Clockwork. Soldier. The name says it
all, really—in most clockwork-related adventures, it will be these constructs,
bolstered by clockwork servants, that will do the bulk of the fighting. They also have a wicked ability to
spring (ha!) into action out of hibernation (that is, standby), which bolsters
their already speedy reflexes from being of the clockwork subtype.
But the best part about them is a tiny detail I would never
have noticed were it not for this blog: the Latch (Ex) ability. In every man vs. robot movie scene,
there’s always a moment when the robot’s iron grip comes into play,
particularly when at a crucial moment it so casually wrests the man’s weapon
right out of his hands. With
Latch, clockwork soldiers have that move programmed in as a game mechanic—a
nice touch.
Clockwork soldiers attack
a wedding festival. Their odd
equipment—enchanted nodachi and blue fireworks for flares—suggest they are the
work of a foreigner…perhaps a wu jen from north of the Tiger Wall.
When the Clockwork
Army invades the Märchen Marches, the invasion of this fairy-tale domain
scatters nightmares (both the dreams and the outsiders) into the closest mortal
duchy. The assault also frays the fabric
of magic as well. Adventurers who
rise to the challenge and cross into the Marches will have to fight not only
invading clockwork soldiers, but also many of the Märchenfee. The quickest route to the Clockwork
Army’s flank runs through the Marrowcat’s March, and neither that fey elder nor
his many baobhan sith subjects believe their realm needs saving by mere mortal “meals.”
Even gearthralls look
upon the World-City’s clockwork soldiers with ambivalence. It is widely reported that companies of
clockwork soldiers stationed at key chokepoints are all that keep the skum in
their flooded tunnels. But Cognomon’s clockwork soldiers also
raise their enchanted halberds against humanoids—and once activated, they often
seem to have trouble distinguishing between rebels and bystanders. Even the most loyal citizens are
terrified of the deployment trees—great metal towers that, when activated, open
to reveal revolving gears that disgorge clockwork soldiers as they spin, like
some terrible life-size version of a rathaus glockenspiel.
—Pathfinder Bestiary 3
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