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| xver02-25-07, 06:44 PM | Clockwork Creatures Clockwork creatures are constructs operated by a complex profusion of whirling gears, ratcheting pinions, and other clockwork components. They are often found on the plane of Mechanus, but some rare examples have been crafted by talented Tinker Gnomes or other such artisans. Creating a Clockwork Creature "Clockwork" is an inherited template that can be added to any corporeal creature of the following base types: Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Plant, or Vermin. (Referred to hereafter as the base creature.) A clockwork creature uses all the base creature's statistics and special abilities, except as noted here. Size and Type: The creature's type changes to Construct. It retains any subtype except for alignment subtypes (such as good). Clockwork creatures native to Mechanus encountered on any other plane have the Extraplanar subtype. Size is unchanged. Do not recalculate base attack bonus or saves. Hit Dice: Change the base creature’s racial HD to d10. Do not change class HD. Armor Class: Natural armor increases by +5. Special Qualities: A clockwork creature has all the special qualities of the base creature, plus Construct Traits. It also gains the Malfunction special quality (see below). Abilities: A clockwork creature has no Constitution or Intelligence score. Skills: A clockwork creature has no skills. It does, however, retain any skill bonuses from racial or other sources. Feats: A clockwork creature has no feats, except for bonus feats. Environment: Same as base creature or Mechanus. Challenge Rating: ... FIXME ... Alignment: Always Neutral Level Adjustment: -- Malfunction Whenever a clockwork creature rolls a natural one on any d20 roll, it suffers some ill effect as it's internal mechanisms cease to function properly. Roll on the table below to determine the results. Some of these effects are temporary, and will go away after a short time. The others are permanent and must be repaired with a DC 25 Craft (Clockwork) check. This takes 1d4 hours of work per check. Damage to a clockwork creature (such as that from "Grinding Gears") may be repaired normally. A clockwork creature that shuts down and needs to be rewound can be restarted with a DC 15 Craft (Clockwork) check. A specially made winding key is required. Attempting to to restart the clockwork without such a key imposes a -4 penalty on the check. Rewinding is a full round action that provokes attacks of opportunity. A clockwork creature that explodes is destroyed and cannot be repaired. ------------------------------------------------------------------------------------------------------ Malfunction Table (1d100) ------------------------------------------------------------------------------------------------------ 01-20 Dazed The clockwork creature is dazed for 1d4 rounds. ------------------------------------------------------------------------------------------------------ 21-40 Stunned The clockwork creature is stunned for 1d4 rounds. ------------------------------------------------------------------------------------------------------ 41-55 Confusion The clockwork creature is confused for 1d4 rounds. ------------------------------------------------------------------------------------------------------ 56-70 Slowed The clockwork creature is slowed for 1d4 rounds. ------------------------------------------------------------------------------------------------------ 71-80 Grinding Gears The clockwork creature takes 1d6 points of damage. ------------------------------------------------------------------------------------------------------ 81-85 Degraded Performance The clockwork creature loses 1d4 points from a random ability. ------------------------------------------------------------------------------------------------------ 86-90 Loss of Function The clockwork creature loses the use of one special attack or beneficial special quality. (Determine the function at random. Ignore Construct Traits, except Darkvision.) ------------------------------------------------------------------------------------------------------ 91-95 Shutdown The clockwork creature completely ceases to function. It must be rewound (01-60) or repaired (61-100). ------------------------------------------------------------------------------------------------------ 96-99 Explosion The clockwork creature explodes in a 5 foot per HD radius, dealing 1d6 (Reflex Half, DC 10 + HD + Cha Mod) piercing, slashing, and bludgeoning damage per HD. ------------------------------------------------------------------------------------------------------ 100 Multiple Problems Roll again twice on this table. ------------------------------------------------------------------------------------------------------ Share and Enjoy! |
| xver02-25-07, 06:55 PM | This is an idea I've been bouncing around my head for a while. So today, being down with the flu, I decided to stat it out. It's pretty much done, but I think it could use a little bit more work. Things I wonder about are the following: Challenge Rating: I don't know how this affects CR and am too lazy to run the hudge crapload of test combats it whould take to really know. Damage Reduction: I wonder wether they should have some DR. I already added a good size boost to natural armor, but it seems like a DR of "X/adamantine" could be a good fit also. Clarity and Correctness: While I've made a number of monsters and such, this is my first attempt at a template. Have I made any glaring errors or omisions. Is any of it hard to understand or apply to a base creature? Thanks in advance. Share and Enjoy! |
| xver02-26-07, 02:12 AM | Autognome: Clockwork Gnome Warrior 2; CR X; Small Construct (Gnome, Augmented Humanoid); HD 2d8+20; hp 29; Init +1; Spd 20'; AC 17, touch 11, flat-footed 17; Base Atk +2; Grp -3; Atk +3 melee (1d6/19-20, longsword) or +4 ranged (1d6/19-20, light crossbow); SQ Construct Traits, Darkvision 60', Low Light Vision, Malfunction; AL N; SV Fort +3, Ref +0, Will -1; Str 11, Dex 11, Con --, Int --, Wis 9, Cha 8. Clockwork Chicken: CR X; Tiny Construct (Augmented Animal); HD 1/4d10; hp 1; Init +2; Spd 10' Fly 20' (poor); AC 19, touch 14, flat-footed 17; Base Atk +0; Grp -13; Atk -5 melee (1d2-5, claws); SQ Construct Traits, Darkvision 60', Low Light Vision, Malfunction; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con --, Int --, Wis 14, Cha 6. Dragon Engine: Clockwork Adult Red Dragon; CR X; Huge Construct (Fire, Augmented Dragon); HD 22d10+40; hp 161; Init +0; Spd 40' Fly 150' (poor); AC 34, touch 8, flat-footed 34; Base Atk +22; Grp +41; Atk +31 melee (2d8+11, bite); Full Atk +31/+26/+26/+26/+26 (2d8+11, bite) / (2d6+5, 2 claws) / (1d6+5, 2 wings) / (1d6+16, tail slap); SA Breath Weapon (12d10 fire, 50' cone, DC 26), Crush (2d8+16, DC 26); SQ Blindsense 60', Cold Vulnerablity, Construct Traits, Darkvision 120', DR 5/magic, Fire Immunirty, Frightful Presence (DC 24), SR 21, Superior Low Light Vision, Malfunction, Spells, Spell Like Abilities; AL N; SV Fort +13, Ref +13, Will +17; Str 33, Dex 10, Con --, Int --, Wis 19, Cha 16. Spell Like Abilities: Locate Object (6/day). Sorcerer Spells (6/7/7/5; save DC 13 + spell level): 0 -- Arcane Mark, Detect Magic, Detect Poison, Mage Hand, Mending, Prestidigitation, Purify Food and Drink; 1 -- Alarm, Deathwatch, Expeditious Retreat, Identify, Unseen Servant; 2 -- Alter Self, Invisibility, See Invisibility. 3 -- Haste, Repair Serious Damage. Mechanical Horse: CR X; Large Construct (Augmented Animal); HD 3d10+30; hp 46; Init +1; Spd 60'; AC 18, touch 10, flat-footed 17; Base Atk +2; Grp +8; Atk -2 melee (1d4+1, hoof); Full Atk -2/-2 melee (1d4+1, hoof); SQ Construct Traits, Darkvision 60', Low Light Vision, Malfunction, Scent; AL N; SV Fort +3, Ref +4, Will +2; Str 14, Dex 13, Con --, Int --, Wis 12, Cha 6. |
| Arniha02-26-07, 02:23 AM | So, I've been playing a mage, and have been trying to figure out a way to turn my body into a clockwork, making it so that my body will never wear out, thus achieving lichhood, without all the problems of being undead. Any thoughts on how to do that? |
| kadeity02-26-07, 07:18 AM | i dont think a CLOCKWORK creature template should inherently mean that the creature has no intelligence. For example, several clockwork outsiders have intelligence, like Inevitables. i would however say they had to be lawful. let me think on this and ill let you know what i think. |
| xver02-28-07, 10:26 PM | RE Mindless Automatons i dont think a CLOCKWORK creature template should inherently mean that the creature has no intelligence. For example, several clockwork outsiders have intelligence, like Inevitables. I've considered this point myself and I was really kind of torn on wether to make them mindless or not. On the one tentacle, natives of Mechanus most likely should have an INT score and be of a lawful alignment (and even have the [lawful] subtype). On the other tentacle, deranged Tinker Gnome creations shouldn't and dispite the (admittedly meager) fluff saying that most Clockwork Creatures are Mechanites, much of my impetus for creating the template was for that sort of usage. Truth be told, the actual point of this was to provide a solid statistical base for, primarily, the Clockwork Chicken, and, to a lesser extent, the Autognome. (I know, I know, it's very silly, but I forsee using it in SpellJammer, so what can you reasonably expect?) Of the four example creatures given, only the Dragon Engine really needs her INT that badly. Admittedly, the Autognome, if it wasn't mindless, would have been built as an Expert instead of a Warrior, but it's not as important in his (its?) case. I had considered making them keep their INT, or making a variant that allowed for both types. I ultimatly decided to go with the mindless variety to serve my (admittedly silly) ulterior motives and keep things simple. In the end, I think that was a mistake and the better course whould have been to allow for both types. Seeing as this is a work in progress, I think I'll do that. If I do, should it be presented as one template with two build options, or two very similar templates? Another issue with intellegent (and possibly sentient) clockwork creatures it that some of the effects on the Malfunction chart are quite damaging and could be fatal. Any sentient being who rolls an Explosion on the chart is a poor fellow indeed. RE Clockwork Magi So, I've been playing a mage, and have been trying to figure out a way to turn my body into a clockwork, making it so that my body will never wear out, thus achieving lichhood, without all the problems of being undead. Any thoughts on how to do that? Well, the template as written is inherited, not aquired, but that's mostly a fluff detail. The other issue is that the current version only supports mindless clockworks, not intellegent ones. However, the change is so easy to make, you don't need to wait for me to update it, just keep your INT stat and you are good to go. I'd say what you need most of all is a willing DM. After that, you need to build a clockwork replica of yourself and do some arcane ritual involving Magic Jar and Permanancy (and possibly other stuff). Expect to pay a lot of XP during said ritual, if your DM lets this fly at all. (After all, Liches have a +4 level adjustment, but this has less special powers, so it should be less.) This results in your soul being housed in a phylactery like gem and "possesing" your new clockwork body. Your old body will quite likely die. While I haven't quite worked out the rules for crafting clockworks yet, the basics are pretty simple. You need the Craft Construct feat, the Animate Objects spell, and the supplies and workshop to build complex (DC 25 - 30 Craft (clockwork) checks) clockwork machinery (or hire some Tinker Gnomes). The cost of construction should be X gp per HD (Sorry, I haven't worked this out yet, but 500 - 1000 gp is a good start.) and, as normal, takes 1 day per 1000 gp, costs XP, and requires daily spellcasting. One issue with becoming clockwork is the Malfunction chart. Most of the effects are minor annoyances, but the Shutdown and Explosion results are disasterous. I'd suggest making a superior body that avoids the chart, or it's worst effects. The low roll on the Shutdown effect isn't too bad if you've got a lackey (party member, familier, cohort, hireling, etc.) to wind you back up, but permant shutdown and exploding are not good for your health. (This option should cost much more gp to build than normal clockworks. And don't hire Tinker Gnomes, everything they build is, at least potentially, explosive.) The other option, which I find more amusing is to build two bodies and add some Contigency and Teleport effects to your boding ritual, such that if your body is destroyed, you're teleported into the back-up. This is nice in that it's flavorfull and makes for even more lichyness. (Is that a word? Heh, it is now.) But the hard part is convincing your DM. This is such an interesting idea, I may just have to write up some hard rules for it to go along with the template. RE Challenge Rating As it stands now, a Clockwork Creature gains some nice abilities, but looses a lot for being mindless, and aquires a potentally fatal drawback. Pros Gains the Construct Type (Which grants many immunities and bonuses.) Adds +5 to Natural Armor Cons Becomes Mindless (Looses all Skills, Feats, and Languages.) Can Malfunction (Possibly Fatal negative effects on Nat. 1s.) In the end, I think the pros outweigh the cons, but not by much and only for monsterous type critters. Also, the NA boost is good for low level critters, but not so usefull for better beasts. (It's still not bad, but +5 AC isn't much use against the spellcasters that dominate high level play.) For smart monstes, the loss of thier intellect compleatly cripples them. The closest template in the core books is the Skeleton, which gives a similarly powerful type (Undead) and some small combat focused bonuses (claws, DR, NA), but also makes the creature a mindless automaton. The CR chart for Skeletons give an end result (based solely on HD) that means most skeletons will end up at a lower (or at best, the same) CR as the base creature. I'm not so sure the chart can be applied directly to Clockwork Creatures, but I think, in the end, that the mindless sort will likely end up netting a reduction in CR. On the other tentacle, Clockworks that retain their Intellegence (or where mindless to begin with) gain substantial benifits and only have the Malfunction quality as a drawback. While I'm not sure exactly what becoming a Construct and netting +5 AC is worth, my gut feeling gives +2 for weaker creatures, scaling down to +1 for higher CR critters, and, possibly, even +0 for the truly powerful. |
| Dead_Weasel03-01-07, 07:07 PM | While yours is a lot more in-depth, you might be interested in the Clockwork template I whipped up for someone else here: http://boards1.wizards.com/showpost.php?p=11622391&postcount=6 |
| Angelflesh03-01-07, 07:19 PM | Why not just use the Clockwork Creature template from Advanced Bestiary? |
| xver03-02-07, 10:54 AM | Why not just use the Clockwork Creature template from Advanced Bestiary? Well A, I don't have it and B, I've never even heard of it. While it's nice to know that others have had similar ideas, I think I'd still rather make my own. Of course, if it's OGL, I might check it out, but I doubt I'll buy the book just for that as my gaming budget's gotten pretty limited. Thanks for the heads up anyway. |
| xver03-02-07, 11:10 AM | While yours is a lot more in-depth, you might be interested in the Clockwork template I whipped up for someone else here: http://boards1.wizards.com/showpost.php?p=11622391&postcount=6 Hmm, not bad. I like the poision becomes electricity effect and may lift it for the revised version of the template I plan on posting Real Soon NowTM. On that note, the changes I'm thinking of adding are DR 5/adamantium, an option for non mindless clockworks, construction rules, and perhaps fully fleashed out rules for clockwork magi. I suppose I should also do a write-up for the Craft (Clockwork) skill as I don't think the PHB/SRD has it, but I've seen it in other d20 games (most notably, Iron Kingdoms). So can anyone give me some guidance on construct creation costs and requirement? I'd like to set it up so that things like the Clockwork Chicken could be created by low level casters, but require a higher level caster to create more powerful (i.e. higher CR) clockworks. Perhaps something that scales based on HD? |
| Dead_Weasel03-02-07, 07:58 PM | Craft Construct [Item Creation] Prerequisites Craft Magic Arms and Armor, Craft Wondrous Item. Benefit A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item’s price in XP and use up raw materials costing half of this price (see individual construct monster entries for details). A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice. Okay, that's not really what you want - it requires a caster level of 6th and two burned feats already. BUT, the constructs in MM which are made with this feat, namely the Clay, Flesh, Stone and Iron Golems, the Homunculus and the Shield Guardian, are pretty tough, with the exception of the homunculus. I'm going to look at the homunculus because it's better than a clockwork chicken would be (unless it were made of adamantine or Gargantuan =P). If you *just* meet the requirements and decide to immediately churn out a homonculus, you've got to shell out: 280 gp for an arcane eye from a 7th-level caster (or wait one level and do it yourself) 500 gp for a laboratory 1,100 gp for the homunculus (add 2,000 per HD if you feel like adding them) ---- 1,880 gp & 78 xp, and a DC 12 Craft check. And that's for a spy! The cheapest of the golems (Flesh) is 14,070 gp, 780 xp and a DC 13 Craft or Heal check. (including the fee for an NPC spellcaster for geas and limited wish) Even if you don't require a feat to make Clockwork critters, you're going to have to make them very, very expensive or a lot less reliable. I was operating on the idea that they would be used as enemies/allies, maybe even PCs, but as a craftable companion... well, I honestly have no idea how you ought to balance that. Needless to say it will be a lot of work to get it just right. If you're willing to spend the time arguing with me, I'd be happy to help with that when I have the free time. Edit: I provide the construct construction costs to demonstrate my point, not just because I'm going off on some absurd tangent... though I do that from time to time as well. |
| Sudnji_cas03-07-07, 05:08 PM | Can your clockwork creatures fly? It's not mentioned anywhere, and it wouldn't make much sense. |