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  • About
  • Home
  • Play
    • Small Moments
    • Mage's Guild
    • Pathfinder 1E >
      • General Options >
        • Equipment >
          • Ash Runners
          • Element-Forged Weapons
          • Gardeskiffs
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        • Feats and Traits >
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        • Andrui
        • Daldrum
        • Devorim
        • Ezymir
        • Gahennan
        • Ganej
        • Idala
        • Jichi
        • Kuurite
        • Luminate
        • Nattinuq
        • Paeori
        • Rukelle
        • Shifuni
        • Tebani
        • Vaellu
        • Viero
        • Wageni
        • Waxborn
      • Class Options >
        • Alchemist >
          • Brightspark Alchemist
          • Field Medic
          • Godbody Adherent
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        • Antipaladin >
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        • Aristocrat >
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          • Orders >
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          • Archetypes >
            • Cleric of the Fourth Bridge
            • Element Speaker
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        • Druid >
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          • Obvious Threat
        • Gunslinger >
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      • The Human Tribes
    • Locations >
      • Blackship
      • Genamott
      • Harjess
      • House of Herons
      • Kugona
      • Motogama
      • Oduma
      • Persistence
      • Scarpatch and Osislav
    • Pantheon >
      • Adrigor
      • Agrigarian
      • Alquatl
      • Arneas
      • Athgani
      • Azar
      • Birala
      • Cayto
      • Chiabali
      • Chriuk
      • Damini
      • Delnach
      • Dijabo
      • Elendra
      • Elric
      • Evicianna
      • Frumhovin
      • Haygi
      • Hinemoa
      • Hyalus
      • Iminicron
      • Involdr
      • Jericho
      • Jhana
      • Jun Almaya
      • Kelsidruun
      • Kyaal
      • Mama Iji
      • Marco Von
      • Matsura
      • Oglahain
      • Old White Wing
      • Rajima
      • Rigma
      • Sgurn
      • Silwyr
      • Sondiq
      • Taíocht
      • Talia
      • Thelmourga
      • Therou
      • Tongvaidu
      • Walaiku
      • Wendo Spirits
      • Yatsuo
  • Read
  • About
Kind of on Fire
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Clockwork Adept

While many professions experiment with the fusion of the arcane arts and mechanical technology, the best in the field is the Clockwork Adept. Rather than summoning an eidolon, the Clockwork Adept builds a mechanized framework and powers it with extraplanar energy. Such methods create an efficient minion, able to avoid many of the dangers of normal combat.
Clockwork Eidolon (Ex)
The clockwork adept does not summon an eidolon, instead choosing to rely on a more easily personalized automaton. A clockwork adept creates a mechanized framework for his eidolon and uses extraplanar energy to power it. A clockwork eidolon who is reduced to 0 hit points becomes drained of extraplanar energy. This does not destroy the framework, but does render it an object, leaving it vulnerable to being destroyed. The clockwork adept can power up his clockwork eidolon after it has been drained of extraplanar energy in the same way a summoner would summon his eidolon. The summoner must have access to the eidolon’s framework to do so. A clockwork eidolon has both the Outsider and Construct types, though it only gains the following benefits from these types.

A clockwork eidolon has a d10 Hit Die and no good saving throws. A clockwork eidolon gains no skill points and has no Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). A clockwork eidolon gains immunity to all mind-affecting effects and to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.

Should the clockwork eidolon’s framework be destroyed, the summoner can create a new framework with components costing 100 gold per summoner level and 8 hours of uninterrupted work time.

A clockwork eidolon’s evolutions are not manifested but built by the clockwork adept. A clockwork adept cannot change the evolutions he gives his eidolon when he gains a new level, though he can do so when creating a new mechanized framework.
This modifies eidolon and replaces devotion

Clockwork Aspect (Ex)
At 10th level, the clockwork adept gains a clockwork prosthesis. The prosthesis is always attached successfully and imparts no Constitution damage. He gains an additional prosthesis at 18th level.
This replaces aspect and greater aspect

Automaton Genius (Su)
At 16th level, the clockwork adept can program certain emotions into his eidolon. When his eidolon is targeted by a mind-affecting effect, he may choose to allow that effect to target his eidolon, even though it is immune. The clockwork adept must be conscious to make this choice. At 20th level, he may also allow his eidolon to be the target of any effects it is immune to.
This replaces merge forms and twin eidolon

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