Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
A divine warden 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
Arcane Innate Spells
DC 29, attack +21; 5th cloudkill, cone of cold; 4th dimensional anchor, fly, wall of fire; 3rd haste, invisibility, stinking cloud; 2nd glitterdust, obscuring mist, web; 1st feather fall, floating disk, grease; Cantrips (5th) daze, detect magic, ray of frost, shield, tanglefoot
Ability
Clockwork Wand
The divine warden uses a mechanical wand as a focus to channel magical energy. This wand is built into the divine warden's chest, with only the crystal at the end exposed. The warden can Interact to remove the wand, or someone else can remove it with a DC 32 Thievery check to Disable a Device. The divine warden becomes unable to cast any spells except cantrips while the wand is removed.
Ability
Critical Failure
As failure, except the creature becomes enfeebled 2 and stupefied 2.
Ability
Critical Success
The creature takes half damage.
Ability
Divine Destruction
(divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 10d6 positive damage. Each creature in the area must attempt a DC 29 Will save with the following outcomes.
Ability
Divine Domain Spells
2 Focus Points, DC 29, attack +21; 5th hurtling stone, localized quake
Ability
Divine Innate Spells
DC 29; Cantrips (5th) daze
Ability
Energize Clockwork Wand
Frequency: once per 10 minutes
Effect: The divine warden regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher.
Ability
Failure
The creature takes full damage and becomes temporarily cursed by Brigh to be enfeebled 1 and stupefied 1 for 1 day; this is a curse effect with a counteract DC of 29.
Ability
Faith Bound
(abjuration, divine) The divine warden can't attack a creature that openly wears or displays Brigh's religious symbol unless that creature uses a hostile action against the divine warden first.
Ability
Faithful Weapon
light hammer, striking rune
Ability
Instrument of Faith
The divine warden is a beacon for Brigh's faith. A cleric of Brigh can channel a heal spell through a divine warden of Brigh they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space.
Ability
Success
The creature takes full damage.
Ability
Wind-Up
For a divine warden of Brigh 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. The divine warden shuts down immediately once it has 0 time remaining.
Offense
Melee
Circumstance: combat round (melee)
fist +20 [+16/+12] (agile, finesse), Damage 2d10+6 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
light hammer +20 [+16/+12] (agile, thrown 20 feet), Damage 2d6+6 bludgeoning
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
Divine
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
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
Item
clockwork wand
Perception
darkvision
Resistance
physical 5 (except adamantine or orichalcum)
Weakness
electricity 10
orichalcum10