Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Doleful Tolling [Free Action]
Circumstance: Trigger: The clockwork clock tower rolls initiative;
The clock tower chimes, and all non-clockwork creatures within 300 feet who can hear it must succeed at a DC 42 Will save or be slowed 1 for 1 round (slowed 2 on a critical failure).
Ability
Durable Exterior
When a clockwork clock tower is reduced to fewer than 200 HP or is damaged by a critical hit, its exterior shatters to reveal internal mechanisms, reducing its AC to 44 until it recovers enough HP to reach 200 HP or more.
Ability
Overclock
The clockwork clock tower loses 1 day from its winding time and becomes quickened for 3 rounds. It can use this extra action to Step, Stride, or Strike. This quickened condition ends immediately if the clock tower is damaged by orichalcum.
Ability
Stutter Time
(arcane, incapacitation, transmutation) A creature struck by a clockwork clock tower's fist must make a DC 40 Will save as time flows unevenly around it. Critical Success The creature is quickened for 1 round and can use this extra action to Step, Stride, or Strike. Success The creature is unaffected. Failure The creature is stunned 3. Critical Failure The creature is knocked out of time, which ceases to flow around the creature for 1 round. It is invulnerable to all damage, it can't be targeted or affected by anything, and no rounds elapse for any timed durations, conditions, afflictions, and other effects it has. The target can't act and remains fixed in place, defying gravity if applicable. After time begins to flow again for it, the creature is stunned 3.
Ability
Wind-Up
1 week, DC 40
Offense
Melee
Circumstance: combat round (melee)
fist +36 [+31/+26] (reach 30 feet), Damage 4d12+18 bludgeoning plus stutter time
Offense
Trample
Huge or smaller, foot, DC 42
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
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 20 (except adamantine or orichalcum)
Weakness
electricity 20
orichalcum 20