DeskTopper

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COMPUTER A I

Clockwork Mage Metal-Clad Bronze/Awakened CR 16

This faceless construct has a crystal wand set into its chest, bristling with arcane energy.

XP 76800

N Medium Construct Clockwork Subtype

Oracle level 5 (skill points 20) Metal

(Mystery Metal )

Init +9; Senses Darkvision 60, Low-light Vision; Perception +6

DEFENSE

AC 28, Touch 16, flat footed 22 ( No Armour, Shield, none)

(+5 Dex, +12 Natural, +1 feats)

hp 164 (15d10+2d8+5d8+5+22+20);

Fort +6, Ref +11, Will +10

Damage Reduction (Ex) 5/adamantine, Immunity to construct traits, Spell Resistance 20, Vulnerability to electricity, Medium Fortification (Ex) Whenever a sneak attack or critical hit is scored there is a 75% chance that the extra damage is negated and damage is rolled normally., Resistance (Su) Fire 5, Vulnerability to Electricity (50% extra damage)

OFFENSE

Speed 20

Melee

Single Attack Slam +27 (1d4+6)

Full Attack

4 Slam +27 (1d4+6)

Space 5ft.; Reach 5

Special Attacks

Wand Magic (Su) 1- A clockwork mages wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mages spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day. Abjuration: 1st-hold portal, shield; 2nd-protection from arrows, resist energy; 3rd-dispel magic Conjuration: 1st-grease (DC 11), summon monster I; 2nd-glitterdust (DC 13), web (DC 13); 3rd-stinking cloud (DC 14) Enchantment: 1st-bungleAPG (DC 11), sleep (DC 11); 2nd-daze monster (DC 13), touch of idiocy; 3rd-deep slumber (DC 14) Evocation: 1st-magic missile, shocking grasp (DC 11); 2nd-gust of wind (DC 13),

Wand Magic (Su) 2- Evocation: 1st—magic missile, shocking grasp (DC 11); 2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14) Illusion: 1st—color spray (DC 11), vanish; 2nd—blur, hypnotic pattern (DC 13); 3rd—displacement Necromancy: 1st—cause fear (DC 11), ray of enfeeblement (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 3rd—ray of exhaustion (DC 14) Transmutation: 1st—expeditious retreat, reduce person (DC 11); 2nd—alter self, spider climb; 3rd—haste

Spells Known:

Oracle Spells

CL 5 Concentration 5

Level 0 (6) DC 10

Bleed(Necromancy)[ ] X 6

V,S rng: Close 25ft + 5ft/2 levels CT: Dur: instantaneous

SV Will negates Area: one living creature Book:

Description: You cause a living creature that is below 0 hit points but stabilized to resume dying

Level 1 (6) DC 11** Needs CHR of 11 to cast **

Abadars Truthtelling(Enchantment)[Compulsion Mind-affecting mind-affecting fire] X 4

V, S, DF rng: touch CT: Dur: 1 min./level

SV Will negates Area: creature touched Book: Inner Sea Gods

Description: This spell functions identically to the spell zone of truth, except as noted above. The target momentarily takes on the semblance of a being of perfect order, like an archon or inevitable, so that all who can see the target know it is affected by the spell. This divine guise flickers over the target for only an instant and does not allow it to pass as a member of a different race.

Lead Blades(Transmutation)[ ] X 1

V, S rng: Personal CT: Dur: 1 minute/level (D)

SV - Area: touch Book: APG

Description: All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see table below). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.

Level 2 (4) DC 12** Needs CHR of 12 to cast **

Abeyance(Abjuration)[Calling Mind-affecting mind-affecting fire] X 2

V, S, M (a flask of holy water worth 25 gp), DF rng: touch CT: Dur: 24 hours

SV Will negates (harmless) Area: creature touched Book: AP 82

Description: Abeyance suppresses the effects of a single curse on a creature. It does not restore any damage or drain that might have been caused by the curse. Abeyance cannot suppress curses that cannot be removed by remove curse, but it can suppress curses such as lycanthropy that require remove curse along with additional measures. An individual curse can be suppressed only once by abeyance, even if cast by a different caster. Abeyance does not allow a creature to divest itself of cursed objects, though it can suppress a curse contracted from an object.

Heat Metal(Transmutation)[Fire ] X 1

V,S.DF rng: Close 25ft + 5ft/2 levels CT: Dur: 7 rounds

SV Will negates (object) Area: Metal equipment of one creature/two levels, no two of which can be more than 30 ft. apart; or 25 lb. Book: CRB

Description: Heat metal causes metal objects to become red-hot. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher. A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item. On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table. Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water. Heat metal counters and dispels chill metal.

STATISTICS

Str 22, Dex 21, Con 0, Int 11, Wis 12, Cha 10

Base Attack 20 CMB 26 ; CMD 42

Feats

Combat Casting: +4 Concentration checks for Defensive casting,

Dodge: Add 1 to AC ,

Improved Initiative: +4 Initiative checks,

Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,

Toughness: +3 Hit points or +1 per hit dice,

Weapon Focus: +1 to attack rolls

Skills Perception 6, Stealth 10

Languages

ECOLOGY

Environment any land

Organization

Treasure None

SPECIAL ABILITIES

Difficult To Create

Swift Reactions

Winding

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.

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 45000)

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