Clockwork Handler

Level 1
Creature· clockworkUncommonMediumLegacy
AC
16
HP
16
Speed
25 ft.
Perception
+8
Fort
+10
Ref
+7
Will
+6
Resistances physical 2
Weaknesses electricity 2, orichalcum 2
Senses darkvision
Skills athletics +7
Recall Knowledge DC 17 (arcana)

Attacks

Melee Fist +7 (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoning
Melee Javelin +5 (thrown 30 ft.), Damage 1d6+4 piercing

Abilities

Spotlightinteraction

The clockwork handler can use the Everburning Torch built into its helmet to illuminate areas it's examining. Whenever it Seeks in a 30-foot area and rolls a successful Perception check, the clockwork handler gets a critical success instead.

Wind-Upinteraction

24 hours, 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

Attack of Opportunity
Hog-tie◆◆

Requirements The clockwork handler has a creature Restrained


Effect The clockwork handler cuts a length of rope from the supply in its chassis to tie up the restrained creature. The creature is restrained until it Escapes or Forces Open the rope with a successful DC 15 check (typically an attack roll or Thievery check to Escape, or an Athletics check to Force Open the ropes; restrained creatures don't take a -2 penalty on this check for not using a crowbar). The rope has Hardness 2 and 8

Siren◆◆

The clockwork handler emits a loud noise (such as a bell or high- pitched mechanical scream) that can be easily heard by anyone within 500 feet. Creatures within 100 feet take a -2 circumstance penalty to Perception checks that are hearing-based. Creatures within 30 feet who fail a DC 14 fortitude save can't hear anything but the siren, critically fail Perception checks that require hearing, and are immune to auditory effects. This effect lasts until the creature leaves the area and for 1 round

Grab

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.

One of the jobs most commonly outsourced to clockworks is guard duty. Clockwork soldiers are often too costly to employ en masse, so municipalities looking to cut corners devised the much-cheaper clockwork handler, a budget-friendly construct sufficient for rat catching, door watching, and basic patrol work.

Handlers are typically programmed to react efficiently to certain situations such as intruders or assailants. To that end, all handlers are equipped with an everburning torch fastened to their hooded lantern-like heads. Furthermore, most clockwork handlers used in public places have their fists covered in a padded material to ensure they don't accidentally beat suspects to death, though these modifications are removable (removing the nonlethal trait from their fist Strike). The nonlethal approach is considered the safest, as clockwork creatures don't always have the keenest judgement on who is a criminal and who is a customer. A healthy supply of rope allows the clockwork handler to quickly tie-up unruly vagabonds, that they might be brought to justice.