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Clockwork Options (Part 1)

Clockwork Options (Part 1)

Although a clockwork mage or gear priest may elect to devote a career to understanding the intersection of the magical and mechanical, other magic users have far less choice in the matter. For the industry oracle and cyborg sorcerer, machinery and other elements of the modern, urban world are inextricable parts of their being, granting them a variety of unusual and formidable abilities. Both options utilize clockwork magic from the Midgard city of Zobeck. Material marked with (1) below can be found in the Zobeck Gazetteer.

Cyborg (Sorcerer Bloodline)

Exactly how rare sorcerers find bits of clockwork and gadgetry in their heritage is an amorous mystery perhaps best left unexamined. Regardless, these individuals are marked by their empathy with the mechanical devices around them as well as by dramatic changes to their physical forms and abilities over time. Although a young cyborg sorcerer might be identifiable as such only by the odd widget spilling out of a gut wound, his or her more experienced brethren are magnificent fusions of flesh, metal, and magic.

Class Skills: As a sorcerer of the cyborg bloodline, add Knowledge (architecture and engineering)1 and Disable Device1 to your list of class skills.

Bonus Spells: analyze device1 (1st), shocking grasp (3rd), bullet shield (5th), arcane sight (7th), detonate (9th), rapid repair (11th), repulsion (13th), control construct (15th), iron body (17th), dominate clockwork1 (19th)

Bonus Feats: Diehard, Endurance, Improved Unarmed Strike, Ironguts, Nimble Moves, Power Attack, Skill Focus (Craft), Skill Focus (Knowledge—architecture and engineering), Toughness

Bloodline Arcana: You gain a +3 bonus to Will saves against spells in the charm and compulsion subschools.

Bloodline Powers

Widget Spit (Sp): At 1st level, you can replicate the gear barrage1spell. You can use this ability a number of times per day equal to 2 + your Charisma modifier.

Mechanical Empathy (Sp): At 3rd level, you can speak with clockwork and other machines as per the stone tell spell. You may use this ability for 1 minute per sorcerer level each day. Most machines will be limited to providing information relating to their purpose and users. At 9th level, your mechanical bond allows you to affect clockwork constructs once per day as per the mass charm monster spell. Duration of the charm is 1 hour/level.

The Rebuild (Ex): At 9th level, the superior physical capabilities of your increasingly mechanical form reveal themselves. Your base speed increases by +20 feet and Strength by +2. You also receive a +10 bonus to Acrobatics checks made to attempt long jumps or high jumps. These bonuses continue (+10 feet base speed, +1 Strength, and +10 Acrobatics check bonus) at 13th and 17th levels.

War Machine (Su): At 15th level, you can assume the form of a clockwork giant. You increase by one size class, gain a +4 natural armor bonus, +3 to Strength, and construct immunities to mind-altering effects (charms, compulsions, morale effects, patterns, and phantasms), bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Your fists become natural weapons equivalent to great clubs (2d8 base damage) and your adaptable limbs increase your melee touch attack range by 15 feet without increasing your threatened area. You may use this ability once per day, for a number of rounds equal to your sorcerer level.

Clockwork Masterpiece (Su): At 20th level, you reach mechanical, magical, and biological unity. You gain a +2 natural armor bonus, and the temporary construct immunities from 15th level become permanent. You may use your mechanical empathy ability at will. Constructs that make a save against charm will nevertheless not attack you.

(This post is Product Identity.)

5 thoughts on “Clockwork Options (Part 1)”

  1. This is awesome. I know exactly how I want to use it in my current Golarion campaign. I need a hook to draw the players to an ancient Thassalonian ruin. They party can encounter a Clockwork Sorcerer who got that way by falling into a piece of machinery in the ruin.

    If only they convince the sorcerer to go back…


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