Actions

Clockwork spiritualist

From Vanathul Wiki

Homebrewed class. It may contain issues that remains to be fixed. The idea is to swap arcane spells for psychic spells', and that's mostly it.

Not unlike the clockwork mage, a clockwork spiritualist imbues a machine with a spirit, though with a spiritual twist, binding a phantom to their service by way of a mechanical body.

Primary Class: Summoner.
Secondary Class: Spiritualist.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks

The clockwork spiritualist may select three spiritualist skills to add to his class skills in addition to the normal summoner class skills. The clockwork mage gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency

A clockwork spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.

Class Progression

Table: Clockwork Spiritualist
Class Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Knacks, Clockwork Phantom, Construct Crafter, Summoner of Constructs 2 1
2nd +1 +0 +0 +3 Bond senses 3 2
3rd +2 +1 +1 +3 3 3
4th +3 +1 +1 +4 Shield ally 4 3 1
5th +3 +1 +1 +4 4 4 2
6th +4 +2 +2 +5 Maker's call 5 4 3
7th +5 +2 +2 +5 5 4 3 1
8th +6/+1 +2 +2 +6 Transposition 5 4 4 2
9th +6/+1 +3 +3 +6 5 5 4 3
10th +7/+2 +3 +3 +7 Construct ascension I 5 5 4 3 1
11th +8/+3 +3 +3 +7 5 5 4 4 2
12th +9/+4 +4 +4 +8 Greater shield ally 5 5 5 4 3
13th +9/+4 +4 +4 +8 5 5 5 4 3 1
14th +10/+5 +4 +4 +9 Construct ascension II 5 5 5 4 4 2
15th +11/+6/+1 +5 +5 +9 5 5 5 5 4 3
16th +12/+7/+2 +5 +5 +10 Merge forms 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Construct ascension III 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Immortal construct 5 5 5 5 5 5 5

Spellcasting

Table: Clockwork Spiritualist Spells Known
Level Spells known
0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

A clockwork spiritualist casts psychic spells drawn from the spiritualist spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a clockwork spiritualist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a clockwork spiritualist spell equals 10 + the spell level + the clockwork spiritualist’s Wisdom modifier.

A clockwork spiritualist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Clockwork Spiritualist. In addition, he receives bonus spells per day if he has a high Wisdom score.

A clockwork spiritualist’s selection of spells is limited. A clockwork spiritualist begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new level, he learns one or more new spells as indicated on Table: Spiritualist Spells Known. Unlike his number of spells per day, the number of spells a clockwork spiritualist knows is not affect by his Wisdom score. The numbers on Table: Clockwork Spiritualist Spells Known are fixed.

Upon reaching 5th level, and at every third clockwork spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one he already knows. In effect, the clockwork spiritualist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell he can cast. A clockwork spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Knacks

A clockwork spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table: Clockwork Spiritualist Spells Known under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.

Additional spell options

The Clockwork Spiritualist also adds the following spells to the list of available spells at the indicated spell levels:

0 level–ray of frost, spark;
1st level–jury-rig, grease, magic weapon, shocking grasp, stonefist;
2nd level–arcane lock, heat metal, keen edge, make whole, shatter, wood shape;
3rd level–ablative armor, burrow, lightning bolt, magic weapon (greater), soothe construct;
4th level–animate objects, rapid repair, stone shape, unbreakable construct;
5th level–ball lightning, call construct, control construct, fabricate, polymorph, wall of force;
6th level–mage’s private sanctum, wall of iron, wooden phalanx.

These spells are cast as psychic spells, using the equivalent set of components. They are otherwise identical to the arcane spells in their practical effect.

Clockwork Phantom

A clockwork spiritualist begins play with the ability to summon to his side a powerful outsider called a clockwork phantom. The clockwork phantom forms a link with the clockwork spiritualist, who, forever after summons an aspect of the same creature. This is similar like the summoner’s eidolon ability, except that the clockwork phantom’s physical appearance is always that of a metal, gear-driven, construct-like creature of its base form, although color, minor decorations, and texture are determined by the clockwork spiritualist.

While a clockwork phantom is not a construct, it is considered a construct for the purpose of casting the following spells: call construct, control construct, make whole, rapid repair, soothe construct, and unbreakable construct.

Construct Crafter

Through study and research, a clockwork spiritualist of 1st level or higher has learned the art and craft of creating constructs. When using Spellcraft to create a construct, a clockwork spiritualist gains a competence bonus equal to 1/2 his clockwork spiritualist level on the Spellcraft check.

In addition, a clockwork spiritualist counts as having the Craft Construct feat, even if he does not meet the prerequisites. He is also considered to have all the spell prerequisites for the crafting of a construct on his spell list for the purpose of casting them from scrolls during the crafting process. He must meet all other construction requirements for the construct as normal.

Summoner of Constructs

A clockwork spiritualist is constantly in tune with the spark that invest constructs with a will. Whenever a clockwork spiritualist cast the summon monster spell, he summons one of the alternative creatures of the construct type instead (see Construct Summoning Options below).

1st Level Type/Subtype Source
Clockwork spy Construct/Clockwork B3
Wyrwood golem Construct B4
2nd Level Type/Subtype Source
Homunculus Construct B1
3rd Level Type/Subtype Source
Cobra, iron Construct B1
Clockwork servant Construct/Clockwork B3
Necrophidius Construct B2
Soulbound doll Construct B2
4th Level Type/Subtype Source
Animated object Construct B1
Caryatid column Construct B3
Cobra, adamantine Construct B1
Junk golem Construct B4
Living wall Construct B4
Wax golem Construct B4
5th Level Type/Subtype Source
Blood golem Construct B4
Clockwork steed Consstruct B4
Golem, carrion Construct B2
Golem, ice Construct B1
Graven guardian Construct B3
Scarecrow Construct B1
Skinstitch Construct B4
6th Level Type/Subtype Source
Cephalophore Construct B4
Clockwork soldier Construct/Clockwork B3
Golem, flesh Construct B1
Golem, wood Construct B1
Soulbound mannequin Construct B4
Terra-cotta soldier Construct B3
Tulipaq Construct B3
7th Level Type/Subtype Source
Bone golem Construct B3
Clockwork mage Construct/Clockwork B4
Coral golem Construct B4
Golem, alchemist Construct B2
Golem, glass Construct B2
Tiberolith Construct B4
8th Level Type/Subtype Source
Golem, clay Construct B1
Golem, stone Construct B1
Juggernaut Construct B4
Soulbound shell Construct B4
Taotieh Construct B3
Tophet Construct B3
9th Level Type/Subtype Source
Clockwork leviathan Construct/Clockwork B3
Fossil golem Construct B3
Golem, clockwork Construct/Clockwork B2
Golem, iron Construct B1
Wickerman Construct B4
  • B1 (Bestiary), B2 (Bestiary 2), B3 (Bestiary 3), B4 (Bestiary 4)

Bond Senses (Su)

Starting at 2nd level, a clockwork spiritualist can, as a standard action, share the senses of his clockwork phantom, hearing, seeing, smelling, tasting, and touching everything the clockwork phantom does. He can use this ability a number of rounds per day equal to his clockwork spiritualist level. There is no range to this effect, but the clockwork phantom and the clockwork spiritualist must be on the same plane. The clockwork spiritualist can end this effect as a free action.

Shield Ally (Ex)

At 4th level, whenever a clockwork spiritualist is within his clockwork phantom’s reach, the clockwork spiritualist receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the clockwork phantom is grappled, helpless, paralyzed, stunned, or unconscious.

Maker’s Call (Su)

At 6th level, as a standard action, a clockwork spiritualist can call his clockwork phantom to his side. This functions as dimension door, using the clockwork spiritualist's caster level. When used, the clockwork phantom appears adjacent to the clockwork spiritualist (or as close as possible if all adjacent spaces are occupied). If the clockwork phantom is out of range, the ability is wasted. The clockwork spiritualist can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition (Su)

At 8th level, a clockwork spiritualist can use his maker’s call ability to swap locations with his clockwork phantom. If it is larger than him, he can appear in any square occupied by the clockwork phantom. The clockwork phantom must occupy the square that was occupied by the clockwork spiritualist if able, or as close as possible if it is not able.

Greater Shield Ally (Su)

At 12th level, whenever an ally is within an clockwork phantom’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the clockwork spiritualist , these bonuses increase to +4. This bonus does not apply if the clockwork phantom is grappled, helpless, paralyzed, stunned, or unconscious.

Merge Forms (Su)

At 16th level, as a full-round action, a clockwork spiritualist can touch his clockwork phantom and the two can merge forms. This transformation includes all of the clockwork spiritualist’s gear. While merged in this way, the clockwork spiritualist is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the clockwork spiritualist are suspended until the clockwork spiritualist emerges from the clockwork phantom (although durations continue to expire).

The clockwork spiritualist can cast spells while inside the clockwork phantom by taking control of it for the duration of the casting. Any material components used for these spells are taken from the clockwork spiritualist’s gear, even though they are otherwise inaccessible. The clockwork spiritualist can direct all of the clockwork phantom’s actions while merged, can perceive through its senses, and can speak through its voice.

The clockwork spiritualist can use this ability for a number of rounds per day equal to his clockwork spiritualist level. He can end this effect at any time as a swift action. The clockwork spiritualist emerges in a square adjacent to the clockwork phantom if able. If the clockwork phantom is returned to its home plane while the clockwork spiritualist is merged with it, the clockwork spiritualist is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

Construct Ascension (Ex)

At 10th level, a clockwork spiritualist begins to transform his clockwork phantom into a true construct. It can then only be repaired by spells that affect the construct type such as rapid repair. As such, a clockwork phantom cannot be raised or resurrected. In addition, it is no longer subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. At 14th level, the clockwork phantom gains the clockwork subtype, even though it does not have the construct type. At 18th level, a clockwork phantom is no longer at risk of death from massive damage. It also gains immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

Immortal Construct (Ex)

At 20th level, a clockwork spiritualist can transform his clockwork phantom into a true construct. A clockwork spiritualist can summon his clockwork phantom in a ritual that takes 1 hour to complete. Once summoned, the clockwork phantom gains the construct type, and its evolutions are permanently set, never to change again. The clockwork phantom remains with its master and can no longer be sent back to its home plane when it is destroyed. As a result, only through the death of the clockwork spiritualist can another gain control over his clockwork construct.

Should a clockwork phantom be destroyed, it can regenerate itself at the rate of 1 hit point per minute. During such time, the clockwork phantom remains inert and gains the helpless condition until it has regained half its total hit points or more. Once it has regenerated half or more of its total hit points, it is no longer helpless, and gains the broken condition until it has fully regenerated. While in this broken condition, the clockwork phantom is considered a weapon, armor, and tool for the purpose of determining penalties related to attacks, AC, and skill checks. The clockwork phantom must be fully regenerated before the broken condition is removed, or the clockwork spiritualist may give it commands. This regeneration effect functions even if the clockwork phantom has the self-destruct evolution.

In addition, the clockwork spiritualist can use his maker’s call ability once per day to summon his clockwork phantom to his side, regardless of distance or circumstance, and as long as the clockwork phantom and master are on the same plane. This summoning functions as the call construct spell.

Notable practicioners