Clockwork Fabricator
Level 4Attacks
Abilities
24 hours, DC 19 thievery check, standby
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 tim
Requirements The clockwork fabricator has a creature Grabbed or Restrained
Effect (2d4+4)[bludgeoning], DC 21 fortitude
A clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable "arms." An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful check to Disable a Device. A creature can Interact to install a new arm with a successful DC 18 engineering-lore Lore check. A fabricator has two of any of the following types of arms.
- •Melee 1 buzz-saw blade +16 (forceful, swee
Requirements The clockwork fabricator's last action was a successful towing anchor Strike
Effect The clockwork fabricator reels in the anchor and attempts an athletics check against the target's Fortitude DC. On a success, the clockwork fabricator pulls the target into a free square adjacent to it. This movement is forced movement.
Clockwork creatures are as common in Alkenstar as carts and horses are in most Inner Sea region cities. In the City of Smog, clockworks perform many of the simple, repetitive tasks that sentient workers find boring, as well as dangerous jobs such as private security or riot control.
A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction companion. These clockworks can be programmed to perform up to two simple, repetitive tasks such as hauling equipment, chopping down trees, or grinding up hunks of ore. The modular nature of these units makes them even more valuable-after finishing a day's work sawing planks, the same machine can be unwound, updated with a new modular arm or two, and then re-wound and given new instructions.
While it's possible to remove or replace an arm while a fabricator in use, doing so is dangerous and likely to void the manufacturer's warranty, to say nothing of the danger posed to the engineer doing the retrofitting.