{ "ac": 28, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": -5, "constitution": 3, "creature_ability": [ "Wind Up", "Firearms Critical Specialization", "Pirate's Feint", "Refill Tank", "Sneak Attack", "Water Jet", "Water Jump" ], "creature_family": "Clockworks", "creature_family_markdown": "[Clockworks](/MonsterFamilies.aspx?ID=223)", "dexterity": 6, "exclude_from_search": false, "fortitude_save": 17, "hp": 140, "hp_raw": "140", "id": "creature-1980", "immunity": [ "death effects", "disease", "doomed", "drained", "fatigued", "healing", "mental", "necromancy", "nonlethal attacks", "paralyzed", "poisoned", "sickened", "unconscious" ], "immunity_markdown": "[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)", "intelligence": -5, "language_markdown": "", "level": 9, "markdown": "[Clockwork Buccaneer](/Monsters.aspx?ID=1980)\r\n\r\n\r\n\r\n\r\n\r\nClockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, clockwork buccaneers can use their water jets to easily propel themselves through the water or leap aboard enemy ships. In addition to an internal water tank and hydraulic pumps, most clockwork buccaneers are equipped with a cutlass and arm gun loaded with scatter shot.\r\n\r\n\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 28\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 26\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 23\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Clockwork Buccaneer](/Monsters.aspx?ID=1980)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 80\n\n**Perception** +18; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\n\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +18, [Deception](/Skills.aspx?ID=5) +12, [Stealth](/Skills.aspx?ID=15) +20\r\n\r\n\r\n**Str** +5\r\n\r\n**Dex** +6\r\n\r\n**Con** +3\r\n\r\n**Int** -5\r\n\r\n**Wis** +2\r\n\r\n**Cha** -5\r\n\r\n\r\n**Wind Up** 24 hours, DC 26, standby\r\n\r\n**Items**\r\n_+1 [striking](/Equipment.aspx?ID=280) [scimitar](/Weapons.aspx?ID=38)_\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 28 \r\n\r\n**Fort** +17 \r\n\r\n**Ref** +21 \r\n\r\n**Will** +15 \n\n\r\n\r\n**HP** 140\n\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\r\n\r\n**Resistances**\r\nphysical 10 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)\r\n\r\n**Weaknesses**\r\n[electricity](/Traits.aspx?ID=56) 10, [orichalcum](/Equipment.aspx?ID=378) 10\n\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n\r\n_scimitar_ +21 ([Forceful](/Traits.aspx?ID=180), [Magical](/Traits.aspx?ID=103), [Sweep](/Traits.aspx?ID=194)),\r\n**Damage** 2d6+11 slashing\r\n\r\n**Ranged**\r\n\r\narm gun +21 ([Concussive](/Traits.aspx?ID=401), [Magical](/Traits.aspx?ID=103), [range 40 feet](/Traits.aspx?ID=248), [reload 1](/Traits.aspx?ID=254), [scatter 10 feet](/Traits.aspx?ID=413)),\r\n**Damage** 2d8+6 piercing\n\n**Firearms Critical Specialization** When the buccaneer makes a critical hit with a [firearm](/WeaponGroups.aspx?ID=16), the target must succeed at a DC 28 Fortitude save or be [stunned 1](/Conditions.aspx?ID=36).\r\n\r\n**Pirate's Feint** ([Mental](/Traits.aspx?ID=106)) The clockwork buccaneer [Feints](/Actions.aspx?ID=48). If the target becomes [flat-footed](/Conditions.aspx?ID=16) to the buccaneer's melee attacks, it becomes flat-footed to the buccaneer's ranged attacks as well.\r\n\r\n**Refill Tank** **Requirements** The clockwork buccaneer is within 15 feet of a water source containing at least 100 gallons of water; **Effect** The clockwork buccaneer extends a clockwork tube and sucks up water to refill its water tank.\r\n\r\n**[Sneak Attack](/MonsterAbilities.aspx?ID=34)** The clockwork buccaneer deals an extra 2d6 precision damage to [flat-footed](/Conditions.aspx?ID=16) creatures.\r\n\r\n**Water Jet** **Requirements** The clockwork buccaneer has a full water tank; **Effect** The clockwork buccaneer fires a narrow but highly pressurized blast of water in a 60-foot line, dealing 10d6 bludgeoning damage to creatures and unattended objects in the area (DC 28 [basic](/Rules.aspx?ID=329) Fortitude save; unattended objects automatically fail). Creatures and objects that fail the save are also [knocked back](/Rules.aspx?ID=329) 5 feet (10 feet on a critical failure). This empties the buccaneer's water tank.\r\n\r\n**Water Jump** **Requirements** The clockwork buccaneer has a full water tank; **Effect** The clockwork buccaneer jumps 60 feet, propelling itself through the air with a jet of water. This empties the buccaneer's water tank.\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Clockwork Buccaneer", "npc": false, "perception": 18, "rarity": "uncommon", "reflex_save": 21, "release_date": "2022-06-29", "resistance": { "bludgeoning": 10, "physical": 10, "piercing": 10, "slashing": 10 }, "resistance_markdown": "physical 10 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)", "resistance_raw": "physical 10 (except adamantine or orichalcum)", "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 80\r\n\r\n**Creature Family** [Clockworks](/MonsterFamilies.aspx?ID=223)\r\n\r\n\r\n**HP** 140\r\n\r\n**AC** 28\r\n\r\n**Fort** +17\r\n\r\n**Ref** +21\r\n\r\n**Will** +15\r\n\r\n**Perception** +18\r\n\r\n\r\n\r\n---\r\n\r\n\r\nClockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, …\r\n", "sense": " darkvision ", "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)", "size": [ "Medium" ], "skill": [ "Athletics +18", "Deception +12", "Stealth +20" ], "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +18, [Deception](/Skills.aspx?ID=5) +12, [Stealth](/Skills.aspx?ID=15) +20", "source": [ "Pathfinder #180: The Smoking Gun" ], "source_raw": [ "Pathfinder #180: The Smoking Gun pg. 80" ], "source_category": "Adventure Paths", "source_group": "Outlaws of Alkenstar", "source_markdown": "[Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 80", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet", "speed_raw": "25 feet", "spell_markdown": "", "spoilers": "Outlaws of Alkenstar", "stealth": "20", "strength": 5, "strongest_save": [ "ref", "reflex" ], "summary": "Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, …", "summary_markdown": "Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, …", "text": " Clockwork Buccaneer Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, clockwork buccaneers can use their water jets to easily propel themselves through the water or leap aboard enemy ships. In addition to an internal water tank and hydraulic pumps, most clockwork buccaneers are equipped with a cutlass and arm gun loaded with scatter shot. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Clockwork Buccaneer Source Pathfinder #180: The Smoking Gun pg. 80 Perception +18; darkvision Languages Skills Athletics +18, Deception +12, Stealth +20 Str +5 Dex +6 Con +3 Int -5 Wis +2 Cha -5 Wind Up 24 hours, DC 26, standby Items +1 striking scimitar --- AC 28 Fort +17 Ref +21 Will +15 HP 140 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 --- Speed 25 feet Melee Single Action scimitar +21 (Forceful, Magical, Sweep), Damage 2d6+11 slashing Ranged Single Action arm gun +21 (Concussive, Magical, range 40 feet, reload 1, scatter 10 feet), Damage 2d8+6 piercing Firearms Critical Specialization When the buccaneer makes a critical hit with a firearm, the target must succeed at a DC 28 Fortitude save or be stunned 1. Pirate's Feint Single Action (Mental) The clockwork buccaneer Feints. If the target becomes flat-footed to the buccaneer's melee attacks, it becomes flat-footed to the buccaneer's ranged attacks as well. Refill Tank Single Action Requirements The clockwork buccaneer is within 15 feet of a water source containing at least 100 gallons of water; Effect The clockwork buccaneer extends a clockwork tube and sucks up water to refill its water tank. Sneak Attack The clockwork buccaneer deals an extra 2d6 precision damage to flat-footed creatures. Water Jet Single Action Requirements The clockwork buccaneer has a full water tank; Effect The clockwork buccaneer fires a narrow but highly pressurized blast of water in a 60-foot line, dealing 10d6 bludgeoning damage to creatures and unattended objects in the area (DC 28 basic Fortitude save; unattended objects automatically fail). Creatures and objects that fail the save are also knocked back 5 feet (10 feet on a critical failure). This empties the buccaneer's water tank. Water Jump Single Action Requirements The clockwork buccaneer has a full water tank; Effect The clockwork buccaneer jumps 60 feet, propelling itself through the air with a jet of water. This empties the buccaneer's water tank. Clockwork Shanties Some inventors choose to imbue their clockwork buccaneers with automated voice modules instead of water tanks. Buccaneers can use these prerecorded songs or phrases to inspire living crew members or strike fear into enemies. ", "trait": [ "Clockwork", "Construct", "Mindless", "Uncommon", "N", "Medium" ], "trait_markdown": "[Clockwork](/Traits.aspx?ID=331), [Construct](/Traits.aspx?ID=35), [Mindless](/Traits.aspx?ID=108), [Uncommon](/Traits.aspx?ID=159)", "trait_raw": [ "Clockwork", "Construct", "Mindless", "Uncommon" ], "type": "Creature", "url": "/Monsters.aspx?ID=1980", "vision": "Darkvision", "weakest_save": [ "will" ], "weakness": { "electricity": 10, "orichalcum": 10 }, "weakness_markdown": "[electricity](/Traits.aspx?ID=56) 10, [orichalcum](/Equipment.aspx?ID=378) 10", "weakness_raw": " electricity 10, orichalcum 10", "will_save": 15, "wisdom": 2 }