HD: D10
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special
1st|
+0
|
+2
|
+0
|
+2
|Meta Dragon Body, Clockwork Technomancy
2nd|
+1
|
+3
|
+0
|
+3
|Light Fortification, Steam Breath, Keen Senses +1 Str, +1 Con
3rd|
+2
|
+3
|
+1
|
+3
|Least Overclock +1 Int
4th|
+3
|
+4
|
+1
|
+4
|Wings, Bonus Feat
5th|
+3
|
+4
|
+1
|
+4
|Growth, +1 Str
6th|
+4
|
+5
|
+2
|
+5
|Grinding Gears, Shift Gears +1 Int
7th|
+5
|
+5
|
+2
|
+5
|Miasma, Exhaust
8th|
+6
|
+6
|
+2
|
+6
|Medium Fortification, Overclock +1 Str, +1 Con
9th|
+6
|
+6
|
+3
|
+6
|Cold Logic, +1 Int
10th|
+7
|
+7
|
+3
|
+7
|Tail Slap, Growth, Shifting Plates
11th|
+8
|
+7
|
+3
|
+7
|Enchanted Chassis, +1 Str, +1 Con
12th|
+9
|
+8
|
+4
|
+8
|Ironsides, +1 Int
13th|
+9
|
+8
|
+4
|
+8
|Clockwork Mind, Crush
14th|
+10
|
+9
|
+4
|
+9
|Greater Overclock, Bonus Feat, +1 Str
15th|
+11
|
+9
|
+5
|
+9
|Heavy Fortification, Crush, Growth, +1 Int, +1 Con
16th|
+12
|
+10
|
+5
|
+10
|Machine Spirits
17th|
+12
|
+10
|
+5
|
+10
|Clockwork Body, +1 Str
18th|
+13
|
+11
|
+6
|
+11
|
Wall of Gears +1 Int
19th|
+14
|
+11
|
+6
|
+11
|Tail Sweep
20th|
+15
|
+12
|
+6
|
+12
|Growth, Perfect Overclock, Ultimate Fortification, +1 Str, +1 Con[/table]
Skill Points: (4 + Int modifier) per level, x4 at first level.
Class Skills: Appraise, Bluff, Concentration, Craft (any), Hide, Intimidate, Jump, Knowledge (Any), Listen, Search, Spellcraft, Spot, Use Magic Device
Proficiencies: The Clockwork Dragon gains proficiency with its natural weapons only.
Meta Dragon Body: The Clockwork Dragon loses all other racial bonuses and becomes a [Living Construct, Dragonforged.] The character gains Darkvision 60 ft and Immunity to Sleep and Paralysis. Clockwork Dragons are initially Small sized creatures with a base land speed of 40, possessing Claw/Bite attacks that deal 1d8/1d6 + Str modifier respectively, the bite attack dealing 1d8 + 1.5 damage with a reach as if the dragon were one size category larger. The dragon has a Natural Armor equal to their Con modifier +2. A Clockwork Dragon has Draconic and Common as a starting language, with additional languages for a high Int score as normal. The Clockwork Dragon has wings, but they are too weak to do anything yet.
Clockwork Technomancy The Clockwork Dragon gains infusions and Artificer Craft Reserve equal to an Artificer of the appropriate level according to the following table.
If the Clockwork Dragon Dragon multiclasses to Artificer, he is already treated as having levels in Artificer according to the table. Furthermore, the Clockwork Dragon's caster level is treated as being equal to his levels in Clockwork Dragon.
{table]Dragon level | Virtual Artificer Casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]
Aside from Infusions and Craft Reserve, the dragon does not gain the class features of an Artificer from Virtual Artificer Levels.
Attribute Bonus: Ability scores increase according to the following table
(Bonuses shown on the table are cumilative to the Dragon's level)
{table]Dragon level | Attribute Bonuses
2|+1 Str, +1 Con
3|+1 Str, +1 Con, +1 Int
5|+2 Str, +1 Con, +1 Int
6|+2 Str, +2 Con, +2 Int
8|+3 Str, +2 Con, +2 Int
9|+3 Str, +2 Con, +3 Int
11|+4 Str, +3 Con, +3 Int
12|+4 Str, +3 Con, +4 Int
14|+5 Str, +3 Con, +4 Int
15|+5 Str, +4 Con, +5 Int
17|+6 Str, +4 Con, +5 Int
18|+6 Str, +4 Con, +6 Int
20|+7 Str, +5 Con, +6 Int
[/table]
Steam Breath: [Su] At 2nd level A Clockwork Dragon can fire a 30 ft cone of scalding steam dealing 1d6 Fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. The cone increases by 5 feet per HD.
Fortification: [Ex] At 2nd level the Clockwork Dragon gains resistance to Precision Damage attacks like Sneak Attack, Skirmish, and Critical hits. At 2nd level, 25% of attacks that deal critical, or precision damage don't deal any additional damage. At 8th level this increased to 50%. At 15th level this increases to 100%. At 20th level the Clockwork Dragon cannot be dealt additional damage from precision attacks, even if class features and/or equipment gives the creature the ability to normally bypass fortification effects.
Keen Senses: [Ex] At 2nd level the Clockwork Dragon's senses become more refined and more attuned, granting them extraordinary sensory ability. They can see four times as well as a human in low light and twice as well in bright light. In addition he gains Darkvision 120-ft.
Least Overclock: [Su] At 3rd level a Clockwork Dragon can set the machinery within into overdrive. Once per day per 5 HD plus one or by voluntarily accepting 2 points of Constitution damage to himself, he gains an extra move action a round. This damage cannot be reduced and bypasses any immunity, although it can be restored as normal. Activating Least Overclock is a Swift Action.
Bonus Feats: At 4th, and 14th level, the Clockwork Dragon may gain any item creation or other Artificer Bonus Feat he meets the prerequisites for as a Bonus Feat.
Wings: At 4th level the Clockwork Dragon's Dragon's wings grant the dragon a flight speed of 10 ft per HD at Average maneuverability. The Clockwork Dragon also gains two secondary Wing attacks that deal 1d4 + Str modifier.
Growth: At 5th level, the Clockwork Dragon grows to Medium size. At 10th level, the Clockwork Dragon grows to Large Size. At 15th level the dragon grows to Huge size, and at 20th level the Clockwork Dragon becomes Gargantuan. Each progressive increase also grants the Clockwork Dragon +1 to Natural Armor.
Grinding Gears: [Ex] The churning machinery that makes up a Clockwork Dragon makes one dangerous to stand next to, let alone actively attack you. At 5th level the Clockwork Dragon's natural weapons are treated as being one size category larger. This stacks with any other effects that increases weapon damage in steps such as the Improved Natural Attack feat. Furthermore, they are treated as Manufatured for the purposes of applying Infusions to them.
In addition, the Clockwork Dragon no longer needs to eat, sleep, or breathe.
Shift Gears: [Ex] At 6th level the Clockwork Dragon gains a +1 per 3 HD Racial bonus to a single skill of the Clockwork Dragon's choice. As a full-round-action the Clockwork Dragon can elect to move the skill bonus to any other single skill, even if it is a cross-class skill. A Clockwork Dragon cannot use
Shift to move any bonus if the GM declares a skill check must be made.
Miasma: [Su] Clockwork Dragons can breathe two additional alternate forms of gas in lieu of their steam breath. At 6th level the Clockwork Dragon can breathe a cone of gas with the effect of
Haste or
Slow, whichever the character's choice. It is treated as a Cone with the same range and DC for Will Save (negates) as the Steam Breath attack. This is considered a use of the dragon's breath attack.
Exhaust: [Su] At 7th level the Clockwork Dragon gains the use of
Solid Fog as an SLA Once per day per 2 HD
Overlock: [Su] At 8th level Clockwork Dragons are able to shift their gears into more extreme forms of quickness and mobility. They can, once per day per 8 HD or else by voluntarily dealing 4 points of Constitution damage to himself, he gains an extra Standard Action per round. This damage cannot be reduced and bypasses any immunity, although it can be restored. Activating Overclock is a Swift Action.
Cold Logic: [Ex] At 9th level Clockwork Dragons add their Intelligence bonus as Insight bonuses to Charisma based skills.
Tail Slap: [Ex] At 10th level, the Clockwork Dragon gains the ability to use a Tail Slap secondary attack for 1d10 + str damage (indexed for Large size and
Grinding Gears)
Shifting Plating [Su] At 10th level the body of the Dragon is developed enough that it is not only a miniature factory producing its own components but additional outer plating as well. By concentrating for one minute, the Clockwork Dragon can now produce for himself a free set of nonmagical Masterwork armor of the Dragon's choice. It cannot be of a material besides Steel. The Dragon must still suffer penalties incurred by wearing armor as normal where applicable, and the armor cannot be removed by anything short of a Limited Wish spell or by removing it from a Clockwork Dragon corpse at the GM's discretion. A Clockwork Dragon can switch between armors after concentrating for one minute as well, and even while unarmored the dragon's hide is now treated as Manufactured for the purposes of applying Infusions as well as enchanting. The Clockwork Dragon may enchant this armor or have it enchanted, though they must pay gold and xp costs as normal when applicable. In addition, special materials may be added in this manner. The Clockwork Dragon is considered to be Proficient in this armor.
Enchanted Chassis [Ex] At 11th level, the Clockwork Dragon gains Spell Resistance equal to his HD + 11
Ironsides: [Ex] At 12th level, the Clockwork Dragon Dragon gains Damage Reduction/Magic equal to the dragon's HD/2. The Clockwork Dragon also gains Damage Reduction/Adamantine equal to the dragon's HD/4
Clockwork Mind: [Ex] At 13th level the Clockwork Dragon becomes immune to Mind-Affecting effects.
Frightful Presence: [Ex] At 14th level, enemies within a radius of 30 feet × HD/2 are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Int modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead.
Greater Overclock [Su] At 14th level the Clockwork Dragon can drive itself to unnatural levels of energy. Once per day per 10 HD else by voluntarily taking 6 points of Constitution damage the Clockwork Dragon can grant himself an additional Move and Standard Action. The Constitution damage bypasses immunities and cannot be mitigated, although it can be restored once inflicted as normal. Greater Overclock is a Swift Action
Crush: [Ex] At 15th level, the Clockwork Dragon can make a crush attack dealing 4d6 damage base (Indexed for Huge Size and
Grinding Gears)
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents.)
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus.
Machine Spirits: [Su] At 16th level a Clockwork Dragon may interact and converse with normally mindless Constructs. When the dragon attempts to communicate with the Construct, it is considered to have an Intelligence score of 10 for all intents and purposes, and an attitude of Indifferent. This may cause normally hostile constructs to become hesitant to attack the Dragon or his allies, or other effects at the GM's discretion. When in conversation the construct always speaks a language the dragon can understand, however only the dragon can hear it, and the Construct is treated as being under a
tongues spell. The Clockwork Dragon also gains a +5 bonus in interaction skill tests when interacting with non-mindless constructs, including living constructs.
Clockwork Body [Ex] At 17th level the Clockwork Dragon becomes immune to Ability Damage (except when applied via Overlock effects,) Necromantic and Death effects, and spells that require a fortitude save except where it applies to objects. For the purposes of determining bonus hit points as well as fortitude save against spells that require fortitude saves that target objects such as
Disintegrate the Clockwork Dragon retains their Constitution score.
Wall of Gears [Su] At 18th level the Clockwork Dragon can use Wall of Gears as an SLA once per day per 4 HD
Tail Sweep: [Ex] At 19th level a Clockwork Dragon can sweep his tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are three or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 + 1.5 str (indexed for Huge size and
Grinding Gears.) Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
Perfect Overclock: [Su] At 20th level the overdrive systems in the meta-dragon have reached their pinnacle. He may now duplicate the effects of
Time Stop as per the spell once per day per 10 hd minus one or else by taking 8 points of Constitution damage. During the Time Stop effect the Clockwork Dragon may not make use of any of its Overclock abilities including Perfect Overclock, and must wait 1d4+1 rounds before using Perfect Overclock again, however he is free to use any of the other Overclock abilities. Perfect Overclock is a Swift Action to activate.