Clockwork Familiar

This tiny metallic creature is shaped like a raven, gears and belts whirring beneath its shining, articulated plates.

CR: 2 XP: 600


N Tiny construct (clockwork)


Init: +6 Senses: darkvision 60 ft., low-light vision Perception: +5


Defense

AC: 18, touch 16, flat-footed 14 (+2 Dex, +2 dodge, +2 natural,, +2 size)


hp: 16 (3d10)


Fort: +1 Ref: +5 Will: +2


DR: 5/adamantine


Resist: cold 10, fire 10


Immune: construct traits


Weaknesses: vulnerable to electricity


Offense

Speed: 30 ft., fly 50 ft. (perfect)


Melee: bite +7 (1d3 plus 1d6 electricity)


Statistics

Str: 10 Dex: 14 Con: 10 Int: 11 Wis: 13 Cha: 11


Base Atk: +3 CMB: +3 CMD: 15


Feats: Alertness, Improved Initiative, Lightning Reflexes, Weapon Finesse


Skills: Fly +19, Perception +5, Sense Motive +3, Stealth +12


SQ: advice, item installation, swift reactions, winding


Languages: Common


Ecology

Environment: any


Organization: solitary


Treasure: none


Description

Advice (Ex) Clockwork familiars have an innate understanding of how things work, granting their masters a +2 bonus on all Craft and Use Magic Device checks.

Item Installation (Ex) Each clockwork familiar possesses the ability to carry a magic item in its body. This specific item type is chosen at the time of the construct’s creation, and cannot be changed. While the creature cannot activate or use the item, it gains certain constant abilities from the resonant magic fields, and can drain the item’s magic as a free action in order to gain additional magical effects. In addition, any clockwork construct can drain a single charge or spell level from its installed item to heal itself for 1d6 hit points as a standard action.

Removing a spent item and installing a new one is a full-round action.

Potion: The clockwork familiar gains a constant protection from good/evil/law/chaos effect (one type only, chosen each time a new potion is installed). In addition, a clockwork familiar can drain the magic from the potion in order to grant this ability to a creature sharing its space. This ability to include others in the protection effect lasts for 1 minute per spell level of the potion drained.

Scroll: The clockwork familiar gains a constant detect magic effect as a spell-like ability. Draining magic from a scroll allows the familiar to cast a single identify spell on behalf of its master for each spell level of the spell inscribed on the scroll— these castings may be stored and saved, though a scroll used in this manner becomes instantly useless, even if not all spell levels have been drained.

Wand: The clockwork familiar gains the ability to spit a glob of acid up to 30 feet as a ranged touch attack, dealing 1d4 points of damage. Draining a charge increases the damage to 2d4 points for a single attack. This charge is spent before the attack is rolled.

For those who fuse magic with machinery, the best familiar is the one the caster creates herself, breathing life into a clockwork mechanism of her own design. A spellcaster can gain a clockwork familiar at 7th level by taking the Improved Familiar feat. A typical clockwork familiar is 2 feet tall or long and weighs 10 pounds.

CONSTRUCTION The creator of a clockwork familiar must start with crafted clockwork pieces worth 500 gp.

CLOCKWORK FAMILIAR CL 12th; Price 14,500 gp CONSTRUCTION Requirements Craft Construct, geas/quest, make whole, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 7,500 gp Chuspiki–Clockwork Familiar Colossus, Sphinx This stone edifice resembles a lion with a regal human face, garbed in royal clothing.

Source: Pathfinder Roleplaying Game Bestiary 5