| This four-armed, human-sized clockwork Automoton Since clockwork engineers can’t always be present to make sure their devices are working at full capacity, the clockwork footman was invented to serve that role. Clockwork footmen excel at repairing themselves and other clockworks on the battlefield, proving useful for skirmishes and campaigns alike. Rumors of clockwork footmen with magically imparted intelligence persist among explorers of certain strange ruins—while no smarter than the average human, such “awakened” clockwork footmen have skills and feats as appropriate for their station, and are said to serve in more complex roles than mere repair workers | |
| Perception | Expert , Darkvision, Low-Light Vision |
| Languages | Common, Utopian |
| Skills | Athletics Expert , Craft Expert , Survival Expert |
STR +4 , DEX +3 , CON +2 , INT -5 , WIS +2 , CHA -5 | |
| Items | Shoulder Net Launcher, 5 Nets |
| AC | 16 |
| Saving Throws | Fort +10, Ref +4, Will +7 |
| HP | 26 - Immunities bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious - Weaknesses Electricity 3 |
| Speed | 30 feet, |
| Melee | Fist +9 +5 / +1 (agile, finesse), Damage Bludgeoning
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| Special Abilities |
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| Wind-Up: DC 19; Time: 1 Min/ 24 Hours: To remain operational, a clockwork footman must be wound with it's key by a creature. After 24 hrs, the footman becomes inactive and immobile until it's wound again. A clockwork footman can be placed into standby mode as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork footman's operational time doesn't decrease in standby. A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). | |
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