Pathfinder Steam Punk
New Archetype, Clockwork Summoner
Instead of the Summoner’s Mark appearing on the forehead of the Summoner and Eidelon, the Maker’s Mark is inscribed on a special key that the Summoner bears and uses as part of his Summon Monster ability, as well as the ritual for summoning his Eidelon. Winding with this key is done as part of the ritual/ability, and counts as winding the construct for the purpose of the Clockwork subtype.
Summon Monster is 1+Cha mod per day, all summoned monsters have Construct(clockwork)
Eidolon becomes Construct (Clockwork), gains all associated universal Monster Traits
Clockwork Eidelons only gain half the normal bonus HP from the Construct type for their size.
Only has 1 Good Save, Fort always bad
Evolution Pool is 2 smaller at all levels
Basic Magic, Gills, Low light Vision, Scent, Swim, Unnatural aura
Alignment Smite, Keen Scent, Minor Magic, Poison (Can take, but must manually fill reservoir), Shadow Blend, Shadow Form, Undead Appearance
Burrow, Celestial Appearance, Frightful Prescence, Major Magic, Sacrifice
Breath Weapon, Dimension Door, Fast healing, Incorporeal Form, No Breath, Ultimate Magic
Clockwork Subtype: Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.
Construct Traits (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 effects 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. Format: construct traits; Location: Immune.