MechArgiope

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MechArgiope

Clockwork Spy Awakened/Metal-Clad Lead CR 7

This tiny steel creature has one oversized eye, a spherical body, and several spiderlike legs of grinding metal.

XP 3200

N Tiny Construct (Animal) Clockwork Subtype

Ranger level 5 (skill points 25) Dungeon Crawler

(Infiltrator )

Init +4; Senses Darkvision 60, Low-light Vision; Perception +10

DEFENSE

AC 15, Touch 12, flat footed 15 ( No Armour, Shield, none) ; AC Text add +2 dodge bonus from Swift Reactions

(+3 Natural, +2 size)

hp 42 (1d10+5d10+5+0);

Fort +4, Ref +6, Will +2

Immunity to construct traits, Vulnerability to electricity, Light Fortification (Ex) Whenever a sneak attack or critical hit is scored there is a 25% chance that the extra damage is negated and damage is rolled normally., Resistance (Su) Electricity 5

OFFENSE

Speed 20, fly 30ft., Fly (clumsy)

Melee

Single Attack Slam +12 (1d2+3)

Full Attack

Slam +12 (1d2+3)

Space 5ft.; Reach 5

Special Attacks

Record Audio (Su) 1- A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action-failure does not damage the gemstone but does erase any recorded sounds on the gemstone.,

Record Audio (Su) 2- Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals-a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording,

Self-destruct ,

Virulent Poison (Ex) If the metal-clad creature possesses a natural poison attack, its DC increases by +1

Favored Enemy (+2 attack pathfinder only) +2 damage. Number of Favored enemies = 2

Favored Enemy -2 +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy

Spells Known:

Ranger Spells

CL 5 Concentration 6

Level 1 (2) DC 12

STATISTICS

Str 15, Dex 11, Con 0, Int 9, Wis 13, Cha 0

Base Attack 7 CMB 7 ; CMD 17

Feats

Two-Weapon Fighting: Get extra attack at -2 to all attacks,

Armour Prof Light,

Armour Prof Medium,

Endurance: +4 on checks to resist non-lethal damage,

Improved Initiative: +4 Initiative checks,

Lightning Reflexes: +2 reflex saves,

Martial Weap Prof,

Rapid Shot: Gain extra ranged attack all attacks at -2,

Shield Proficiency: Can use shields,

Simple Weapon Proficiency,

Weapon Focus: +1 to attack rolls,

Weapon Focus(Ranged): +1 attack rolls

Skills Climb 4, Fly -4, Handle Animal 0, Heal 7, Intimidate 0, Know Dungeon 8, Know Geography -1, Know Nature -1, Perception 10, Ride 0, Stealth 19, Survival 10, Swim 7

Languages

ECOLOGY

Environment Any

Organization

Treasure None

SPECIAL ABILITIES

Self-Destruct (Su) DC(10) Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spys next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC for half damage). A DC Disable Device check made as a standard action can halt the spys self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.

Swift Reactions

Winding

Divination Immunity (Ex) Immune to divination spells and effects cast to derive information about it. Detect magic, detect poison, detect thoughts, and detect alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible t

Adaptation (Ex) Allows selection of adaptions from your favorite enemy. Number= 1

Favored Terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 1

Hunters Bond Either animal companion or bond with party that allows 1/2 favorite enemy bonus to be added to party for WIS bonus number of rounds, this takes a move action.

Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks.

Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Clockwork Subtype:Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Vulnerability to:A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a -4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions.

MAGIC ITEMS (max value 3450)

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