Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Salvage Ammunition
The clockwork hunter gathers up any unattended crossbow bolts within reach and reloads its bolt launcher. The hunter restocks its supply of bolts, up to 10 bolts maximum.
Ability
Skirmish Strike
The clockwork hunter shuffles its feet and its weapon in tandem. It either Steps and then Strikes, or Strikes and then Steps.
Ability
Target Weakness
The clockwork hunter takes a moment to scan a creature for weaknesses, then Strikes with a +1 circumstance bonus to its attack roll. The hunter's Strike gains the deadly d4 trait for this attack.
Ability
Wind-Up
48 hours, DC 14, standby
Offense
Melee
Circumstance: combat round (melee)
leg +8 [+4/+0] (agile, finesse), Damage 1d4 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
crossbow bolt launcher +8 [+3/-2] (range 60 feet, reload 1), Damage 1d6 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
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Item
crossbow bolt (10)
Perception
darkvision
Weakness
electricity 2
orichalcum 2