Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
The assassin 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
Attack of Opportunity [Reaction]
Ability
Integrated Launcher
A projectile launcher is integrated into a clockwork assassin's systems, containing 10 spinning blades and five smoke bombs. When the assassin is destroyed, the launcher and its ammunition are also destroyed.
Ability
Rapid Repair
(manipulate) The clockwork assassin spends 1 hour of its operational time to repair itself, regaining 25 Hit Points and refilling its integrated projectile launcher with 4 spinning blades (to a maximum of 10) and 2 smoke bombs (to a maximum of 5).
Ability
Smoke Bomb Launcher
(manipulate) The clockwork assassin launches a smoke bomb. A screen of thick, opaque smoke fills a 10-foot burst within 60 feet of the clockwork assassin. Creatures within the area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Ability
Smoke Vision
The clockwork assassin ignores the concealed condition from smoke.
Ability
Sneak Attack
The clockwork assassin's Strikes deal an additional 3d6 precision damage to flat-footed creatures.
Ability
Unbalancing Blow
Creatures hit by the clockwork assassin's rapier hand Strike are flat-footed until the start of the clockwork assassin's next turn.
Ability
Wind-Up
For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.
Offense
Melee
Circumstance: combat round (melee)
rapier hand +27 [+22/+17] (deadly d8, disarm, finesse, magical), Damage 3d6+12 piercing plus unbalancing blow
Offense
Ranged
Circumstance: combat round (ranged)
spinning blade +27 [+23/+19] (agile, deadly d10, magical, range increment 120 feet), Damage 2d10+9 slashing
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
Perception
darkvision
smoke vision
Resistance
physical 10 (except adamantine or orichalcum)
Weakness
electricity 15
orichalcum 15