Clockwork Eidolon

Clockwork eidolons are living, sentient outsiders whose bodies are enhanced or have parts replaced by constructed metal mechanisms through a combination of magic and precise technologies. Clockwork eidolons that are summoned by clockwork mages hail from a little-known plane called the Plane of Gears. Although these clockwork eidolons are not constructs, it is only through bonding with a clockwork mage that their goal of becoming a true, sentient construct can be realized. As such, it willingly subjects itself to its master’s will in hopes of achieve its true purpose. A clockwork eidolon is considered an outsider for the purpose of what types of spell affect it. Clockwork eidolons have the base statistics as shown on the Clockwork Eidolon Base Statistics table. These base statistics can be modified by the clockwork eidolon’s base form and upgrade pool.

CLOCKWORK EIDOLON ABILITIES

A clockwork eidolon’s abilities are determined by the clockwork mage’s level and by the choices made using its upgrade pool. Table: Clockwork Eidolon Base Statistics determines many of the base statistics of the clockwork eidolon. Each clockwork eidolon possesses a base form that modifies these base statistics. A clockwork construct’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide (see p. 58), except with the following changes.

Hit Dice: This is the total number of 10-sided (d10) Hit Dice the clockwork eidolon possesses.

Good/Bad Saves: These are the clockwork eidolon’s base saving throw bonuses. A clockwork eidolon always possesses a good Fort saving throw and a bad Reflex and Will saving throw, regardless of the creature’s base form.

Armor Bonus: The clockwork eidolon has only an armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.

Upgrade Pool: The clockwork eidolon uses upgrades, not evolutions to enhance itself. The clockwork gains a number of upgrade points at each level, as indicated on Table: Clockwork Eidolon Base Statistics. The clockwork eidolon’s upgrades otherwise function exactly like evolutions.

Special: This includes a number of new abilities gained by all clockwork eidolons as they increase in power, some that replace those normally gained by an eidolon. Each of these abilities is described below.

Constructed Eidolon (Ex): While clockwork eidolons are not constructs, they do possess some minor construct-like qualities. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), clockwork eidolons count as both outsiders and constructs. Clockwork eidolons gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Clockwork eidolons can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.A clockwork eidolon does not breathe, eat, or sleep, unless it wants to gain some beneficial effect from one of these activities. This means that a clockwork eidolon can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the clockwork eidolon to survive or stay in good health.

Low-Light Vision (Ex): The clockwork eidolon has low-light vision, enabling it to see twice as far as a human in conditions of dim light.

Find Master (Su):As long as the clockwork eidolon and the clockwork mage that summoned it are on the same plane, the clockwork eidolon can locate its master. This ability replaces evasion.

Guard (Ex): If ordered to do so, a clockwork eidolon moves to defend the clockwork mage. All attacks against the clockwork mage take a –2 penalty when the clockwork eidolon is adjacent to its clockwork mage. This ability replaces devotion.

Spell Storing (Sp): The clockwork eidolon can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the clockwork eidolon can store another spell (or the same spell again). At 16th level, the clockwork eidolon can store one spell of 5th level or lower that is cast into it by another creature, in addition to a spell of 4th level or lower. This otherwise functions like the spell storing ability. This ability replaces improved evasion.

CLOCKWORK EIDOLON SKILLS

The following skills are class skills for the clockwork eidolon: Climb (Str), Knowledge (planes), Intimidate (Str*), Perception (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str). *Note that clockwork eidolons use their Strength score when making Intimidate checks, which is due to their minimal Charisma score.

Base Forms

Each clockwork eidolon has one of four base forms that determine its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the clockwork eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Clockwork eidolon slam attacks add 1-1/2 times the clockwork eidolon’s Strength modifier to the damage roll. If the clockwork eidolon gains additional attacks due to extra limbs, a tail, etc., it adds only its Strength modifier. These base forms also note any free upgrades that base form possesses. The bonuses from these free upgrades are already factored into the starting statistics. A clockwork mage may select from either the biped, quadruped, or serpentine base forms, and are similar to those listed in the eidolon description of the Advanced Player’s Guide (see p. 60), but use the statistics listed below. The clockwork mage may also select the new arachnid base for listed below. A clockwork mage cannot select the aquatic base form.

Alternatively, any one of these base forms can be used to make a Small clockwork eidolon. If the clockwork eidolon is Small it gains a +2 bonus to its Dexterity score and a –4 penalty to its Strength. The clockwork eidolon’s bonus hit points are reduced to 10. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks (if they have one), and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the clockwork eidolon can be made Medium whenever the clockwork mage can change the clockwork eidolon’s upgrade pool (which causes it to lose these modifiers for being Small)

Arachnid

Starting Statistics: Size Medium; Speed 40 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14 Con 13, Int 7, Wis 10, Cha 11; Free Upgrades limbs (legs) (3), slam.

Biped

Alternate Starting Statistics: Size Medium; Speed 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Upgrades limbs (arms), limbs (legs), slam.

Quadruped

Alternate Starting Statistics: Size Medium; Speed 30 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Upgrades limbs (legs) (2), slam.

Serpentine

Alternate Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8), tail slap (1d6); Ability Scores Str 12, Dex 16 Con 13, Int 7, Wis 10, Cha 11; Free Upgrades climb, reach (slam), slam, tail, tail slap.

UPGRADES

Like a summoner’s eidolon, a clockwork eidolon receives a number of points that can be spent to give the clockwork eidolon new abilities, powers, and other upgrades. These abilities are called upgrades, not evolutions, and can be changed whenever the clockwork mage gains a new level, but they are otherwise set. Some upgrades require that the clockwork eidolon have a specific base form or the clockwork mage be of a specific level before they can be chosen. A number of upgrades grant the clockwork eidolon additional natural attacks.

A clockwork eidolon may select any evolution listed in the Advanced Player’s Guide or Ultimate Magic as an upgrade. Unless otherwise noted here, an upgrade functions exactly like the evolution of the same name. Due to the clockwork eidolon’s nature, the following evolutions have no effect and cannot be added to the clockwork eidolon as an upgrade: channel resistance, gills, incorporeal form, keen scent, scent, swim, undead appearance, and unnatural aura.

The following list includes new upgrades specific to the clockwork mage multiclass archetype or rule changes to existing ones.

1-Point Upgrades

The following upgrades cost 1 point from the clockwork eidolon’s upgrade pool.

Improved Speed (Ex): One of the clockwork eidolon’s movement modes increases by +10 ft. This upgrade can be selected more than once. Its effects do stack. It can only be applied once to the clockwork eidolon’s speed mode, plus 1 additional time for every 6 levels the clockwork mage possesses.

Master’s Voice (Ex): The clockwork mage can use the clockwork eidolon to project his vocalizations. The clockwork eidolon appears to speak, but uses the voice and words of the clockwork mage. The clockwork mage can control the volume of his vocalizations as normal.

Piercing Attack (Ex): The clockwork eidolon’s slam attack deals piercing damage instead of bludgeoning damage.

Resourceful (Ex): The clockwork eidolon has a hidden compartment built directly into its chassis. Each compartment can create a single tool worth no more than 25 gp per clockwork mage level each day. This tool is a temporary item, created inside the clockwork eidolon to make mundane situations easier for his master. This evolution can be selected multiple times. Each time it is chosen it adds one additional compartment to the clockwork eidolon. The clockwork mage must be at least 6th level before selecting this upgrade.

Slashing Attack (Ex): The clockwork eidolon’s slam attack deals slashing damage instead of bludgeoning damage.

2-Point Upgrades

The following upgrades cost 2 points from the clockwork eidolon’s upgrade pool.

Armored Conveyance (Ex): The clockwork mage can enter a small chamber within the clockwork eidolon through a hatch somewhere upon its form. The chamber is only large enough for the clockwork mage or another creature of the same size to sit comfortably to sit comfortably. While inside the clockwork eidolon, the clockwork mage is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the clockwork mage are suspended until the clockwork mage emerges from the clockwork eidolon (although durations continue to expire). The chamber provides the clockwork mage safe place, keeping him out of harm’s way as the clockwork eidolon fulfills its master's commands. It requires a full round action to enter or emerge from the clockwork eidolon. The clockwork mage may only cast touch spells and those that target either him or the clockwork eidolon while within the chamber. The clockwork mage must use his clockwork eidolon to deliver his touch spells. If the clockwork eidolon is sent to its home plane while carrying a creature or a load, its contents are immediately ejected and take 4d6 points of bludgeoning damage. The creature is also stunned for 1 round. The clockwork eidolon must have the mount upgrade and be at least one size larger than its clockwork mage to select this upgrade.

Cleaving Attack (Ex): The clockwork eidolon can make a single attack against a foe within reach. If it hits, it deals damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. The clockwork eidolon can only make one additional attack per round. The clockwork eidolon also takes a –2 penalty to its Armor Class until its next turn. This upgrade functions exactly like the Cleave feat. The clockwork mage must be at least 7th level before selecting this upgrade.

Elemental Aura (Ex):The clockwork eidolon’s body generates an intense aura of elemental energy, dealing 1d4 points of damage with its touch. Creatures attacking a clockwork eidolon with unarmed strikes or natural weapons take this same energy damage each time one of their attacks hits. This damage increases to 1d6 once the clockwork mage reaches 8th level. The clockwork mage must be at least 4th level before selecting this upgrade.

Gear Grind (Ex): The clockwork eidolon can open a section of his chassis at will. As a standard action, the clockwork eidolon can attempt a grapple combat maneuver once per round. If the grapple is successful, the opponent takes 1d6 points of bludgeoning damage +1 point of damage per Hit Dice of the clockwork eidolon from the exposed rotating gears. The clockwork mage must be at least 11th level before selecting this upgrade.

Haste (Su): After it has engaged in at least 1 round of combat, a clockwork eidolon can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. This upgrade is exactly like the clay golem’s haste ability. The clockwork mage must be must be at least 5th level before selecting this upgrade.

Lesser Breath Weapon (Su): The clockwork eidolon learns to exhale a cone or line of magical energy, which is usually reflected in its elemental spirit, gaining a breath weapon. Select either acid, cold, electricity, fire, or sonic. The clockwork eidolon can breathe a 30-foot cone (or 60-foot line) that deals 3d6 points of damage of the selected type. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the clockwork eidolon’s HD + the clockwork eidolon’s Strength modifier. The clockwork eidolon can use this ability once per day. The clockwork eidolon can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The clockwork mage must be at least 9th level before selecting this upgrade.

Shifting Plates (Ex): As a swift action, the clockwork eidolon can alter his shell’s makeup, allowing it to change the damage type of natural attacks to bludgeoning, slashing, or piercing. This evolution can be selected multiple times. Each time it is chosen it changes the damage type to a different natural attack. The clockwork mage must be at least 6th level before selecting this upgrade.

Silent Gears (Ex): The clockwork eidolon’s internal mechanisms no longer reverberate with grinds and whirls when it moves. Its gears and joints are under the constant effects of a silence spell and gains a +4 bonus to all Stealth checks.

Slow (Su): The clockwork eidolon can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the clockwork eidolon and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based. This upgrade is exactly like the clay golem’s slow ability. The clockwork mage must be must be at least 7th level before selecting this upgrade.

3-Point Upgrades

The following upgrades cost 3 points from the clockwork eidolon’s upgrade pool.

Cold Iron (Ex): The clockwork eidolon’s form becomes composed of cold iron and its natural attacks are treated as cold iron for the purpose of bypassing damage reduction. The clockwork eidolon continues to have a hardness of 10. The clockwork mage must be at least 11th level before selecting this upgrade.

Deadly Critical (Ex): The clockwork eidolon increases the threat multiplier for one natural attack by 1. Its effects do not stack. Each time a clockwork eidolon selects this upgrade, it applies to a different natural attack. The clockwork mage must be at least 9th level before selecting this upgrade.

Exoskeleton (Ex): The clockwork eidolon’s external structure becomes stronger and more resilient. The clockwork eidolon gains a +4 enhancement bonus to its Armor Class and DR 5/–.

Final Destruction (Ex): When reduced to 0 hit points, the clockwork eidolon shatters in an explosion of jagged shards of metal and gears. All creatures within a 10-foot burst take 6d6 points of slashing damage; a DC 19 Reflex save halves the damage. The save DC is Constitution-based. The clockwork mage must be at least 13th level before selecting this upgrade.

Focused Critical (Ex): The clockwork eidolon gains a +4 bonus on attack rolls to confirm critical hits. Its effects do not stack. Each time a clockwork eidolon selects this upgrade, it applies to a different natural attack. The clockwork mage must be at least 9th level before selecting this upgrade.

Noxious Breath Weapon (Su): As a free action once every 1d4+1 rounds, the clockwork eidolon can exhale a 10-foot cube of gas. This gas cloud persists for 1 round; any creature within the area when the clockwork eidolon creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the clockwork eidolon uses this power.

Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based. This upgrade is exactly like the iron golem’s breath weapon ability. The clockwork mage must be must be at least 11th level before selecting this upgrade.

Powerful Blows (Ex): The clockwork eidolon inflicts -1/2 times its Strength modifier and threatens a critical hit on a 19–20 with its slam attack. This upgrade does not stack. This upgrade is exactly like the iron golem’s powerful blows ability. The clockwork mage must be must be at least 9th level before selecting this upgrade.

Tricky Gears (Ex): The clockwork eidolon can use one of its natural attacks to deal damage like a thrown weapon with a 15-foot range, effectively functioning as if it had the throwing and returning weapon special abilities. This is natural attack does not have reach. This evolution can be selected multiple times. Each time it is chosen it applies to a different natural attack. The clockwork mage must be at least 11th level before selecting this upgrade.

4-Point Upgrades

The following upgrades cost 4 points from the clockwork eidolon’s upgrade pool.

Breath Weapon (Su): The clockwork eidolon adds sonic to the list of energy types it can select. This otherwise functions like the eidolon upgrade of the same name.

Heavy Chassis (Ex): The clockwork eidolon’s internal structure becomes heavier, stronger, and more resilient. The clockwork eidolon’s hit points increase by 20, it gains a +2 enhancement bonus to Strength, and a +4 bonus to its CMD against any bull rush, drag, grapple, overrun, reposition, or sunder attempts.

Mithral (Ex): The clockwork eidolon’s form becomes composed of mithral, is considered to weigh half its normal weight, and gains a hardness of 15. The clockwork eidolon’s natural attacks are treated as silver for the purpose of bypassing damage reduction. The clockwork mage must be at least 13th level before selecting this upgrade.

If 6 additional upgrade points are spent, the clockwork eidolon’s form becomes composed of adamantine and gains a hardness of 20. The clockwork eidolon’s natural attacks are treated as adamantine for the purpose of bypassing damage reduction. The clockwork eidolon must have selected the mithral upgrade. The clockwork mage must be at least 16th level before selecting this upgrade.

Self-Destruction (Su): When reduced to 10% its total hit points or less but still above 0, the clockwork eidolon self-destructs on its next turn, bursting in an explosion of metal scraps and steam that deals 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage. The save is Constitution-based. The clockwork mage must be at least 16th level before selecting this upgrade.

Table: Clockwork Eidolon Base Statistics