Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
The amalgam can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: When it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
Ability
Efficient Winding
For the clockwork amalgam to act, it must be wound by another creature using a unique key. This takes 1 minute. Once wound, it remains operational for 72 days, after which time it becomes unaware of its surroundings and can't act until it's wound again.
Ability
Recalibrate [2 Actions]
The clockwork amalgam can recalibrate its internal structure to shed damaged components and replace them with new ones, restoring 125 HP to the construct. Each time it uses this ability, the clockwork amalgam permanently deactivates one of its five melee attacks as the components from that arm reassemble within the core of the machine.
Ability
Whirring Doom
4 penalty to the attack roll for each attack, but ignoring the multiple attack penalty until it has made all of its attacks. It can use each melee attack only once and it can target each creature in reach only once. If the clockwork amalgam used Whirring Doom in the previous round, it can use it again this round using only 1 action instead of 3. The amalgam's movement Speed is halved until the end of its next turn.
Offense
Melee
Circumstance: combat round (melee)
blade +38 [+33/+28] (magical, reach 10 feet), Damage 4d12+18 slashing
Offense
Ranged
Circumstance: combat round (ranged)
spike +35 [+30/+25] (magical, range increment 40 feet), Damage 4d12+8 piercing
Trait
Clockwork
Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function.
Clockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.
Wind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork's wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time.
A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork's operational time doesn't decrease in standby.
A creat
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
bleed
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poisoned
sickened
unconscious
Resistance
physical 15 (except adamantine or orichalcum)
Weakness
electricity 20
orichalcum 20