Library

A melnibonean in a dark grey hooded robe stands in front of dozens of rows of books and greets visitors in low melnibonean "hello" and anyone who replies with the code word "hello" in the same language is allowed entrance into the library (tough code word isn't it?). Those who do not properly respond will be politely asked to leave three times while pointing at the door they came in before it attacks. All the books are written in high melnibonean and the librarian is happy to translate.

Sharloth Tock the Clockwork Librarian     CR 8

XP 4,800

Clockwork creature melnibonean expert 8

LN Medium construct (augmented)

Init +3; Senses Perception +13

 DEFENSE

AC 22, touch 13, flat-footed 19 (+3 Dex, +5 natural, +4 armor)

hp 64 (8d8+28)

Fort +2, Ref +7, Will +5

DR hardness 10; Immune construct traits; Resist acid 10, cold 10, fire 10

Weaknesses vulnerable to electricity

 OFFENSE

Speed 30 ft.

Melee unarmed strike +8 (1d4+3)

 STATISTICS

Str 14, Dex 16, Con -, Int 11, Wis 8, Cha 6

Base Atk +6; CMB +8; CMD 21

Feats Improved Unarmed Strike, Lightning Reflexes, Skill Focus (Knowledge (Arcana)), Skill Focus (Perception), Toughness

Skills Appraise +11, Craft (bookbinding) +11, Diplomacy +9, Knowledge (Arcana) +14, Knowledge (Nobility) +11 Linguistics +11, Perception +13

Languages High Melnibonean, Low Melnibonean, Abyssal, Auran, Common, Giant, Infernal, Tengu, and Toad.

SQ created mind, metal skin, wind up key

 SPECIAL ABILITIES

Created Mind (Ex)

Clockwork creatures know nothing when first created, but many are intelligent. On its first day, a clockwork creature functions like any mindless construct, but thereafter its native intelligence comes to the fore, allowing it to reason and improvise. Creators can thus give their clockwork constructs somewhat vague commands and allow them to interpret and act on them, secure in the knowledge that their servants will not act in a way contrary to their desires.

Despite a reasoning intelligence, the clockwork creature remains wholly under the control of its creator and does nothing against that individual’s will. Because of a special bond formed during its first day, the clockwork creature can instinctively detect the location of its creator, regardless of magical and natural barriers, so long as the latter is within 100 feet. This ability prevents anyone from successfully impersonating the creator within that range. If someone resembling its creator issues an order from more than 100 feet away, the clockwork creature might or might not obey, depending on how suspicious it is of the command.

The creator can designate another creature or group of creatures for the clockwork creature to obey, but the creator’s commands always take precedence over those of other designated commanders. If the clockwork creature has an Intelligence score of 3 or higher, it continuously watches designated commanders for signs that they are commanding it against its creator’s intent. Should such a situation occur, the clockwork creature acts loyally instead. A clockwork creature with an Intelligence of 12 or higher automatically knows when its creator is being forced to act against his own wishes through mental control or other coercion, physical or mental. In such a case, the clockwork creature improvises a way to attain its creator’s true goals without allowing harm to come to him. In the absence of any commands from its creator, a clockwork creature follows the last commands it received. If it knows its creator is dead, it attempts to achieve his goals to the best of its ability.

Metal Body (Ex)

Beneath its skin, a clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.

Vulnerability to Electricity (Ex)

Because the delicate interior mechanisms of a clockwork creature are particularly vulnerable to electricity damage, it takes double damage from electricity on a failed save and half damage on a successful save.

Windup Key (Ex)

A clockwork creature must be wound up each day by placing a small key into a special orifice and turning it—an action that provokes attacks of opportunity. For each full round that the key is turned, the clockwork creature can be active for 4 hours (maximum 24 hours). In most cases, the creator either retains his construct’s key or gives it to the clockwork creature so that it can keep itself running.

When the clockwork creature runs down, it becomes immobile, helpless, and unconscious, and it remains so until wound up again. Anyone can wind up a clockwork creature without the key by making a successful Disable Device check as a full-round action (DC based on the quality of lock the creator built into the clockwork creature). This technique allows the clockwork creature 4 hours of activity (maximum 24 hours) for each such successful check.

Possessions: The librarian wears a voluminous dark grey hooded robe, an Obi of the White Lotus Master and the Gauntlets of Heartfelt Blows.

Obi of the White Lotus Master: Constructed of the purest silk and delicately decorated with masterful brushstroke representations of lotus petals, the obi of the white lotus master is reputedly the belt worn by a master warrior-philosopher before he attained Perfection.

Anyone of lawful alignment wearing the obi receives a +4 armor bonus to Armor Class.

If worn by a monk, this item reveals its true nature. When tightened around the waist of a lawful neutral character with the unarmed strike ability or Improved Unarmed Strike feat, the obi enhances its wearer's perception, allowing her to see her opponents' intentions and granting her the opportunity to counter or avoid attacks. This effect causes any foe to suffer a 20% miss chance when attacking the wearer. If the obi of the white lotus master's wearer is denied her Dexterity bonus, she cannot make use of the obi's enhancement of perception, and the obi only provides its +4 bonus to Armor Class.

Faint abjuration; CL 3rd; Craft Wondrous Item, mage armor, owl's wisdom; Price 48,000 gp; Weight 1

Gauntlets of Heartfelt Blows: These soft leather gauntlets sport a large, flat gem on the back of each hand. Ringed by steel, these stones slowly shift color as long as the gauntlets are worn. Whenever the bearer becomes involved in combat, the stones glow brighter, and their colors begin to swirl with intense energy, casting a fiery aura around any weapon in the wearer's hands. The wearer's melee attacks cause extra points of fire damage equal to his Charisma bonus (minimum of +1). This bonus damage also applies to touch attacks. The fire does not deal damage to the wearer or anything the wearer carries.

Faint transmutation; CL 5th; Craft Wondrous Item, burning hands; Price 12,000 gp; Weight 1 lb.

The Books

the first row contains various treatises on the natural world, +4 to any Knowledge (Nature) rolls while using the books.

2nd - Million Spheres

3rd - Engineering

4th - Armorsmithing

5th - Alchemy

6th - Oozes and Slimes

7th - Constructs

8th - Owlbears and Vulture Lions

The 9th through 12th rows contain all the 0 and 1st level wizard spells in the Pathfinder core rulebook.