Clocksmith (3.5e Class)
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Tick tock. A Clocksmith is consumed with the unending rhythm of machinery. The perfection of a working system of gears and springs is what a Clocksmith strives for. Their creations are not only wonders of engineering, but marvels of art and combat.
Making a Clocksmith
The Clocksmith himself isn't very strong, but their clockwork creations hold their true power.
Abilities: Intelligence is the most important ability for the Clocksmith. All of his ability depends on his ability to work the magics of motion. Dexterity would be the second most useful to be able to operate some of the more finely tuned mechanics in his trade. Constitution is important as well, because the clocksmith is going to have to be able to take a punch if his creation isn't at full capacity.
Races: Gnomes, being hereditary tinkerers, are the most likely to be Clocksmiths. Dwarves could be clocksmiths as well, because of their talent for crafting metals. Humans and elves aren't as likely, but not unheard of.
Alignment: Any non-chaotic. The Clocksmith is very aware that there is a very strong method to any sort of madness.
Starting Gold: 3d6×10 gp (105 gp).
Starting Age: Complex
|1st||+0||+2||+2||+0||Craft Construct, Repair Construct, Clockwork Creation, Repair Kit 3/day|
|5th||+3||+4||+4||+1||Repair Kit 4/day|
|10th||+7/+2||+7||+7||+3||Repair Kit 5/day, Revive Construct|
|15th||+11/+6/+1||+9||+9||+5||Repair Kit 6/day|
|20th||+15//+10/+5||+12||+12||+6||Repair Kit 7/day, Bonus Feat|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
The clocksmith doesn't rely on himself, so much as his livelihood. All of the following are class features of the Clocksmith.
Weapon and Armor Proficiency: The Clocksmith is proficient with all simple weapons. The Clocksmith is only proficient with light armor, and any type of shield.
Craft Construct: The Clocksmith gains the Craft Construct feat.
Repair Construct(Ex): The Clocksmith is able to repair constructs with finesse and ease. In an hour's work, the clocksmith is able to repair 1d10/class level + the clocksmith's Int modifier per 50 gp expended.
Clockwork Creation: The Clocksmith makes a tiny, automated construct made of spinning, whirring, and winding gears and springs. It is considered a tiny animated object. If the creation is destroyed, The clocksmith can make another by undergoing 24 hours of uninterrupted tinkering, spending 100 gp per HD of their creation. The clocksmith can control as many creations equal to his intelligence modifier. Every other level the Clocksmith improves the inner workings of the creation in the following manner
|3rd–4th||+1||+1||+1||2||Increase Size, Feat|
|7th–8th||+3||+3||+3||4||Increase Size, Feat|
|9th–10th||+4||+4||+4||5||Evasion, Improved Uplink|
|11th–12th||+5||+5||+5||6||Increase Size, Feat|
|15th–16th||+7||+7||+7||8||Increase Size, Feat|
|19th–20th||+9||+9||+9||10||Increase Size, Feat|
Class Level: The character’s clocksmith level. The clocksmith’s class levels stack with levels of any other classes that are entitled to a clockwork creation for the purpose of determining the clockwork creation's abilities, saving throws, and the alternative lists available to the character.
Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Charisma modifier, as normal. Remember that extra Hit Dice improve the clockwork creation’s base attack and base save bonuses. A clockwork creation’s base attack bonus and base saves are the same as that of a Clocksmith of a level equal to the clockwork creation’s HD. A clockwork creation gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the clockwork creation’s existing natural armor bonus.
Gear Graft: The value given in this column is the total number of grafts that the clockwork creation has. These gear grafts require one day to install into the creation. Once the clocksmith selects the graft, they can’t be changed. Each body part of the creation can only have one graft on it (Leg x2, Arm x2, Shoulder x2, Body, Brain, Back) Different grafts can apply to different creations.
Fortify (Body): The creation gains 25% more fortification against critical hits. Maximum of 100%
Mount (Body): When a creation is at least 1 size category larger than the clocksmith, the clocksmith can build a mount onto the creation and be fully protected inside it. If the creation's health reaches 0 while the clocksmith is inside it, the clocksmith may apply a repair kit as a free action.
Pistons (Leg x2): Increase the creation's speed by 10ft.
Anima (Brain): Add 1d6 more Charisma. (Can only be taken once)
Networking (Brain): Add the clocksmith's Int to all ranged attack bonuses.
Pneumatic Slam (Arm x2): Increase the creation's damage by it's slam attack by one die. (1d6 to 2d6, and so on.) Effect translates when the creation increases size and stacks.
Enchanted Slam (Ench): Pneumatic Slam is required for this. Deal + 3/creation's Cha points of a certain energy to all slam attacks. (Fire, Electricity, Force, Sonic, etc. Once chosen, must take this graft again to get a different energy. Energy attacks can stack.)
Heavy Sling (Shoulder): Ejects stones or pebbles at unnatural speeds, dealing 1d6 + 1 per 2 HD of creation each. The Clockwork Creation gets a bin that holds 20 rocks.
Stone Enchanter (Ench): Heavy Sling is required for this. The rocks held inside of the ammo bin gain an energy enchantment and deals extra damage equal to the creation's Charisma modifier of either fire, electricity, acid, cold, force, etc. damage. This graft can only be taken once per energy type. Energy effects stack.
Adv. Repeater Crossbow (Arm): This repeater cross bow has 30 bolts in a belt that feeds into the side of it. As a full round action, the crossbow can be fired as many times in one round as the creation's Cha modifier, at it's full base attack bonus. All targets can be at most 30 ft from each other. Bolts deal 1d8 + 1 per 2 HD of the creation each. Reloading the belt takes a full round action, and the creation can't reload it on it's own. It replaces one of the creation's hands. Clocksmith may make as many extra belts (bolts not included) as he wants, they cost 2 gp for materials.
Bolt Enchanter (Ench): The bolts can be enchanted before fired to deal extra damage equal to the creation's Charisma modifier of either fire, electricity, acid, cold, force, etc. damage. The graft can only be taken once per energy type. Energy effects stack.
Weapon Gauntlet (Arm): The clocksmith builds special gauntlets that can allow the creation to wield one type of weapon. The gauntlet automatically grants the creation proficiency with that type of weapon only. This graft can only be taken once per weapon type. They are interchangeable. Ranged weapons cannot be wielded while a weapon gauntlet is equipped. (Exceptions: Any Gear Graft)
Enchanted Gauntlet (Ench): Add the creation's Cha to the Atk and Dmg of the weapon.
Turtle Legs (Arm x2): Turns a pair of arms into legs, opening a (Back) slot, and two Leg slots. Uses multiple legs base land speed.
- Turret (Back): A cannon that shoots a payload 100 ft. + 10 ft./clocksmith lvl. Each payload has a radius equal to the clocksmith's Int, and deals 1d4/creation's Cha + 1/clocksmith's lvl. Each payload requires material cost of 2 gp. The cannon can only be fired as a full action. It reloads automatically. Payloads are considered thrown splash weapons.
- Improved Turret(Back): Requires Turret. The creation now only requires a standard action to fire the cannon, and can add the clocksmith's Int to the damage.
- Rotor Blades (back) : flying speed equal to land speed. average maneuverability
- Heavy Rotor Blades (Back): Replaces Rotor Blades. Creation has + 10 ft. + 5ft./Cha to flying speed. Turns all leg slots into arm slots.
- Treads (Leg x4): Turns legs into treads and uses the creation's wheel speed. Can ignore difficult terrain.
- Winch (Shoulder x2): Allows the creation to be pulled up cliffs as steep as 90 degrees at half speed. Winch has a length of 100 ft. + 10 ft./clocksmith's lvl. Winch can grapple at a distance.
- Improved Winch (Shoulder x2): Requires Winch. Range doubles. Can pull the creation at normal base speed. +1 per HD of creation to grapple.
Feat: The clocksmith can give the creation any feat that the fighter can choose as a bonus feat.
: The Clocksmith is telepathically linked with the creation, but cannot instruct it to do anything more complex than he could with normal speech. With a concentration check (DC 5 + 5/5 ft. the creation is from the clocksmith) the clocksmith can see and hear what the clockwork creation is seeing and hearing.
: With a concentration check (DC 10 +5/5 ft. the creation is from the clocksmith) the clocksmith can transfer his consciousness into the creation. If his body is disturbed at all, the DC to maintain it is +/- 5 per 5 ft. the creation has moved of the intial DC.
Increase Size: Use the statistics for an animated object of one size category larger every 4 levels starting at 3rd. Apply all bonuses to it.
- Tidbit: The clocksmith is able to compact all of the workings of a larger creation into a smaller body, which still applies bonuses/penalties of being a larger size, without actually becoming a larger size. This allows the clocksmith to opt to keep the creation one size smaller than it's increased size.
Multiattack: The clockwork creation gains 2 more arm slots, gaining a slam attack for each arm. The creation also gains Multiweapon Fighting.
Improved Multiattack: The clockwork creation gains the Improved Multiweapon Fighting feat.
Familiarity: Due to the clocksmith's intimate knowledge of the workings of his own clockwork creation, the clocksmith's Repair Kit is twice as effective when used on it.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a clockwork creation takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Repair Kit: The clocksmith has now put together a kit that he can use to make quick repairs in the field. It takes a full round action to use, and the clocksmith is able to repair 1d10/3 levels + Dex modifier (Max 5d10). The clocksmith must spend 1 hour resetting each kit for use again.
Revive Construct: A clocksmith can repair a construct who's been destroyed, as if it only had 1 HP.
If the clocksmith takes on a chaotic alignment, his creations become foreign to him, and they no longer follow his orders.
|25th||Repair Kit 8/day|
|30th||Repair Kit 9/day, Bonus Feat, Factory, Clock Tower|
4 + Int modifier skill points per level.
Repair Kit: The max number of die raises to 10d10, and the clocksmith is able to add his intelligence modifier as well.
Pocket Watch: The Clocksmith gets to thinking, what if he makes more than he can handle? Or what if he wants to make some serious dough. He figures a way to construct a pocket watch that ticks exactly the same as a clockwork creation. Whoever has the pocket watch can control the creation as if they were uplinked to it.
Clockwork Grafts: The Clocksmith figures out how to apply any of the grafts of the creation to himself. They cost 2,000 gp per graft. The Clocksmith can have as many grafts equal to his Int modifier. The Clocksmith can also graft as many grafts onto his creation exceeding 9 equal to his Int modifier.
Factory: The Clocksmith becomes an epic industrialist. He is able to produce clockwork creations like candy. Each one costs as much as it would to normally create another creation (100 gp/1 HD). He can make 2 per day, and they function as level 20 creations. The clocksmith, however, can only control as many as his Int modifier at a time. He must select them at the start of each day, and cannot exceed the amount for 24 hours. He might be able to to sell them off though, if he were to construct pocket watches for each one so that the highest bidder can control it.
- Factory Recall: The Clocksmith can summon his creations as the Summon Monster spell at-will.
Clock Tower: The Clocksmith builds his very own base of operations, a flying colossal tower that constantly ticks and whirrs of endlessly whinding gears and springs that house all of the creations he builds. This tower floats is bound to the boundless skies of the astral plane and can only come TOO the material plane by means of an Astral Jaunt. It has the same stats as a Colossal Animated Object and can fly at a speed of 70 ft. poor. It can only hold as many grafts as twice the clocksmith's Int modifier. The Clocksmith can summon it as many times as his Wis modifier per day.
Bonus Feats: The epic clocksmith gains a bonus feat (selected from the list of epic clocksmith bonus feats) every 2 levels after 20th.
Epic Clocksmith Bonus Feat List: Armor Skin, Augmented Alchemy, Blinding Speed, Damage Reduction, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Wondrous Item, Efficient Item Creation, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Skill Focus, Epic Prowess, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Penetrate Damage Reduction
Gnome Clocksmith Starting Package
Weapons: Short sword (1d4, crit 19–20/×2, 1 lb., light, piercing)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: Craft Construct
Gear: Adventurer's kit.
Playing a Clocksmith
Religion: The clocksmith would worship a very lawful, but not necessarily good church. Gods of creation and animation might attract a clocksmith.
Other Classes: The clocksmith is interested in a party that will complement his creation. It could be that a cleric keeps him alive so he can keep his creation alive, to the fighter that is able to get his creation out of a mess in case it attracts more trouble than it can handle.
Combat: The clocksmith himself doesn't necessarily fight, but his creation does. However, he may be able to fight alongside it just as well.
Advancement: The clocksmith is best off continuing down it's own path to give it's creation the best potential. Multiclassing options might include though a melee class, so the clocksmith can at least defend himself if his creation is indisposed.
Clocksmiths in the World
|“||"Say hello, to my little friend."||”|
|—Korlav, Human Clocksmith|
Clocksmiths are makers at heart. They enjoy finding out the inner workings of machines, maybe to improve their own.
Daily Life: Korlav strolls to the bar and sits his old bones on a stool, ordering a tankard of ale. The barkeep quickly gets him it as he stares horrified to the sight behind them. What appears to be a giant robot wailing on a particularly rowdy group of drunks who insulted a feeble old man once too many times.
Notables: Jermaine Smithers built an interesting Clockwork creation. It resembled an outhouse that did rather nasty things to a person once their pants came off. Suffice to say once he was found to be the culprit, he had to make tracks.
Organizations: Clocksmiths might gather in the way that merchants do. Wherever their trade is going to be the most profitable. They rarely set up shops near each other though, but they wouldn't give up a chance to swap tricks or show off their creations.
NPC Reactions: The clocksmith himself might not look anything spectacular, but the hulking, or miniature device that follows him is what will draw most of the attention.
Characters with ranks in Knowledge (the planes) can research clocksmiths to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Clocksmiths have ties to the plane of Mechanus.|
|10||The clockwork creation has some quasi-intelligence.|
|15||The player might learn some names of some clocksmiths|
|20||The player might learn of a likely place for a clocksmith to be, or at least for his creation to be.|
Clocksmiths in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: Instead of constructs, it could be an animal trainer. A very nasty animal trainer, perhaps even dire ones.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.