to NPC-land. In practice, there is very little value they can add to the group without it being completely overbalancing. For a clockwork to add any kind of significance to combat, the cost to create it spirals out of control. Why spends thousands of gold on a clockwork chicken when a wand of magic missiles is so much more effective?

I'm not trying to dis your prestige class. It's obvious that you put a lot of time into it, but if I've said it once, I've said it a thousand times - tinkering and clockwork creation is a skill, not a prestige class. A rogue should be able to do it just as easily as a wizard can.
 

I disagree

I disagree profoundly with die_kluge. I think this is an extremely well put together class, and I also think that die_kluge's comments (while very insightful) have absolutely nothing to do with this class, which takes the whole theme of clockwork magic and creates a potent high-fantasy archetype to use with it that could not be created by anything other than a wizardly type. Not even sorcerors would be appropriate for this class - In fact, it is conceivable that this class could be boiled down in to a feat chain exclusively for wizards, but I think that this Prestige Class is good.

This prestige class gets the Anabstercorian Seal of Game-A-Delic Approval for creativity, playability, and chutzpah.
 

In fact, I just now noticed that this class actually has little or nothing to do with wizardry, yet can still be used very effectively by a wizard! On top of that, it has absolutely NO focus on building things - No tables, no craft checks, just pure gaming goodness. :)

This class gets the Anabstercorian Seal of Total Gaming Kick-Ass!
 

Excellent work, Jester!

There is one thing, though, that I find a little weird, and that is why the Clockwork Master only may control one construct at the time.

"but a clockwork master may only have one construct at a time that is reprogrammed to serve him. Reprogramming a second one to serve him instantly breaks his hold on the first."

This seems kind of silly, since we are talking about "reprogramming" a construct.
 

-Eä- said:
Excellent work, Jester!

There is one thing, though, that I find a little weird, and that is why the Clockwork Master only may control one construct at the time.

"but a clockwork master may only have one construct at a time that is reprogrammed to serve him. Reprogramming a second one to serve him instantly breaks his hold on the first."

This seems kind of silly, since we are talking about "reprogramming" a construct.

Mainly a balance thing... with the Repair Damage spells in Tome & Blood allowing for healing of constructs, I felt it could get out of hand otherwise... but maybe I should change this to be more like a cleric's commanding undead? Of course, it is permanent...

Um, one thing I changed as I looked it over was I made the BAB equal to a rogue's (at least tentatively)... what do you think, too much? It seemed a little underpowered, but I don't know.

Regarding the comment about wizardry... I'll post the npc clockwork master I designed this for, too; he's a rogue/wizard/clockwork master. He has an unusual number of constructs attending him, but they're mostly not actually his, they're his master's....

Just think- if my setting proposal is accepted, maybe this'll be in print! :)

die_Kluge: As I just noted, I did actually design this with npcs in mind, though a couple of pcs expressed interest when they met Titus last night... (I thought there'd be battle, but they parlayed instead!!! That's so cool, they actually got to interact with one of my npc villain-types other than just fighting him.) I have to disagree about it being boring, though; none of the clockwork master's abilities really take time (it's all constant tinkering) except for using his craft skill- which then goes faster than normal as long as he's high enough level.

Thanks for the feedback!
 

Titus the Clockwork Master

TITUS, medium human; 3rd level rogue/5th level transmuter/5th level clockwork master; AL LE; CR13; HD8d6+5d4+13; hp52; Init +7; Spd 30’; AC22 (+7 armor, +3 dex, +2 ring), Atk +6/+0 Melee (rapier 1d6-1), +12/7 Ranged (crossbow 1d10+1d6+1); SA Spells, Sneak Attack +2d6; SQ Blindsight 30’ radius (from clockwork ear), Darkvision 60’ (from clockwork eye), Evasion, Uncanny Dodge, Clockwork Efficiency, Advanced Crafting; SV Fort +4, Ref +8, Will +7; Str9, Dex16, Con12, Int21 (26 with Fox’s Cunning active), Wis6, Cha11;
Skills & Feats: Alchemy +15, Appraise +6, Concentration +15, Craft (blacksmithing) +11, Craft (clockwork) +11 [+8 to craft checks to make or repair machinery], Decipher Script +7, Disable Device +24, Hide +6, Knowledge (Engineering) +8, Listen +16, Move Silently +6, Open Locks +20, Search +13, Spellcraft +10, Spot +11, Tumble +16, Use Magic Device +16; Craft Magic Arms & Armor, Craft Wondrous Item, Expertise, Greater Spell Focus (transmutation), Improved Initiative, Point Blank Shot, Scribe Scroll, Spell Focus (transmutation);
Gear: Ring of Protection +2, mithril chain shirt +3, masterwork rapier, Heavy Crossbow +1 Exploding (24 bolts), Wand of Cure Serious Wounds (20 charges remaining, requires use magic device check to use), potion of bull’s strength, potion of cat’s grace, potion of invisibility, amulet of shield guardians, masterwork thieves’ tools, masterwork clockwork tools, spellbook, 7 days rations.
Spells per day (note 10% arcane spell failure chance; base DC18+spell level while Fox’s Cunning lasts, 22+ spell level for transmutation spells; schools of opposition are Enchantment & Illusion): 5 4 3 2; spells prepared:
0th level: Detect Magic, Mage Hand*, Ray of Frost (x2), Resistance;
1st level: Magic Missile (x2), Repair Light Damage*, Shield;
2nd level: Fox’s Cunning* (already cast), Repair Moderate Damage*, Steam Jet*;
3rd level: Haste*, Lightning Bolt.
His spellbook also contains the following additional spells:
1st level: Comprehend Languages, Identify, Mount, Ray of Enfeeblement, Unseen Servant;
2nd level: Filter, Living Link, Shatter;
3rd level: Fly, Water Breathing, Slow, Wind Wall.
Titus is accompanied by his clockwork familiar, Beta (a metal clockwork familiar): Tiny construct; HD5d10; hp26; Init +5; Spd 20’; AC23 (+2 size, +5 natural, +4 dex, +2 deflection); Atk Bite +9 melee (1d4); SQ Construct, hardness 10, improved evasion, share protections, movement increase upgrade (included above); SV Fort +3, Ref +10, Will +10; Str10, Dex19, Con-, Int8, Wis12, Cha9.

Also within Titus’ entourage remain four iron dragons, four gear hounds and two shield guardians.

STRATEGY: Titus will seek first to parlay with creatures invading his area, seeking to bluff them down and come to a mutually agreeable resolution to any problems they might have. He wants the ship, no more, no less, and he’ll be happy to give characters a ride to wherever they think they need to go if that’ll get them to not contest his presence here. If combat breaks out he’ll cast haste and shield right away, keeping both shield guardians by his side while the gear hounds and iron dragons move into combat. He prefers to do the following in rounds after the first:
-Round two: drink potion of cat’s grace, then fire off a lightning bolt anywhere he can. He knows not to worry about the gear hounds or iron dragons.
-Round three: Unlimber and load crossbow; if threatened he’ll instead try to cast steam jet on the defensive, then tumble away and draw out the crossbow.
He really prefers to stay at a distance, and if it seems that pcs are focusing on him he’ll try to synchronize initiatives with his guardians so as to flank most effectively, but ultimately he knows that this is a bad situation for him. If things get dicey he’ll pull the wand and try to cure himself with it and if things get really dicey he’ll drink his potion of invisibility.



[Note: Titus didn't actually fight the party, they came to an accomodation.]
 
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Well, I still disagree with the concept, but as long as we're critiquing the class itself, here are my thoughts:

It should be d4 HD, not d6.

The requirements are a little odd. Lose the alignment requirement, and lose the non-crunchy requirements. Cracking open a stone golem to see how it works is fairly pointless once you realize that it's made of nothing but stone. Being attacked by a construct is also a somewhat pointless requirement.

Don't limit knowledge skills. Just say "knowledge", and leave it at that. Remove concentration as a class skill - he's not a spellcasting class.

I would just say that he gains no additional weapon or armor proficiencies. I can't see these guys walking around in full-plate if you had something like a wiz/clockwork PC.

Also, "weapons with moving parts" can vary greatly. A crossbow is really nothing like a flail, and neither is similar to a spiked chain. Can you see these guys wielding spiked chains? I didn't think so, but based on your loose definition of "moving parts" these would qualify. Just leave it at "no additional weapon proficiencies".

The Mechanically Inclined ability is pretty intense. At 9th level, these guys pick locks and disable traps better than most rogues with their +16 competence bonus. Pretty much no lock or trap will stop them. I would consider toning this down to maybe +2 per each time they get this ability. That's quite sufficient.

Does a clockwork familiar HAVE to be size tiny? Can I make a clockwork elephant and have it be my familiar? Could I do it if I were a 10th level clockwork master? Why not?

Are there actually any rules for creating these clockwork familiars? If this isn't a magical familiar, how does one create something that walks and flies from wax? How long does it take to create such a familiar? What are the costs involved?


Well, that's enough...
 

die_kluge said:
Well, I still disagree with the concept, but as long as we're critiquing the class itself, here are my thoughts:

It should be d4 HD, not d6.


Maybe... I thought of this as being more like a rogue or expert, though, not a wizard per se (note the absence of spells).

The requirements are a little odd. Lose the alignment requirement, and lose the non-crunchy requirements. Cracking open a stone golem to see how it works is fairly pointless once you realize that it's made of nothing but stone. Being attacked by a construct is also a somewhat pointless requirement.

Flavor, man, flavor!

The alignment requirement is there because several of the powers represent organizational ones (clockwork efficiency) and because the whole clockwork thing is tied into my campaign as being a force of Law (although often also of Evil). Taking apart a stone golem isn't very helpful, but how about an iron cobra, clockwork horror, clockwork warrior, iron dragon, or any number of other metal ones? Besides, just because it's made of stone doesn't mean it doesn't have any moving parts. After all, it typically costs thousands of gp to construct the body; I always assumed either great detail work or else articulation was suggested by that, sometimes both (think of stone golems made by dwarven clerics).

Don't limit knowledge skills. Just say "knowledge", and leave it at that. Remove concentration as a class skill - he's not a spellcasting class.

Knowledge, maybe you're right. Still, lots of other classes have limited knowledge skills; only bards and wizards get all knowledge skills (as far as base classes go). Concentration- well, point taken, but the base class might be a spellcaster and it seems to fit the concept (focused attention, etc.)

I would just say that he gains no additional weapon or armor proficiencies. I can't see these guys walking around in full-plate if you had something like a wiz/clockwork PC.

Again, it isn't all for wizards. It would be tough, but a fighter could even be a clockwork master if he wanted. Here I thought that the clockwork master's facility with metal and stuff would help him with heavier armor, but maybe you're right. I think I'll take that out.

Also, "weapons with moving parts" can vary greatly. A crossbow is really nothing like a flail, and neither is similar to a spiked chain. Can you see these guys wielding spiked chains? I didn't think so, but based on your loose definition of "moving parts" these would qualify. Just leave it at "no additional weapon proficiencies".

Good point on the spiked chain, I think I'll take your advice on this one too.

The Mechanically Inclined ability is pretty intense. At 9th level, these guys pick locks and disable traps better than most rogues with their +16 competence bonus. Pretty much no lock or trap will stop them. I would consider toning this down to maybe +2 per each time they get this ability. That's quite sufficient.

Consider: you have to be 7th level to qualify, and if you go straight clockwork master after that you're 16th by the time you get the +16 bonus. Your party's rogue is going to have 19 ranks if it's maxed out. I sort of patterned this on the jump and tumble stuff in the OA prestige classes (+20 bonuses in there, actually).

Does a clockwork familiar HAVE to be size tiny? Can I make a clockwork elephant and have it be my familiar? Could I do it if I were a 10th level clockwork master? Why not?

Starts off tiny, you can give it the size increase upgrade.

Are there actually any rules for creating these clockwork familiars? If this isn't a magical familiar, how does one create something that walks and flies from wax? How long does it take to create such a familiar? What are the costs involved?

Similar to a wizard's familiar... I should have made that explicit, the cost and stuff is the same as for a normal familiar. It's considered "tinkering" much like the clockwork familiar's grafts.

Well, that's enough...

Thanks for the feedback!
 

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