Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Clockwork String
Any creature hit by the puppeteer's string is grabbed. The puppeteer can move while it has a creature grabbed with its string, but it automatically releases the creature if the puppeteer moves beyond the string's 60-foot length. The puppeteer can use up to six strings at a time. It can release any creature grabbed by a string as a free action. Each string has AC 30, and its Escape DC is 32. A string can be severed by a Strike that deals at least 20 slashing damage to it. This doesn't deal any damage to the clockwork puppeteer.
Ability
Clockwork Swarm
(aura) 30 feet. A cloud of flying, spiderlike clockworks surrounds the clockwork puppeteer. A creature that ends its turn in the cloud takes 4d8 piercing damage (DC 29 basic Reflex save).
Ability
Create Puppet
Circumstance: Trigger: A creature grabbed by the puppeteer's clockwork string d
The triggering creature's body becomes infested with tiny clockworks. This puppet is fully under the clockwork puppeteer's control and has statistics identical to a zombie of its size with the following exceptions: It loses the undead trait, loses negative healing, loses its weakness to positive damage, and gains the construct trait.
Ability
Pull String
The puppeteer reins in a creature grabbed by its string. The puppeteer attempts an Athletics check against the creature's Fortitude DC. On a success, the puppeteer pulls the creature 15 feet closer to it (30 feet closer on a critical success).
Ability
Wind Up
24 hours, DC 22, standby
Offense
Melee
Circumstance: combat round (melee)
claw +24 [+19/+14], Damage 3d10+9 slashing
Offense
Ranged
Circumstance: combat round (ranged)
string +24 [+19/+14] (range 60 feet), Damage 3d8+9 slashing plus clockwork string
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
poisoned
sickened
unconscious
Perception
darkvision
Resistance
physical 10 (except adamantine or orichalcum)
Weakness
electricity 10
orichalcum 10