Clockwork Engineer

Who needs magic when so many of its effects can be duplicated with science? Who needs swordplay when machines are so much more efficient? For the Clockwork Engineer the answer would be someone else. These rare individuals have devoted their lives to the study of technology; the interaction of gears, steam, springs, and alchemy allow them to perform wonders that rival any wizard or warrior’s best feats. Through careful research and construction they are able to build a clockwork automaton to serve them; improving it as they gain in experience and knowledge. Clockwork Engineers naturally feel that their technology is superior to magic and seldom use magic or take levels in a class that is reliant upon magic, but there are no inherent restrictions. As their abilities are technologically based, they are not able to be dispelled but can malfunction or be destroyed with damage.


Alignment: Any

Hit Dice: d6


Class Skills

The Clockwork Engineer’s class skills are Appraise, Craft (any), Disable Device, Knowledge (any), Linguistics, Perception, Profession (any).

Skill Ranks per Level: 4+ Int modifier.

Table : Clockwork Engineer


Base Attack 








Special  1st  2nd  3rd 4th 
1st  +0 +0 +0 +2 Construct
1 _ _ _
2nd  +1 +0 +0 +3 Develop Tech I 2 _ _ _
3rd  +2 +1 +1 +3 Perfect Tools 3 _ _ _
4th  +3 +1 +1 +4 Develop Tech II 3 1 _ _
5th  +3 +1 +1 +4 Sabotage  4 2 _ _
6th  +4 +2 +2 +5 Develop Tech III 4 3 _ _
7th  +5 +2 +2 +5   4 3 1 _
8th  + 6/+1 +2 +2 +6 Develop Tech IV 4 4 2 _
9th  6/1 +3 +3 +6   5 4 3 _
10th  7/2 +3 +3 +7 Develop Tech V 5 4 3 1
11th  8/3 +3 +3 +7   5 4 4 2
12th  9/4 +4 +4 +8 Develop Tech VI 5 5 4 3
13th  9/4 +4 +4 +8   5 5 3
14th  10/5 +4 +4 +9 Develop Tech VII 5 5
15th  11/6/+1 +5 +5 +9   5 5 5
16th  12/7/+2 +5 +5 +10 Develop Tech VIII 5 5 5
17th  12/7/+2 +5 +5 +10   5 5 5 4
18th  13/8/+3 +6 +6 +11 Develop Tech IX 5 5 5 5
19th  14/9/+4 +6 +6 +11   5 5 5 5
20th  15/10/+5 +6 +6 +12 Technological Wonder  5 5 5 5



Class Features:

The following are class features of the Clockwork Engineer.


Weapon and Armor Proficiency: Clockwork Engineers are proficient with all simple weapons and light armor as well as their Tech Armor.

Construct Automaton (Ex): Through years of study and research, the Clockwork Engineer has learned the secrets of constructing a loyal automaton companion. Whether steam, gear, or alchemically powered, this construct is unique to the character that created it and he will likely spend his career improving and revising this perfect expression of clockwork engineering.

The Clockwork Engineer typically shapes his automaton in a humanoid fashion, though variations are not unheard of. The automaton's Hit Dice, saving throws, skills, feats, and abilities are tied to the clockwork engineer’s class level and increase as the engineer gains levels. In addition, as the engineer levels he can research new technological advancements for his automaton, greatly improving its combat effectiveness.

/level in additional materials. Due to the complexity of an engineer’s 500gpIf the automaton is destroyed the Clockwork Engineer must spend 1 full day reconstructing it and automaton a rebuilt construct must exactly replicate the one destroyed. Making changes to an automaton requires the time and study involved in gaining a level to fully develop.

Repair Construct (Ex): Due to his years of study and the technological know-how, the clockwork engineer can utilize components from his prototypes to repair a HD per level of prototype worth of damage to his automaton as a full round action. The engineer can also fix damage of automatons during periods of rest, repairing damage equal to a full day’s rest in a comfortable environment after an 8 hour period.

Develop Tech (Ex): Throughout the course of his career a clockwork engineer can select various paths of study to pursue and as he gains in experience and knowledge reach breakthroughs in those fields. An engineer must focus in a single line of research but may gain insights into other lines of research two steps behind his previous level of developed tech. Levels of tech development stack with one another. Due to the complexity and difficulty in making, maintaining, and using the developed tech only the engineer who developed it may use any piece of tech gear, for everyone else they are simply a pile of gears and metal.

Tech Armor: The engineer devotes his time and energy into developing a suit of clockwork, steam, spring, and alchemically powered armor to protect him. As his knowledge and skills advance he is able to make dramatic improvements to this armor. The armor also creates an energy field that helps to protect the engineer; enemies must first break through this field before inflicting wounds on the engineer; any damage beyond what is needed to deplete the field carries over to the engineer. This energy field takes a full 8 hours to recharge once depleted.

Tech Weapons: The engineer creates unique inventions to mimic the movements, actions, and attacks of trained warriors and is able to develop them over time. As such the tech weapons improve the damage and accuracy of the engineer beyond his own physical capabilities. This weapon may be either ranged or melee, dual weapons, or two handed, but once selected cannot be changed until the engineer gains another level of clockwork engineer. The mechanical nature of these weapons means that they ignore natural physical bonuses to damage and rely instead on mechanical bonuses. Ranged weapons are considered to have limitless ammunition.

Improve Automaton: The Clockwork Engineer focuses on improving his automaton and increasing its powers and abilities.



 Perfect Tools (Ex): The engineer has developed his own tools for crafting and may now make craft checks for all craft skills at twice the normal rate.

Sabotage (Ex): Using a Craft (engineering) check the Clockwork engineer may sabotage an item, armor, or weapon to malfunction on its next use. Doing so requires a full round and results in the following ways:

  • Weapon – takes a -2 penalty to hit and damage until repaired.

  • Armor – -2 penalty to AC until repaired.

  • Lock /Door – jammed until repaired.

  • Mechanical Device – the engineer can disable for a number of rounds equal to ½ his level any mechanical device with successful check.


Technological Wonder (Ex): Upon reaching level 20, the clockwork engineer has improved a single line of his tech development to the point that it is now a technological wonder. The engineer must choose the wonder that he has the greatest level of development in. If two lines are tied he must choose the line he first entered.

  • Armor – the tech armor gains the following abilities.

-          Flight – average maneuverability

-          Water/Air tight – the engineer may breath for d6+2 hours within the suit

-          +2 bonus to Str with the armor

-          Energy field increases to (70hp.)


  • Weapon – the tech weapon gains the following properties.

-          Gains an enhancement bonus equal to +5 and is considered epic for overcoming DR.

-          May deal damage as energy damage of engineer’s choice.

-          Deals damage as a weapon of same type one size larger.



  • Automatonthe automaton gain the following properties.

-          The automaton gains sentience and is forever loyal to the engineer that built him. The automaton has an Int score equal to 10 + the engineers modifier.

-          The construct gains 50 additional HP, DR2/—, +2 str and +2 dex

-          The automaton and engineer share a telepathic bond to any distance on the same plane and may share senses.

-          The automaton may take up to half of any damage done the engineer.


The engineer through years of study and research constructs an automaton that follows his commands; an engineer must be able to speak to his automaton. An automaton without commands stands in place until its engineer provides new commands. Automaton’s are essentially mindless and so can only follow the most basic instruction, but can differentiate between individuals if given clear descriptions.

The automaton is a construct and enjoys all the benefits of this type. Constructs are of medium size and usually have a humanoid build. Other builds may be discussed with GM for approval.

Automaton’s are absolutely loyal to their creator and follow his commands to the best of their ability.

Class Level: This is the character's clockwork engineer level.

HD: This is the total number of 10-sided (d10) Hit Dice the automaton possesses, each of which gains a modifier based on the engineer’s intelligence modifier.

BAB: This is the automaton’s base attack bonus. An automaton’s base attack bonus is equal to its Hit Dice. Automatons do not gain additional attacks using their natural weapons for a high base attack bonus.

Good/Bad Saves: These are the automaton’s base saving throw bonuses. An automaton possesses two good saving throws and one bad saving throw.

Feats: This is the total number of feats possessed by an automaton. Engineers can select any feat that their automaton qualifies for.  Automaton feats are set once chosen, even if the construct is rebuilt.

Armor Bonus: The number noted here is the automaton’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the engineer. This number is modified by the automaton’s tech developments. An automaton cannot wear armor of any kind, as the armor interferes with the automaton’s functions.

Str/Dex Bonus: Add this modifier to the automaton’s Strength and Dexterity scores.

Base Automaton:

Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack Slam (1d8); Ability Scores Str 16, Dex 12, Wis 10, Cha 11;

Construct (Ex): Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.


<u>Automaton Leveling Table</u>



Prototypes (Ex): Through ongoing research, experimentation and schematics the Clockwork engineer is able to develop a number of preassembled prototypes per day of any schematic known. The materials for prototypes are scavenged from armor, traps, and other bits and pieces while he adventures. Though these inventions often duplicate the effects of magic, they are based in science and powered by steam, gears, springs, or alchemy. Certain prototypes can be applied to other friendly or enemy targets, including the engineer’s automaton.

A Clockwork Engineer may use a certain number of prototypes per day based on his class level. These levels do not stack with any other class. Use of a prototype requires a full round action to prepare.

Prototypes must be prepared in advance based on schematics the engineer has access to. New prototypes require a period of study (8 hours) to prepare. A clockwork engineer must have an intelligence score equal to 10+the prototype level to utilize it.


An engineer keeps a book or collection of scrolls with his known schematics in it. It is from these plans that he constructs his daily allotment of prototypes. Engineers can develop their own schematics with GM approval. An engineer must have an intelligence score equal to 10+the schematic level to learn it. At each level an engineer can learn 2 new schematics for any level prototype he knows. Clockwork engineers can find and copy schematics from ancient civilizations and the like with Gm approval.

Prototypes duplicate magic like effects in many cases and when doing so follow all rules for the similarly based spell when applicable.

Level 1 Schematics:

Flashlight – as per light

Fog Machine – as per Obscuring Mist

Flame Thrower – as per Burning Hands

Machine Sentry – as per Alarm

Sleep Gas – as per Sleep

Goggles of Minutia – as per Detect Secret Doors

Parachute Pack – as per feather fall

Spring Boots – as per Jump

Charged Gloves – as per Shocking Grasp

Level 2 Schematics.

Clockwork Strength – as per Bulls Strength

Spring wound Dexterity – as per Cats Grace

Electric Net – as per Hold Person

Sonic Emitter – as per Shatter

Glue Bomb – as per Web

Hover Pack – as per Levitate

Sound Baffler- grants a +10 bonus to stealth.

Level 3 Schematics:

Energy Weave – as per Protection from Energy

Stink Bomb – as per Stinking Cloud

Tesla Coil – as per lightning bolt

Jet Pack – as per Fly

Oxygen Tank – as per Water Breathing

Level 4 Schematics:

Neural Scrambler – as per Confusion

Mind control helm – as per Dominate Person (bard)


Clockwork Engineer

Orbis Thess Draaxkada