Clockworks

Summary: Clockworks are made through an old necromantic ritual passed down from the old Balor Empire. Using necromancy to trap the soul into a steamcraft construct is the method used to create a Clockwork. Clockworks are tough, strong, and built for battle.

Personality: Clockworks are usually constructed while the sentient being who’s soul is being transferred is still a child, thus they typically have a demeanor, maturity level, and aptitude of one. Most Necromancers who have access to such steamcraft technology speculate that the ages of 12-16 is the best age for the soul to be transferred. Due to being transferred to a steamcraft construct, called a Clockwork, at such an early age, these individuals often find themselves attempting to re-discover their own identity. Most who undergo the process, by force or not, usually has a good reason to do so, as the technology was previosily used to trap souls into battle harden machines on behalf of the Balor Empire. Because of this, most Clockworks are resented in most of the realms, except perhaps the Eastern Balor Empire, where the practice is still used, or Abbaklrenic, where they are seen as things of intrigued. The Necrovenant’s of Augusthrus are rather apathetic on who they are, and in fact, at times have a sense of brotherhood towards them, though the sentiment isn’t always shared by the clockwork.

Physical Description: Clockworks are 7 feet tall, never swaying from this height.  Their bodies are large and coated in a dark-steel metal that covers all joints and body parts of the Clockwork with a few copper wires and wooden contraptions built in as well.  They have no noses, and have two large pupil-less, oval shaped eyes, one placed on each side of thier head.  Their eye color varies from red, blue, yellow, white and black.  Clockworks get thier names because instead of hearing a pulse when checking, you hear a constant regular, and quick ticking instead.
Other Races: Most people of other races have never seen a clockwork themselves, since the clockworks tend to be fairly rare, but have heard stories of great armies of Clockworks murdering towns and villages for the Ancient Balor Empire.

Alignment: A clockwork’s alignment varies as much as a Humes, as so is their reason for adventure.
Homeland: The Clockworks have no real homeland, though most are made in the Eastern Balor Empire, where such practices are still legal. Despite this, the practice is still done in other nations.

Clockworks Traits:

  • Clockworks are hardy and strong, but are often ignorant in cultural affairs due to usually being an outcast and their soul transferred at such a young age. Because of this as well, they typically find controlling their new body a bit awkward. +2 Strength, +2 Constitution, -2 Dexterity, -2 Wisdom.
  • Clockworks are medium creatures.
  • Due to their robust size and heavy parts, a Clockwork movement is 20 feet, but a Clockwork with a heavy load is treated as having a medium load instead.
  • Despite being a construct, they still possess a soul, and take a -4 to all mind-effecting spells and spell-like abilities.
  • Though the Clockwork is not a living creature, a “spirit” still resides within it. Unlike other constructs, the Clockwork is not immune to all necromantic effects. Certain spells that rely on the existence of a creature’s soul (not ‘life force’) – namely astral projection, clone, magic jar, and soulbind – can affect the Clockwork. No other necromantic effects may harm the Clockwork and they are still immune to death effects. They can not be raised or resurrected, but may be reincarnated as described by the spell with a Wish spell. Otherwise, spells that affect metal or wood also affect the Clockwork.
  • Powerful Build: The physical stature of a Clockwork lets them function in many ways as if they were one size category larger. Whenever a Clockwork is subject to a size modifier or speical size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Clockwork is treated as one size larger if doing so is advantageous to him. A clockwork is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A clockwork can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size or category.
  • Clockworks, like other constructs, cannot heal naturally. Instead they must be repaired via a repair construct spell or via a steamcraft DC Check. The DC is 0, and each check takes up an hours time. For each point above 0 is the amount of hit points the clockwork heals. A repair kit must be present for such a task, as well as an environment/atmosphere suitable for detailed work (such as memorizing spells from a spellbook).
  • When a Clockwork hits 0 hit points they do not become disabled, but instead may only make a standard action, and move 1/2 their speed. When the reach -10 they are disabled but do not lose any hit points while in the 0 through -10 range, less they are directly damaged from some other affect, spell, weapon, etc.
  • Through using built up steam pressure, a Clockwork may add +6 to his Strength for a number of rounds equal to his Constitution modifier. He may only do this once per day, and afterwards is considered fatigued until end of the encounter.
  • Due to the metal parts and heavy pieces used to create a Clockwork, they receive a natural -5 to Arcane Spell Failure.

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