Clockwork Companion
A clockwork companion’s abilities are determined by the tinkerer’s level and by the modifications made using resource points. Table: Clockwork Companion Base Statistics provides many of the qualities of clockwork companions.
A clockwork companion is a special, advanced form of construct. It has the clockwork subtype and the following traits:
Starting Statistics: Size Small; Speed 30 ft.; AC +1 natural armor; Ability Scores Str 10, Dex 10, Con —, Int —, Wis 10, Cha 1 BASE BIPED CLOCKWORK COMPANION
Starting Statistics: Size Small; Speed 20 ft.; AC +2 natural armor; Ability Scores Str 10, Dex 10, Con —, Int —, Wis 10, Cha 1
- No Constitution score. For any DCs or other statistics that rely on a Constitution score, a clockwork companion is treated as having a score of 10 (no bonus or penalty).
- Low-light vision.
- Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
- Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or fewer.
- Cannot be raised or resurrected.
- Cannot normally heal damage on its own, but can be repaired through the use of the Craft (clockwork) skill.
- Can also be healed through spells such as make whole or the fast healing modification. Take 150% damage from electricity attacks.
Table: Clockwork Companion Base Statistic
| Class Level | HD | BAB | Fort | Ref | Will | Skills | Feats | Natural Armor Bonus | Resource Points | Max Attacks | Commands |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 1 | 1 | 2 | 2 | 0 | 4 | 1 | 0 | 2 | 3 | 2 |
| 2nd | 2 | 2 | 3 | 3 | 0 | 8 | 1 | 2 | 3 | 3 | 2 |
| 3rd | 3 | 3 | 3 | 3 | 1 | 12 | 2 | 2 | 4 | 3 | 3 |
| 4th | 3 | 3 | 3 | 3 | 1 | 12 | 2 | 2 | 5 | 4 | 3 |
| 5th | 4 | 4 | 4 | 4 | 1 | 16 | 2 | 4 | 6 | 4 | 3 |
| 6th | 5 | 5 | 4 | 4 | 1 | 20 | 3 | 4 | 7 | 4 | 4 |
| 7th | 6 | 6 | 5 | 5 | 2 | 24 | 3 | 6 | 8 | 4 | 4 |
| 8th | 6 | 6 | 5 | 5 | 2 | 24 | 3 | 6 | 9 | 4 | 4 |
| 9th | 7 | 7 | 5 | 5 | 2 | 28 | 4 | 6 | 10 | 5 | 5 |
| 10th | 8 | 8 | 6 | 6 | 2 | 32 | 4 | 8 | 11 | 5 | 5 |
| 11th | 9 | 9 | 6 | 6 | 3 | 36 | 5 | 8 | 12 | 5 | 5 |
| 12th | 9 | 9 | 6 | 6 | 3 | 36 | 5 | 10 | 13 | 5 | 6 |
| 13th | 10 | 10 | 7 | 7 | 3 | 40 | 5 | 10 | 14 | 5 | 6 |
| 14th | 11 | 11 | 7 | 7 | 3 | 44 | 6 | 10 | 15 | 6 | 6 |
| 15th | 12 | 12 | 8 | 8 | 4 | 48 | 6 | 12 | 16 | 6 | 7 |
| 16th | 12 | 12 | 8 | 8 | 4 | 48 | 6 | 12 | 17 | 6 | 7 |
| 17th | 13 | 13 | 8 | 8 | 4 | 52 | 7 | 14 | 18 | 6 | 7 |
| 18th | 14 | 14 | 9 | 9 | 4 | 56 | 7 | 14 | 19 | 6 | 8 |
| 19th | 15 | 15 | 9 | 9 | 5 | 60 | 8 | 14 | 20 | 7 | 8 |
| 20th | 15 | 15 | 9 | 9 | 5 | 60 | 8 | 16 | 21 | 7 | 9 |
Class Level
This is the character’s tinkerer level.HD
This is the total number of 10-sided (d10) Hit Dice the clockwork companion possesses.BAB
This is the clockwork companion’s base attack bonus. A compan ion’s base attack bonus is equal to its Hit Dice. Clockwork companions do not gain additional attacks using their natural weapons for a high base attack bonus.Fort/Ref/Will
These are the clockwork companion’s base saving throw bonuses.Skills
This lists the clockwork companion’s total skill ranks. The tinkerer can assign skill ranks to any applicable skill, but the companion must possess the appropriate appendages to use some skills. A companion cannot have more ranks in a skill than it has Hit Dice. It also cannot use any skill based on Intelligence or Constitution. It can only use, or have ranks in, skills related to Charisma, Dexterity, Strength, or Wisdom. A companion’s skill ranks are set once chosen, even if the companion changes when the tinkerer gains a new level. A clockwork companion does not have class skills.Feats
This is the total number of feats possessed by a clockwork companion. The tinkerer can assign his companion any feat that it qualifies for, but it must possess the appropriate appendages to use some feats. A companion’s feats are set once chosen, even if the companion is drastically modified as the tinkerer gains new levels. If, due to these changes, the companion no longer qualifies for a feat, the feat provides no benefit until the companion once again qualifies for the feat.Armor Bonus
The number noted here is the clockwork companion’s base total armor bonus. This bonus can be split between an armor bonus and a natural armor bonus, as decided by the tinkerer. This number is modified by the companion’s base form and some options that are available through modifications. A clockwork companion cannot wear armor of any kind.Resource Points
This value is the number of points in the clockwork companion’s resource point pool. Resource points can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to a companion. Whenever a tinkerer gains a level, the number in this pool increases, and he can spend these points to change the abilities of his companion. These choices are not set. A tinkerer can change them whenever he gains a level.Max. Attacks
This indicates the maximum number of attacks that a clockwork companion is allowed to have at the given level. If the companion is at its maximum, it cannot take modifications that grant additional natural attacks. A clockwork companion cannot wield a weapon or make attacks with one.Commands
A tinkerer controls his clockwork companion through a set of specific, preprogrammed commands. This value indicates the number of commands that a follow such commands to the best of its ability and follows commands only from the tinkerer that created it. Issuing a command is a free action. Typical commands include: Attack: The companion attacks apparent enemies. You can point to a particular creature that you want the clockwork companion to attack, and it will comply if able. Come: The companion moves toward you. Defend: The companion defends you (or is ready to defend you if no threat is present), even without any command being given. You can instead command the clockwork companion to defend another specific character. Disengage: The companion breaks off from combat or otherwise backs down. A companion that doesn’t know this command continues to fight until it is destroyed or its opponent is defeated. Follow: The companion follows you. Guard: The companion stays in place and prevents others from approaching. Get: The companion moves to and fetches a specific object. If you do not point out a specific item, the companion fetches a random object. Standby: The companion places itself on standby. While on standby, it 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 reduce the time before a companion needs to be wound again (see Winding a Companion, below). A companion can cancel this state as a swift action. Work: The companion performs a work-related task.Winding a Companion
A clockwork companion must be wound with a special key, created by the tinkerer, in order to function. This key is inserted into the clockwork companion and turned clockwise to wind it. Turning the key counterclockwise has the effect of unwinding the machine. Either activity requires a full-round action. A clockwork companion can remain active for a number of days equal to its Hit Dice before it needs to be wound again. Only a willing (or helpless) clockwork companion will allow itself to be unwound, meaning that only the tinkerer or someone the tinkerer has specifically designated can normally do so. Since each companion’s key is unique, construction of a new key requires a successful Craft (Clockwork) or Disable Device check (DC 20 + the clockwork companion’s HD).Base Clockwork Companion
A clockwork companion is initially constructed as either a biped or a quadruped. The body of a biped has two upper limbs (arms) and two lower limbs (legs). The body of a quadruped has two pairs of legs. BASE QUADRUPED CLOCKWORK COMPANIONStarting Statistics: Size Small; Speed 30 ft.; AC +1 natural armor; Ability Scores Str 10, Dex 10, Con —, Int —, Wis 10, Cha 1 BASE BIPED CLOCKWORK COMPANION
Starting Statistics: Size Small; Speed 20 ft.; AC +2 natural armor; Ability Scores Str 10, Dex 10, Con —, Int —, Wis 10, Cha 1
Modifications
Each clockwork companion has a number of resource points that the tinkerer can spend to give his companion new abilities, powers, and other upgrades. These abilities, called modifications, can be changed whenever the tinkerer gains a new level, but they are otherwise set. Some modifications require that the companion have a specific prerequisite, or that the tinkerer be of a specific level, before they can be used. Some modifications grant the companion additional methods of attack. Attacks identified as primary are made using the companion’s full base attack bonus and add the companion’s Strength modifier to attack and damage rolls. Attacks identified as secondary are made using the companion’s base attack bonus – 5 and add half the clockwork companion’s Strength modifier to attack and damage rolls. Modifications are grouped below by their cost in resource points. Resource points cannot be saved. All available points must be spent whenever the tinkerer gains a level, or they are lost. Unless otherwise noted, each modification can be selected only once.1-Point Modifications
The following modifications cost 1 point apiece from the clockwork companion’s resource point pool. Ability Increase (Ex): The companion receives stronger pistons, smoother gears, or better protected internal parts. Increase the companion’s Strength, Dexterity, or Wisdom score by +2. This modification can be selected more than once. Each time a companion receives this modification, it can be applied to any of the three ability scores. Bite (Ex): The companion gains an articulated maw full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack that deals 1d4 hp damage (1d6 if Medium, 1d8 if Large). Claws (Ex): The companion gains a pair of claw-like appendages at the end of one pair of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 hp damage (1d6 if Medium, 1d8 if Large). This modification can be selected more than once, but the companion must have an appropriate number of limbs. Climb (Ex): The companion gains a climb speed equal to its base speed. This modification can be selected more than once. Each additional time it is selected, the companion’s climb speed increases by 20 feet. Improved Damage (Ex): One of the companion’s attacks is particularly deadly. Select one form of attack and increase the damage die type by one step. This modification can be selected more than once. Its effects do not stack. Each time a tinkerer selects this modification for his companion, it applies to a different form of attack. Improved Natural Armor (Ex): The strength of the companion’s outer plates becomes armor-like, giving it a +2 bonus to its natural armor. This modification can be taken once for every five levels the tinkerer possesses. Mount (Ex): The tinkerer modifies his companion to serve as a mount. The companion must be at least one size category larger than the tinkerer. Pincers (Ex): The companion is outfitted with large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d4 hp damage (1d6 if Medium, 1d8 if Large). Clockwork companions with the grab modification linked to pincers gain a +2 bonus on CMB checks made to grapple. This modification can be selected more than once, but the companion must have an appropriate number of limbs. Pull (Ex): The companion gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the companion makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the check is successful, the target of the attack is pulled 5 feet closer to the companion. This ability works only on creatures of a size equal to or smaller than the companion. Creatures pulled in this way do not provoke attacks of opportunity. The companion must have a reach of 10 feet or more to select this modification. This modification can be selected more than once. Its effects do not stack. Each time a companion receives this modification, it applies to a different natural attack. Push (Ex): The companion gains the ability to push creatures away with a successful attack. Select one type of attack. Whenever the clockwork companion makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the check is successful, the target of the attack is pushed 5 feet directly away from the companion. This ability works only on creatures of a size equal to or smaller than the clockwork companion. Creatures pushed in this way do not provoke attacks of opportunity. This modification can be selected more than once. Its effects do not stack. Each time a companion receives this modification, it applies to a different attack. Reach (Ex): One of the companion’s attacks becomes capable of striking at foes at a distance. Pick one attack. The clockwork companion’s reach with that attack increases by 5 feet. Resistance (Ex): The companion’s form becomes resistant to one energy type: acid, cold, electricity, fire, or sonic. The clockwork companion gains resist 5 against that energy type. This resistance increases by 5 for every five levels the tinkerer possesses, to a maximum of 15 at 10th level. This modification can be selected more than once. Its effects do not stack. Each time a companion receives this modification, it applies to a different energy type. Skilled (Ex): The companion becomes especially adept at a specific skill, gaining a +8 competence bonus on that skill. This modification can be selected more than once. Its effects do not stack. Each time the clockwork companion receives this modification, it applies to a different skill. Slam (Ex): The companion can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d4 hp damage (1d6 if Medium, 1d8 if Large). The companion must have upper limbs (arms) to take this modification. This modification can be selected more than once, but the companion must have an appropriate number of limbs.2-Point Modifications
The following modifications cost 2 points apiece from the clockwork companion’s resource point pool. Efficient Winding (Ex): The companion can function for 2 days per Hit Die every time it is wound. Flight (Ex): The companion receives wings or similar apparatus, allowing it to fly. It gains a fly speed equal to its base speed. Small and Medium clockwork companions have good maneuverability, while Large clockwork companions have average maneuverability. A tinkerer must be at least 5th level before selecting this modification. Gore (Ex): The companion is fitted with one or more horn-like protrusions, giving it a gore primary attack. The gore deals 1d6 hp damage (1d8 if Medium, 2d6 if Large). Grab (Ex): The companion excels at grappling foes, gaining the grab ability. Pick one of the companion’s attacks (bite, claw, pincers, or slam). Whenever the companion makes a successful attack of the selected type, it can attempt a free combat maneuver check. If it is successful, the companion grapples the target. This ability works only on creatures of the same size as the companion or smaller. A companion with this modification receives a +4 bonus on CMB checks made to grapple. Immunity (Su): The companion’s body is enhanced, gaining immunity to one type of energy. Pick one energy type: acid, cold, electricity, fire, or sonic. The companion gains immunity to that energy type. This modification can be selected more than once. Its effects do not stack. Each time it is selected, it applies to a different energy type. A tinkerer must be at least 7th level before selecting this modification. Increased Size (Ex): The companion is increased in size, becoming Medium. The companion gains a +2 bonus to Strength and a +1 bonus to natural armor. A tinkerer must be at least 8th level before selecting this modification. If 2 additional resource points are spent on a Medium companion, its size is increased to Large. The companion gains an additional +2 bonus to Strength and an additional +1 bonus to natural armor. It takes a –1 penalty to Dexterity. This size increase also gives the companion a –1 size penalty to AC and attack rolls, a +1 bonus to CMB and CMD, a –1 penalty on Fly skill checks, and a –1 penalty on Stealth skill checks. the companion also gains 10-foot reach. Any reach modifications the companion already possesses are added to this total. A tinkerer must be at least 12th level to increase his clockwork companion’s size to Large. The ability increase modification costs 4 points instead of 2 points when it is used to increase the Strength score of a Large clockwork companion. Limbs (Ex): The companion is outfitted with an additional pair of limbs. They can be made into legs, complete with feet. Each pair of legs increases the companion’s base speed by 10 feet. Alternatively, the limbs can be made into arms, complete with articulated hands and digits. The companion does not gain any additional natural attacks for an additional pair of arms, but it can take other modifications that add additional attacks (such as claws or a slam attack). This modification can be selected more than once. Reservoir (Ex): The companion is outfitted with an internal reservoir that can hold liquid, typically a potion. When a predetermined trigger occurs, often when the tinkerer falls unconscious or is mortally wounded, the companion is programmed to rush to the tinkerer and produce a small, tube-like proboscis, through which it administers a potion. Administering a potion requires a standard action. Each reservoir can contain one potion. A Small companion can be outfitted with a maximum of three such reservoirs; a Medium companion can contain up to six, and a Large companion can contain up to nine. Trample (Ex): The companion has the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the companion can overrun any creature that is smaller than itself. This modification works like the overrun combat maneuver, but the companion does not need to make a check; it merely has to move over opponents in its path. Each opponent takes 1d6 hp damage (1d8 if Medium, 1d10 if Large), plus 1-1/2 times the companion’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the companion’s HD + the companion’s Strength modifier. A companion can deal trampling damage to a creature only once per round. Trip (Ex): The companion now excels at knocking foes to the ground, gaining a trip attack. Whenever the companion makes a successful attack, it can attempt a free combat maneuver check. If it is successful, the target is knocked prone. If the check fails, the companion is not tripped in return. This ability works only on creatures of a size equal to or smaller than the companion.3-Point Modifications
The following modifications cost 3 points apiece from the clockwork companion’s resource point pool. Blindsense (Ex): The companion gains blindsense out to a range of 30 feet. This ability allows the companion to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the companion. Visibility still affects the companion’s movement, and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. A tinkerer must be at least 9th level before selecting this modification. Cannon (Ex): One of the companion’s arms ends in a cannon, which it can use it to fire small cannonballs. A companion’s cannon can hold up to three cannonballs if the companion is Small, six if Medium, or nine if Large. Loading a cannon is a full-round action. (See the Cannonballs and Nets sidebar for specific details.) Damage Reduction (Su): The companion’s body becomes resistant to harm. The companion gains DR 3/—. This modification can be selected more than once. Each time, the damage reduction increases by 3. A tinkerer must be at least 9th level before selecting this modification. Greater Damage (Ex): One of the companion’s attacks is particularly deadly. Select one attack form that was previously affected by the improved damage modification and increase the damage die type by one step. This modification can be selected more than once. Its effects do not stack. Each time the tinkerer selects this modification, it applies to a different form of attack. Net Launcher (Ex): The companion gains a net launcher, which can launch a net as a standard action. The launcher can contain up to two nets if the clockwork companion is Small, five if Medium, and seven if Large. Loading a folded net into the launcher is a full-round action. The companion must succeed on a ranged touch attack in order to hit with a net. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. Creatures entangled by the net can escape with a successful Escape Artist check or Strength check (at a –4 penalty). The DC of these checks is equal to 10 + the companion’s HD. A net has a hardness of 0 and a number of hit points equal to twice the companion’s Hit Dice. (See the Cannonballs and Nets sidebar for specific details.)4-Point Modifications
The following modifications cost 4 points apiece from the clockwork companion’s resource point pool. Adamantine Weapons (Ex): One of the companion’s forms of attack is enhanced with adamantine and gains the qualities of a weapon made from that material. This modification can be selected more than once. Its effects do not stack. Each time a tinkerer selects this modification, it applies to a different form of attack. Blindsight (Ex): The companion gains blindsight to a range of 30 feet. It can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment, as long as it has line of effect to the target. A tinkerer must be at least 11th level before selecting this modification. Fast Repairs (Ex): The companion gains the ability to quickly repair damage to itself, giving it fast healing 2. The clockwork companion heals 2 points of damage each round, just like natural healing. This fast healing works as long as the clockwork companion is still functioning. This modification can be selected more than once, increasing fast healing by 2 each time. A tinkerer must be at least 11th level before selecting this modification. Self-Destruct (Ex): The companion is programmed to explode 1 round after it is destroyed. The explosion deals 1d8 hp damage per HD of the companion to all creatures in a 10-foot radius. Half of this damage is bludgeoning, and the other half is fire. Those within the blast radius can make a Reflex for half damage. The DC of this save is equal to 10 + 1/2 the companion’s HD. Add an additional +2 to this DC if the companion is Medium; add an additional +4 if the companion is Large.Section 15: Copyright Notice
New Paths Compendium - Unleashed. Copyright 2013 Open Design LLC; Authors: Marc Radle, Crystal Frasier, John Ling, Jr., and Jerall Toi.Remove these ads. Join the Worldbuilders Guild

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