Typical Character: Methodical, Curious

Updated: 17 April 2008

ENHANCEMENTS

Game Background

Clockworks are sentient golems; mechanical creatures with free will. They have their own nation in the north sea, Starfall. Although they have no colony anywhere in Sunterranse, a few can be found living amongst the small Hobbits, Gnomes and Gnomlings, whom they trust above all races. Most Clockworks in Sunterranse would be a native of either Starfall, or the Downelands, wandering far from home. Only a few make their homes amongst the Gnomish and Hobbitish canal colonies of the province of Twareg. Even fewer were Imbued in these lands. Clockworks are considered free sentient beings in only a few nations, including Sunterranse, but even here, fear-inspired discrimination abounds. According to the most benign negative views of Clockworks, they are novel automatons, to others, they are much sought after objects of trade and worse.

In addition to Common, Clockworks speak their own language, known as Tick-Talk. Clockworks are neither male or female, though their voices may be either. Clockworks understand emotions and their importance, but they do not "feel" as other races do, nor do they wish to. They have there own senses and value social expression, even if they are often a little awkward in doing so. They are not pinocchio, nor are they Commander Data. Clockworks do not yearn to be other than they are, and are typically quite happy to be Clockworks, unless, of course, they are suffering from some mechanical or psychological defect.

There are essentially two type of Clockworks: those built by Gnomes (or sometimes even others!), typically called Children of the Constructor or simply Gnome-Born; and those built by other Clockworks, often called Clock-Born, but sometimes referred to as True Children.

Outlook

Few can look into the eyes of a Clockwork for the first time and not be a little shaken by the unblinking glow of organic intelligence than unmistakably emanates from them. Few, however, ever ask Clockworks what they think about the other races. This usually because people who meet Clockworks typically find themselves answering an unceasing barrage of questions. They are utterly fascinated by organic life.

The other races of the Downelands are dear to the Clockworks, and they regard them with a great deal of affection and protectiveness. They have learned that Humans and Half-Elves should be approached with caution and judged as individuals. Good and neutral Clockworks do tend to sympathize with Half Elves who have been subjected to slavery and even Evil Clockworks find slavery an abomination. Clockworks find Orcs and half Orcs to be altogether too unpredictable, and feel that they cannot even be judged by human standards. Clockworks would prefer to avoid them if possible, but will work with them if they must. Goblins are the same - their chaotic tendencies are a little more than Clockworks are comfortable with. Elves and Dwarves suit Clockworks fine, as they are more steeped in predictable patterns and characters Both races are ancient - a characteristic that fascinates the Clockworks to no end.

Clockwork Racial Traits*

Clockworks are living constructs. Its Hit Dice, Base Attack Bonus, saving throws and skill progression all come from the class it selects. The appearance of Clockworks varies widely, and may be humanoid, monstrous or alien, depending upon the imagination of its creator.

Clockworks are immune to the following: paralysis, poison, sleep effects, disease, nausea, fatigue, exhaustion, effects that cause a sickened condition and energy drain. Unlike other constructs Clockworks have a Constitution score, can be affected by mind affecting spells and abilities.

Clockworks speak their own language, Tick Talk. It sounds like a series of clicks, whirs, hums and steam whistles.

Eating, Drinking & Rewinding: Besides daily rations of water, Clockworks must provide fuel for whatever type of power source drives their Steam Engine "heart." Clockwork hearts require any of the following fuels: coal or oil (conventional - most typical), magical energy, necromantic energy (living tissue), etc. Most Clockworks run on steam or arcane engines. If they do not "eat" and "drink" once every 48 hours, they become inert. They cease functioning and they take one damage each day until they are re-hydrated, fed and serviced. Clockworks also must spend two hours winding up their various Clockwork components. If they do not find the time to do this once every 24 hours, it becomes much more difficult for them to function and all of their physical ability scores take a -4 penalty. Otherwise, Clockworks do not sleep or breathe, though Clockwork wizards must have 8 hours to rest and relearn their spells. They do not benefit from bonuses derived from consumable magic items, such as potions.

Damage, Healing, Dying & Death: Clockworks are subject to critical hits, nonl-lethal damage, being stunned, death effects and necromancy effects. They can be affected by spells that target both the living and constructs. Damage dealt to Clockworks can be cured by spells and Craft Tech (Clockwork), but not be Heal checks. Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect on a Clockwork. Clockworks can be raised or resurrected. The Mend spell can cure 1d8 hit points.

Clockworks take damage from heat and chill metal spells as though they were wearing armour. Rust, meanwhile, causes 2d6 damage to a Clockwork. Clockworks are also affected by any spell that would repel metals. Electrical spells cause normal damage, but of the Clockwork fails its Fortitude check, it takes damage and must role on the malfunction table.

At 0 hit points, Clockworks are disabled but not yet unconscious and can still take a single move action or standard action each round, uncomplicated by strenuous activity. Between 0 and -10 the Clockwork is inert - effectively unconscious. When wounded below 0, Clockworks "stabilize" automatically after 1d8 rounds, but in this time, they can still die. If a Clockwork goes into the negative hit points, half of all the damage it has taken must be healed with Craft Tech (Clockwork) checks (DC 20 + number of points below 0 of damage, a 2 hour process, 4 hours if the Clockwork is working on itself). Furthermore, any such hit may damage 1d2 internal enhancements - that is, not on the BODY (In each case, there is a 10% chance per point below 0). Damaged enhancements must be repaired separately from the healing process. A critical hit will also likely damage an enhancement.

Game Mechanics

• Ability scores are unaffected.
• Small or Medium Creatures (typically depends on whether they are Gnome-Born or True-Children)
• Base speed of 30
• Low light vision
• +2 Armour Bonus: This is, in effect, a natural armour bonus and stacks with worn armour.
• 15% Arcane spell failure, due to the gears and casing and technology at the heart of the Clockwork. If a class ability allows the Clockwork to ignore arcane spell failure due to armour, this percentage reduces to 10%.
• Constant whirs and ticks cause all Clockworks to suffer -2 to all Move Silently checks.
• Clockworks have a natural weapon in the form of a slam attack that deals 1d4 damage.
• Clockworks all have an internal compass built in and can always discern North (the direction of their homelands). +4 Survival for tracking and finding direction
• Alignment: Lawful
• Favoured Class: None
• All Clockworks treat all Craft Tech skills as class skills, no matter their character class.
• Enhancements:
       ° Clockworks can spend gold and xp to receive upgrades called "enhancements."
       ° The number of enhancements a Clockwork can receive is limited by its Structural Space (SS)
       ° At first level, a Clockwork begins with 500 XP worth of pre-installed enhancements at no cost

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Clockwork Part
Description
Structural Space (SS) Small
Structural Space (SS) Medium
Structural Space (SS) Large
BODY (B) A Clockwork's Casing and Chassis, namely its internal and external skeletons.
4
6
8
TORSO (T) The Trunk of a Clockwork's body, from it's neck to its pelvis
6
8
10
HEAD (H) A Clockwork's head and neck.
2
3
5
LIMBS (L) Some Enhancements require that both limbs be upgraded
4
4
8
(a) Arms 
Unless Arms or Legs are specified, the Enhancement can be applied to either
2 (1 each)
2 (1 each)
4 (2 each)
(l) Legs 
2 (1 each)
2 (1 each)
4 (2 each)
EXTREMITIES (E) Some Enhancements require that both extremities be upgraded
4
4
4
(h) Hands 
Unless Hands or Feet are specified, the Enhancement can be applied to either
2 (1 each)
2 (1 each)
2 (1 each)
(f) Feet 
2 (1 each)
2 (1 each)
2 (1 each)
TOTAL  
20
25
35
NOTE: Any attack affecting a particular party of a Clockwork's body could damage Enhancement mechanisms, requiring that they receive special repairs.

  
Clockwork XP and gp Enhancement Cost
Enhancement costs are cumulative, such that the second enhancement costs double the first and so on. This reflects the increasing difficulty to stuff all the circuitry into a Clockwork. An enhancement must be installed by another Clockwork or by a Clock-Maker (prestige class). If neither is available, someone with Craft Tech (Clockwork) can attempt to install an enhancement (Medium Level Difficulty Tech Tree).

Base 10 XP
Base 100 XP
Base 1,000 XP
Enhance
XP
GP
Enhance
XP
GP
Enhance
XP
GP
1st
10
110
1st
100
1,100
1st
1,000
11,000
2nd
20
120
2nd
200
1,200
2nd
2,000
12,000
3rd
30
130
3rd
300
1,300
3rd
3,000
13,000
4th
40
140
4th
400
1,400
4th
4,000
14,000
5th
50
150
5th
500
1,500
5th
5,000
15,000
6th
60
160
6th
600
1,600
6th
6,000
16,000
7th
70
170
7th
700
1,700
7th
7,000
17,000
8th
80
180
8th
800
1,800
8th
8,000
18,000
9th
90
190
9th
900
1,900
9th
9,000
19,000
10th
100
200
10th
1,000
2,000
10th
10,000
20,000
Craft DC
Craft Tech (Clockworks) 25
Craft DC
Craft Tech (Clockworks) 30
Craft DC
Craft Tech (Clockworks) 40
Install/ Repair
Craft Tech (Clockworks)
low difficulty tech tree
Install/ Repair
Craft Tech (Clockworks)
medium difficulty tech tree
Install/ Repair
Craft Tech (Clockworks)
high difficulty tech tree

A malfunction when installing an enhancement means the enhancement breaks, plus roll on the Clockwork Malfunction table to determine the effects on the Clockwork. Uninstalling enhancements causes a loss of XP equal to their installment cost, but doing so is one level of difficulty lower than installation.

Advanced version of Enhancements take up HALF the total Structural Space Slots, but are 10x the cost in gp

* The Clockwork's game mechanics are based, in part, on the Warforged character race from Eberron, WOTC, 2004.

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ENHANCEMENTS

SS
XP
Enhancement
Struct-Req
Pre-Req
Description
1
100
+1 Charisma
B / H / T
-
+1 Charisma, -1 OTHER
1
100
+1 Constitution
B / T / T
-
+1 Constitution, -1 OTHER
1
100
+1 Dexterity
B / T / L
-
+1 Dexterity, -1 OTHER
1
100
+1 Intelligence
H / T
-
+1 Intelligence, -1 OTHER
1
100
+1 Strength
B / T / L
-
+1 Strength, -1 OTHER
1
100
+1 Wisdom
H / T
-
+1 Wisdom, -1 OTHER
2
500
+1 Charisma
2 of B, H, T
+1 Charisma (1)
+1 Charisma
2
500
+1 Constitution
2 of B, T
+1 Constitution (1)
+1 Constitution
2
500
+1 Dexterity
2 of B, T, L
+1 Dexterity (1)
+1 Dexterity
2
500
+1 Intelligence
2 of H, T
+1 Intelligence (1)
+1 Intelligence
2
500
+1 Strength
2 of B, T, L
+1 Strength (1)
+1 Strength
2
500
+1 Wisdom
2 of H, T
+1 Wisdom (1)
+1 Wisdom
3
1,000
+1 Charisma
B+H+T
+1 Charisma (2)
+1 Charisma
3
1,000
+1 Constitution
B+T+T
+1 Constitution (2)
+1 Constitution
3
1,000
+1 Dexterity
B+T+L
+1 Dexterity (2)
+1 Dexterity
3
1,000
+1 Intelligence
H+H+T
+1 Intelligence (2)
+1 Intelligence
3
1,000
+1 Strength
B+T+T
+1 Strength (2)
+1 Strength
3
1,000
+1 Wisdom
H+H+T
+1 Wisdom (2)
+1 Wisdom
1
100
360 Degree Sight
H / T
-
Cannot be flanked so long as sensors are not covered with armor or clothes
1
10
Additional Sensors
L / E
-
Sight, smell or hearing at the tips of your fingers
1
10
Alloy Casing I
B
-
Take only 1d4 damage from rust
1
100
Alloy Casing II
B
Alloy Casing I
Take only 1d2 damage from rust
1
1,000
Alloy Casing III
B
Alloy Casing II
Take no damage from rust
2
200
Anchor Claws
E(f) x 2
-
Activates as a move equivalent action. +4 bonus on opposed roles to knock you down.
1
500
Aquatic Subtype   Swim Speed, +4 Swim Enhancements, Submersible Can move in the water without making swim check; Swim Speed equals speed on land
2
100
Armour Plating I
B+B
-
Grants a Natural Armour Bonus +1
2
100
Armour Plating II
B+T
Armour Plating I
Grants a Natural Armour Bonus +2 (I.e. +1 more)
2
100
Armour Plating III
T+T
Armour Plating II
Grants a Natural Armour Bonus +3 (I.e. +1 more)
1
600
Balance Servos
H / T
-
+2 to Balance, Ride, Tumble
1
10
Body Blades
B
-
+1d2 damage when grappling
1