{ "ac": 19, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": -5, "constitution": 2, "creature_ability": [ "Wind-Up", "Constrict", "Modular Arms", "Pull" ], "creature_family": "Clockworks", "creature_family_markdown": "[Clockworks](/MonsterFamilies.aspx?ID=223)", "dexterity": 3, "exclude_from_search": false, "fortitude_save": 10, "hp": 50, "hp_raw": "50", "id": "creature-1927", "image": [ "/Images/Monsters/Clockwork_ClockworkFabricator.png" ], "immunity": [ "death effects", "disease", "doomed", "drained", "fatigued", "healing", "mental", "necromancy", "nonlethal attacks", "paralyzed", "poison", "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), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)", "intelligence": -5, "language_markdown": "", "level": 4, "markdown": "[Clockwork Fabricator](/Monsters.aspx?ID=1927)\r\n\r\n\r\n\r\n\r\n\r\nA common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction companion. These clockworks can be programmed to perform up to two simple, repetitive tasks such as hauling equipment, chopping down trees, or grinding up hunks of ore. The modular nature of these units makes them even more valuable—after finishing a day's work sawing planks, the same machine can be unwound, updated with a new modular arm or two, and then re-wound and given new instructions.\n\n While it's possible to remove or replace an arm while a fabricator in use, doing so is dangerous and likely to void the manufacturer's warranty, to say nothing of the danger posed to the engineer doing the retrofitting.\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 21\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 19\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 16\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Clockwork Fabricator](/Monsters.aspx?ID=1927)\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 #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 85\n\n**Perception** +8; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\n\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +12, [Crafting](/Skills.aspx?ID=4) +9\r\n\r\n\r\n**Str** +6\r\n\r\n**Dex** +3\r\n\r\n**Con** +2\r\n\r\n**Int** -5\r\n\r\n**Wis** +3\r\n\r\n**Cha** -5\r\n\r\n\r\n**Wind-Up** 24 hours, DC 19, standby\r\n\r\n**Items**\r\n[Artisan's Tools](/Equipment.aspx?ID=3)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 19 \r\n\r\n**Fort** +10 \r\n\r\n**Ref** +11 \r\n\r\n**Will** +9 \n\n\r\n\r\n**HP** 50\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), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\r\n\r\n**Resistances**\r\nphysical 4 (except [adamantine](/Equipment.aspx?ID=271) or orichalcum)\r\n\r\n**Weaknesses**\r\n[electricity](/Traits.aspx?ID=56) 4, [orichalcum](/Equipment.aspx?ID=276) 4\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\narm +14 ([Agile](/Traits.aspx?ID=170), [Unarmed](/Traits.aspx?ID=199)),\r\n**Damage** 2d4+6 bludgeoning plus [Grab](/MonsterAbilities.aspx?ID=18)\n\n**[Constrict](/MonsterAbilities.aspx?ID=10)** **Requirements** The clockwork fabricator has a creature [grappled](/Conditions.aspx?ID=20) or [restrained](/Conditions.aspx?ID=33); **Effect** 2d4+4 bludgeoning, DC 21\r\n\r\n**Modular Arms** A clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable “arms.” An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful DC 18 [Thievery](/Skills.aspx?ID=17) check to [Disable a Device](/Actions.aspx?ID=69). A creature can Interact to install a new arm with a successful DC 18 [Engineering Lore](/Skills.aspx?ID=8) check. A fabricator has two of any of the following types of arms. \n
  • **Melee** buzz-saw blade +16 ([forceful](/Traits.aspx?ID=180), [sweep](/Traits.aspx?ID=194)), **Damage** 1d4+6 slashing plus 1d6 [bleed](/Conditions.aspx?ID=29)
  • **Melee** crushing vise +14 ([grapple](/Traits.aspx?ID=184)), **Damage** 2d6+6 bludgeoning plus [Grab](/MonsterAbilities.aspx?ID=18)
  • **Melee** sledgehammer +12, **Damage** 2d10+6 bludgeoning
  • **Ranged** nail gun +11 ([agile](/Traits.aspx?ID=170), [range 10 feet](/Traits.aspx?ID=248)), **Damage** 2d8 piercing
  • **Melee** pneumatic chisel +14, **Damage** 2d8+6 piercing
  • **Ranged** towing anchor +11 ([thrown 30 feet](/Traits.aspx?ID=195)), **Damage** 1d4+6 piercing
\r\n\r\n**Pull** **Requirements** The clockwork fabricator's last action was a successful towing anchor Strike; **Effect** The clockwork fabricator reels in the anchor and attempts an [Athletics](/Skills.aspx?ID=3) check against the target's Fortitude DC. On a success, the clockwork fabricator pulls the target into a free square adjacent to it. This movement is [forced movement](/Rules.aspx?ID=451).\r\n\r\n
\r\n\r\n\r\n\r\n", "name": "Clockwork Fabricator", "npc": false, "perception": 8, "rarity": "uncommon", "reflex_save": 11, "release_date": "2022-04-27", "resistance": { "bludgeoning": 4, "physical": 4, "piercing": 4, "slashing": 4 }, "resistance_markdown": "physical 4 (except [adamantine](/Equipment.aspx?ID=271) or orichalcum)", "resistance_raw": "physical 4 (except adamantine or orichalcum)", "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 85\r\n\r\n**Creature Family** [Clockworks](/MonsterFamilies.aspx?ID=223)\r\n\r\n\r\n**HP** 50\r\n\r\n**AC** 19\r\n\r\n**Fort** +10\r\n\r\n**Ref** +11\r\n\r\n**Will** +9\r\n\r\n**Perception** +8\r\n\r\n\r\n\r\n---\r\n\r\n\r\nA common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction …\r\n", "sense": " darkvision ", "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)", "size": [ "Medium" ], "skill": [ "Athletics +12", "Crafting +9" ], "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +12, [Crafting](/Skills.aspx?ID=4) +9", "source": [ "Pathfinder #178: Punks in a Powderkeg" ], "source_raw": [ "Pathfinder #178: Punks in a Powderkeg pg. 85" ], "source_category": "Adventure Paths", "source_group": "Outlaws of Alkenstar", "source_markdown": "[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 85", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet", "speed_raw": "25 feet", "spell_markdown": "", "spoilers": "Outlaws of Alkenstar", "strength": 6, "strongest_save": [ "ref", "reflex" ], "summary": "A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction …", "summary_markdown": "A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction …", "text": " Clockwork Fabricator A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction companion. These clockworks can be programmed to perform up to two simple, repetitive tasks such as hauling equipment, chopping down trees, or grinding up hunks of ore. The modular nature of these units makes them even more valuable—after finishing a day's work sawing planks, the same machine can be unwound, updated with a new modular arm or two, and then re-wound and given new instructions. While it's possible to remove or replace an arm while a fabricator in use, doing so is dangerous and likely to void the manufacturer's warranty, to say nothing of the danger posed to the engineer doing the retrofitting. Recall Knowledge - Construct (Arcana, Crafting): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Clockwork Fabricator Source Pathfinder #178: Punks in a Powderkeg pg. 85 Perception +8; darkvision Languages Skills Athletics +12, Crafting +9 Str +6 Dex +3 Con +2 Int -5 Wis +3 Cha -5 Wind-Up 24 hours, DC 19, standby Items Artisan's Tools --- AC 19 Fort +10 Ref +11 Will +9 HP 50 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 4 (except adamantine or orichalcum) Weaknesses electricity 4, orichalcum 4 --- Speed 25 feet Melee Single Action arm +14 (Agile, Unarmed), Damage 2d4+6 bludgeoning plus Grab Constrict Single Action Requirements The clockwork fabricator has a creature grappled or restrained; Effect 2d4+4 bludgeoning, DC 21 Modular Arms A clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable “arms.” An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful DC 18 Thievery check to Disable a Device. A creature can Interact to install a new arm with a successful DC 18 Engineering Lore check. A fabricator has two of any of the following types of arms. Melee Single Action buzz-saw blade +16 (forceful, sweep), Damage 1d4+6 slashing plus 1d6 bleed Melee Single Action crushing vise +14 (grapple), Damage 2d6+6 bludgeoning plus Grab Melee Single Action sledgehammer +12, Damage 2d10+6 bludgeoning Ranged Single Action nail gun +11 (agile, range 10 feet), Damage 2d8 piercing Melee Single Action pneumatic chisel +14, Damage 2d8+6 piercing Ranged Single Action towing anchor +11 (thrown 30 feet), Damage 1d4+6 piercing Pull Single Action Requirements The clockwork fabricator's last action was a successful towing anchor Strike; Effect The clockwork fabricator reels in the anchor and attempts an Athletics check against the target's Fortitude DC. On a success, the clockwork fabricator pulls the target into a free square adjacent to it. This movement is forced movement. Anti-Automated Labor Protests Lately, groups of destitute laborers have been protesting the overuse of clockworks in the day-to-day workforce. They claim workplace injuries are up for those who can get a job, while others have had their positions entirely replaced with automated workers. Though the protests have remained nonviolent, tensions are on the rise, and the shieldmarshals are considering a strong crackdown on protesters. ", "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=1927", "vision": "Darkvision", "weakest_save": [ "will" ], "weakness": { "electricity": 4, "orichalcum": 4 }, "weakness_markdown": "[electricity](/Traits.aspx?ID=56) 4, [orichalcum](/Equipment.aspx?ID=276) 4", "weakness_raw": " electricity 4, orichalcum 4", "will_save": 9, "wisdom": 3 }