Clockwork Analyst

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Clockwork Analyst (CR 8)

Clockwork Analysts are 4-foot long iron constructs, which look like bulky metal spiders. Most of the time, these constructs follow a pre-determined set of analog programming, hard-coded into their gearworks and alchemical organs. Their programming can be so complex that they appear to have free will and even modest personalities, though this is not the case. Like clockwork agents, clockwork analysts also have a limited form of telepathy, allowing them to communicate with other Clockwork constructs. Some alchemists have even managed to astrally project their consciousness into a clockwork analyst to direct it remotely.

Clockwork analysts are capable fighters, but their primary purpose is troubleshooting problems. This can be nearly anything an ambitious mad scientist might find too bothersome to tend to themselves, from digging out and propping up new tunnels, buildings or other structures, to emergency repairs, to crafting customized tools or alloys for their master's lab.

Clockwork analysts have the ability to extract trace minerals and metals rapidly out of nearly any raw material, even rendering down alloys to their component parts, and extrude those parts in any shape the creator desires. For example, given a steel breastplate, a clockwork analyst could consume it and spit out several iron ingots, several lumps of coal, some flux and a bunch of heat. Sadly, they are not as efficient at creating alloys out of these same components, requiring considerably more raw materials and time to do so than a blacksmith would require.


GENERAL

CR 8 Hit Dice 12

XP 4,800

LN Medium Construct

Init +4; Senses Darkvision 60 ft., Low-Light 120 ft., Deaf, Telepathy 1000 ft. (other clockworks only), Perception +12


DEFENSE

AC 27, touch 16, flat-footed 21 (+6 dex, +11 armor)

hp 100

Fort +11, Ref +7, Will +7 <swap as needed; only one strong save>

Aura: -

SR: 18

Special Defenses:

Immunities:

  • all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  • disease, poison, ability damage, ability drain, energy drain
  • death effects, necromancy effects, sleep effects
  • nonlethal damage
  • paralysis, stunning, fatigue, exhaustion
  • any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)

Weaknesses: Normal healing provides no benefit to Clockwork Analysts. Instead, they can only be repaired via Make Whole, the Craft Construct feat, or by the efforts of other clockwork analysts.


OFFENSE

Speed 30 ft., Climb 30 ft.

Space / Reach: 5 ft. / 5 ft.

Single Melee Cutters +14 (2d8+1/x2) plus Taser

Full Melee Cutters +14 (2d8+1/x2) plus Taser and Decomposition Probes

Ranged -

Special Attacks Decomposition Probes, Taser

Action Points 0


STATISTICS

Str 21, Dex 15, Con -, Int -, Wis 11, Cha 6

Base Atk +8; CMB +15; CMD 28

Feats -

Skills -

Languages -


SPECIAL ABILITIES

Taser

Once per round when the Clockwork Analyst hits with an attack with its cutters, the target must also make a Reflex save, DC 18, or become Rattled for 1 round.


Decomposition Probes

If the clockwork analyst hits with its cutters during a full attack, the target must make a Fortitude save, DC 18, as decomposition probes are injected into its bloodstream. If the saving throw is failed, the target takes 1d3 points of CON damage each round, though the target may make a new save each round to try to overcome this effect. If the target succeeds on the save, he takes 2d8+1 damage, but no further ill effects, as the probes are rejected and expelled through the target's pores, tear ducts and ears. A target which fails the one or more saves but eventually succeeds still takes this damage as the probes are rejected. Any target whose CON score is reduced to 0 by this effect is digested by the probes and voided out as numerous small blocks of chemicals and a large leather waterskin filled with water. Note that these probes cannot be stacked; the above effects are not augmented by multiple infestations of Decomposition Probes, and a single save ends the effect. Of course, a creature who rejects the probes once could be injected with more probes if the Clockwork Analyst is able to do so.


Spell Resistance

Clockwork Analysts have spell resistance 18.


TREASURE

sell value of approximately 3,250 gp


COMBAT TACTICS

Clockwork Analysts will use charge attacks to close to melee, hoping that the Taser effect will slow down its opponents. Once in melee, the Analyst will settle into full attacks to make use of Decomposition Probes. Once a target is infested with the probes successfully, the Analyst will move to a different target if possible, de-prioritizing the infested targets.

Clockwork Analysts will never flee from combat, and are not really even self-aware enough to notice when a fight is going badly for them.