{ "ac": 16, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": -5, "constitution": 3, "creature_ability": [ "Wind-Up", "Attack of Opportunity", "Hog-tie", "Siren" ], "creature_family": "Clockworks", "creature_family_markdown": "[Clockworks](/MonsterFamilies.aspx?ID=223)", "dexterity": 2, "exclude_from_search": false, "fortitude_save": 10, "hp": 16, "hp_raw": "16", "id": "creature-1925", "image": [ "/Images/Monsters/Clockwork_ClockworkHandler.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": 1, "markdown": "[Clockwork Handler](/Monsters.aspx?ID=1925)\r\n\r\n\r\n\r\n\r\n\r\nOne of the jobs most commonly outsourced to clockworks is guard duty. [Clockwork soldiers](/Monsters.aspx?ID=1096) are often too costly to employ en masse, so municipalities looking to cut corners devised the much-cheaper clockwork handler, a budget-friendly construct sufficient for rat catching, door watching, and basic patrol work.\n\n Handlers are typically programmed to react efficiently to certain situations such as intruders or assailants. To that end, all handlers are equipped with an [_everburning torch_](/Equipment.aspx?ID=255) fastened to their hooded lantern-like heads. Furthermore, most clockwork handlers used in public places have their fists covered in a padded material to ensure they don't accidentally beat suspects to death, though these modifications are removable (removing the [nonlethal](/Traits.aspx?ID=188) trait from their fist Strike). The nonlethal approach is considered the safest, as clockwork creatures don't always have the keenest judgement on who is a criminal and who is a customer. A healthy supply of rope allows the clockwork handler to quickly tie-up unruly vagabonds, that they might be brought to justice.\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 17\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 15\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 12\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Clockwork Handler](/Monsters.aspx?ID=1925)\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. 83\n\n**Perception** +8; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\n\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +7\r\n\r\n\r\n**Str** +4\r\n\r\n**Dex** +2\r\n\r\n**Con** +3\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 15, standby\r\n\r\n**Items**\r\n[Everburning Torch](/Equipment.aspx?ID=255), [Javelin](/Weapons.aspx?ID=71) (4), [Rope](/Equipment.aspx?ID=44) (100 feet)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 16 \r\n\r\n**Fort** +10 \r\n\r\n**Ref** +7 \r\n\r\n**Will** +6 \n\n\r\n\r\n**HP** 16\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 2 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)\r\n\r\n**Weaknesses**\r\nelectricity 2, [orichalcum](/Equipment.aspx?ID=276) 2\r\n\r\n**[Attack of Opportunity](/MonsterAbilities.aspx?ID=3)** \r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n\r\nfist +7 ([Agile](/Traits.aspx?ID=170), [Nonlethal](/Traits.aspx?ID=188), [Unarmed](/Traits.aspx?ID=199)),\r\n**Damage** 1d4+4 bludgeoning plus [Grab](/MonsterAbilities.aspx?ID=18)\r\n\r\n**Ranged**\r\n\r\njavelin +5 ([thrown 30 feet](/Traits.aspx?ID=195)),\r\n**Damage** 1d6+4 piercing\n\n**Hog-tie** **Requirements** The clockwork handler has a creature [restrained](/Conditions.aspx?ID=33); **Effect** The clockwork handler cuts a length of rope from the supply in its chassis to tie up the restrained creature. The creature is restrained until it [Escapes](/Actions.aspx?ID=79) or [Forces Open](/Actions.aspx?ID=34) the rope with a successful DC 15 check (typically an attack roll or [Thievery](/Skills.aspx?ID=17) check to Escape, or an [Athletics](/Skills.aspx?ID=3) check to Force Open the ropes; restrained creatures don't take a –2 penalty on this check for not using a crowbar). The rope has Hardness 2 and 8 Hit Points (BT 4).\r\n\r\n**Siren** The clockwork handler emits a loud noise (such as a bell or highpitched mechanical scream) that can be easily heard by anyone within 500 feet. Creatures within 100 feet take a –2 circumstance penalty to Perception checks that are hearing-based. Creatures within 30 feet who fail a DC 14 Fortitude save can't hear anything but the siren, critically fail Perception checks that require hearing, and are immune to [auditory](/Traits.aspx?ID=16) effects. This effect lasts until the creature leaves the area and for 1 round afterward.\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Clockwork Handler", "npc": false, "perception": 8, "rarity": "uncommon", "reflex_save": 7, "release_date": "2022-04-27", "resistance": { "bludgeoning": 2, "physical": 2, "piercing": 2, "slashing": 2 }, "resistance_markdown": "physical 2 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)", "resistance_raw": "physical 2 (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. 83\r\n\r\n**Creature Family** [Clockworks](/MonsterFamilies.aspx?ID=223)\r\n\r\n\r\n**HP** 16\r\n\r\n**AC** 16\r\n\r\n**Fort** +10\r\n\r\n**Ref** +7\r\n\r\n**Will** +6\r\n\r\n**Perception** +8\r\n\r\n\r\n\r\n---\r\n\r\n\r\nOne of the jobs most commonly outsourced to clockworks is guard duty. Clockwork soldiers are often too costly to employ en masse, so municipalities …\r\n", "sense": " darkvision ", "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)", "size": [ "Medium" ], "skill": [ "Athletics +7" ], "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +7", "source": [ "Pathfinder #178: Punks in a Powderkeg" ], "source_raw": [ "Pathfinder #178: Punks in a Powderkeg pg. 83" ], "source_category": "Adventure Paths", "source_group": "Outlaws of Alkenstar", "source_markdown": "[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 83", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet", "speed_raw": "25 feet", "spell_markdown": "", "spoilers": "Outlaws of Alkenstar", "strength": 4, "strongest_save": [ "fort", "fortitude" ], "summary": "One of the jobs most commonly outsourced to clockworks is guard duty. Clockwork soldiers are often too costly to employ en masse, so municipalities …", "summary_markdown": "One of the jobs most commonly outsourced to clockworks is guard duty. Clockwork soldiers are often too costly to employ en masse, so municipalities …", "text": " Clockwork Handler One of the jobs most commonly outsourced to clockworks is guard duty. Clockwork soldiers are often too costly to employ en masse, so municipalities looking to cut corners devised the much-cheaper clockwork handler, a budget-friendly construct sufficient for rat catching, door watching, and basic patrol work. Handlers are typically programmed to react efficiently to certain situations such as intruders or assailants. To that end, all handlers are equipped with an everburning torch fastened to their hooded lantern-like heads. Furthermore, most clockwork handlers used in public places have their fists covered in a padded material to ensure they don't accidentally beat suspects to death, though these modifications are removable (removing the nonlethal trait from their fist Strike). The nonlethal approach is considered the safest, as clockwork creatures don't always have the keenest judgement on who is a criminal and who is a customer. A healthy supply of rope allows the clockwork handler to quickly tie-up unruly vagabonds, that they might be brought to justice. Recall Knowledge - Construct (Arcana, Crafting): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Clockwork Handler Source Pathfinder #178: Punks in a Powderkeg pg. 83 Perception +8; darkvision Languages Skills Athletics +7 Str +4 Dex +2 Con +3 Int -5 Wis +3 Cha -5 Wind-Up 24 hours, DC 15, standby Items Everburning Torch, Javelin (4), Rope (100 feet) --- AC 16 Fort +10 Ref +7 Will +6 HP 16 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 2 (except adamantine or orichalcum) Weaknesses electricity 2, orichalcum 2 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning plus Grab Ranged Single Action javelin +5 (thrown 30 feet), Damage 1d6+4 piercing Hog-tie Two Actions Requirements The clockwork handler has a creature restrained; Effect The clockwork handler cuts a length of rope from the supply in its chassis to tie up the restrained creature. The creature is restrained until it Escapes or Forces Open the rope with a successful DC 15 check (typically an attack roll or Thievery check to Escape, or an Athletics check to Force Open the ropes; restrained creatures don't take a –2 penalty on this check for not using a crowbar). The rope has Hardness 2 and 8 Hit Points (BT 4). Siren Two Actions The clockwork handler emits a loud noise (such as a bell or highpitched mechanical scream) that can be easily heard by anyone within 500 feet. Creatures within 100 feet take a –2 circumstance penalty to Perception checks that are hearing-based. Creatures within 30 feet who fail a DC 14 Fortitude save can't hear anything but the siren, critically fail Perception checks that require hearing, and are immune to auditory effects. This effect lasts until the creature leaves the area and for 1 round afterward. Customized Handlers Many organizations customize their clockwork handlers, giving them different equipment, unusual weapons, or just shiny paint jobs to openly display their affiliation with an organization. Shieldmarshalowned clockwork handlers have a navy-blue enamel finish with a painted-on badge, while handlers in service to the Church of Brigh typically sport a pearlescent white veneer and painted-gold detail work. ", "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=1925", "vision": "Darkvision", "weakest_save": [ "will" ], "weakness": { "electricity": 2, "orichalcum": 2 }, "weakness_markdown": "electricity 2, [orichalcum](/Equipment.aspx?ID=276) 2", "weakness_raw": "electricity 2, orichalcum 2", "will_save": 6, "wisdom": 3 }