{"name":"Clockwork Gunslinger","cr":"7","class":"","alignment":"N","size":"M","type":"Construct","subtype":"Clockwork","initiative":"+7","senses":"darkvision 60 ft., low-light vision; Perception [roll:1d20|+0]","short_description":"One of this slim construct\u2019s arms ends in a whirling clockwork pistol, and a crystalline hourglass fits snugly between its pectoral armor plates.","ac":"20, touch 15, flat-footed 15 (+3 Dex, +2 dodge, +5 natural)","hp":"69","hd":"9d10+20","hit_points_modifier":"","fortitude":"+3","reflex":"+8","will":"+3","save_modifiers":"","defensive_abilities":"","immunities":"construct traits","weaknesses":"Electricity","aura":"","dr":"","sr":"","speed":"30ft","space":"","reach":"","melee":"slam [roll:1d20+14|+14] [roll:1d6+7|Blugeoning] ","ranged":"pistol [roll:1d20+12|+12]  {20}*4 [roll:1d8|Piercing]","special_attacks":"[b]Captive Time[\/b]\r\nOnce per hour, a clockwork gunslinger can rotate its built-in hourglass as a swift action to instantly reload its pistol and gain the effects of haste for 1 round.\r\n\r\nAdditionally, the first time a clockwork gunslinger confirms a critical hit against an opponent, its hourglass shatters and each creature within a 30-foot radius of the clockwork gunslinger must succeed at a DC 14 Fortitude save or be slowed as per the slow spell for 3 rounds. Once the hourglass is shattered, the clockwork gunslinger is unable to use this ability until a new hourglass is installed. This save DC is Constitution-based.","spelllike_abilities":"","ability_scores":"Str [roll:1d20+5|20], Dex  [roll:1d20+3|16], Con -, Int -, Wis [roll:1d20|11], Cha  [roll:1d20-5|1]","base_attack":"BAB +9 \/+4","cmb":"[roll:1d20+14|+14]","cmd":"29","feats":" [roll:1d20+9|Deadly Aim] [roll:1d8+12|Piercing] , Improved Initiative , Lightning Reflexes , [roll:1d20+13|Point-Blank Shot] [roll:1d8+1|Piercing] , Precise Shot","skills":"","racial_modifiers":"","languages":"","sq":"Integrated Clockwork Pistol (Ex) One of a clockwork gunslinger\u2019s arms ends in an integrated clockwork pistol. This weapon cannot be disarmed, sundered, or removed. It is fed bullets automatically from an internal cache inside the clockwork\u2019s body. Its programming grants Deadly Aim, Point-Blank Shot, and Precise Shot as bonus feats.","image":"","environment":"","organization":"solitary, pair, or squad (3\u20138)","treasure":"","physical_description":"","description":"Clockwork gunslingers are efficient sharpshooters, eliminating foes before they can draw close enough to prove a threat. Their primary design is to serve as guards, either for a specific location, for a particular person, or patrolling bustling streets of a city, but their creators often use them for assistance on missions that involve extracting high-value targets from dangerous locations. The constructs\u2019 standard operating procedure is to evaluate a situation and engage in combat only if their own safety or that of whatever they are guarding is threatened.\r\n\r\nInside a clockwork gunslinger\u2019s hardened chassis, a large cache of bullets and powder is automatically fed into its pistol. Custom clockwork gunslingers sometimes have specialty ammunition in place of bullets as well as other decorations, though this change carries with it a corresponding upcharge.\r\n\r\nA clockwork gunslinger stands 6 feet tall and weighs 400 pounds.\r\n\r\nConstruction\r\nThe creator of a clockwork gunslinger must start with a pistol worth 1,000 gp, a crystalline hourglass worth 500 gp, and created clockwork pieces worth 1,750 gp.\r\n\r\nCL 12th; Price 40,250 gp\r\n\r\nCONSTRUCTION REQUIREMENTS\r\n\r\nFeats Craft Construct, Exotic Weapon Proficiency (pistol); Spells haste, geas\/quest, slow; Caster Level 12th; Skill Check(s) Craft (clockwork) DC 20; Cost 21,750 gp","tags":"SRD, Pathfinder, Creature, Construct, Clockwork, CR-7","templateId":"1198","blockId":"196870","isShared":"1"}