Iron Hearted Clock
In some cities, especially the Old South or in the Phastian Desert, a site can be found in old quarters or other little noticed locations, an enormous four faced clock. Out of place, as an elaborate Gothic style architecture with lithe horrific statutes of naked, demonic figures hidden in the many nooks. Though clocks are not an unknown technology, these Iron Hearted Clocks versions are very different from standard timepieces with other non-time pieces.
A majority of these clocks have four face plates – most common is the clock variety, telling time in the repeated Pernic 12 hour fashion facing in whatever direction that is most likely to have viewers. Clock-towers have at least one clock face, the other faces can be a weather predictor, magic (frequency) predictor, summoner tale or emotional responder. For the common citizen, ignorant of their purposes, it seems like each clock face is showing a different zones time, the truth is a little more obscure.
For most citizens these Iron Hearted Clock-towers run simply due to the magic of the gods. However other folk realize that it is also due to a small group of overseers that maintain operations. The most common protectors are dwarves, usually of the most common type in the region, but they do not generally interact with the citizens. Others, that work here include phaetox, gnomes & dwarves. They may not be open to conducting tours, but they certainly try to help explain what these clocks are and how the common citizenry can utilize the information.
The main thing that holds these mortal beings apart being is that they are extremely lawful in alignment and are deeply dedicated to strict adherence to their codes. What is little recognized is that most clock tower workers have died but have returned due to the help of a lawful force or god. Their dedication to the Iron Heart Tower is how they repay their gratitude. Many of these individuals never leave the clock, and live to serve the never stopping hands. If ever asked, they talk about the unending gears that sway in the eternal-lands, they owe fealty to these clock hands and want to ensure they run in the prime worlds.
During the day, the piece appears generally empty, except for a few followers of gears, mechanics or golems. At night, others come to learn secrets by staring at the mysteries of the clock.
Yet as odd as these things appear, the truth about these objects is even more outrageous. They are not built as much as assembled from clockwork creatures that were previously destroyed. Some of the faithful or fancied bring metal and other working pieces to the Iron-Hearted Clock, and the overseers always find a way to incorporate them into the piece as a whole. Many adventurers know little about this clock except that the inhabitants pay good coin for pieces of the metal dead.
Most of the protectors know little about machinery workings, yet they always find a way to add to the pieces which seems to have a “life” of its own. This is uniquely true as the clock-piece is in fact a sentient being, and exists to serve forces of law and the clock-work order. There are often priests of time, order, and precision that serve the clock, and maintains the pieces.
Lore: Gain +2 on research to Law based magic; Requirement: Lawful Alignment, or Knowledge (Religion) +5 or more. No more than once every day
Lore: Gain +5 on research to Clock, Clockwork or Time based magic. Requirement: Knowledge (Religion, Clockwork) +9 or more. No more than once every day
Boon (Lawful): Gain a +4 in summoning a lawful aligned creature if the summoning master also has a lawful component in their alignment.
1. Abandoned, no obvious caretaker
2 – 3 Clock Golem also known as Tick Tocks
4 – 5 Tenderfoot
6 – 8 Imp
9 – 10 Dwarf
11 – 12. Mortal Clock Experts, local inhabitants, 2 or 3 HD
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Tick Tock Golems
N (LN) Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
AC 16, touch 10, flat-footed 26 (+1 Dex, +5 natural)
hp 60 (5d10+10)
Fort +3, Ref +4, Will +3
DR 3/adamantine; Immune construct traits, magic
Speed 20 ft.
Melee 2 slams +4 (1d6 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Perfect Timing, Mechanic Integration
Str 13, Dex 12, Con 10, Int 11, Wis 11, Cha 8
Base Atk +3; CMB +15; CMD 12
Environment Clock Towers
Organization Solitary or Winding (3-6)
*Nyssian Golems have a base constitution scores of 10, meaning they have no inherent bonus or penalty
Appear as a four foot tall mechnical humanoid, with metal skin, small bolts and hinged limbs connecting appendages to the main body. Most have a clock-face in their chest or equivalent humanoid face appears as a clock. While it has clock hands, they do not move. Certain events may make the clock hands appear in specific places on the clock face. (Sad=8:20, Angry=8:45, etc).
They are fully intelligent and loyal to the cause of time, order and most importantly, ensuring the Iron Hearted Clock is maintained.
Perfect Timing: As a creature that measures and maintains time, it can be an ideal partner to perform exacting actions. Can add +3 on attempts to timed actions if they wait for three or more rounds. Higher HD Tick Tock Golems can add another +1 for their additional HD, so a 6 HD Tick tock can add +6 if they are able to wait six or more rounds.
Mechanic Integration (Ex) A Tick Tock Golem is a specific creature created to service the basic functions of a clock or other large mechanical device. It can merge itself with any device and remain as apart of the device for an indefinite period of time. They gain a +1 on the Knowledge (Construct or Machine) check for every ten minutes spent inside the device / machine.
Immunity to Magic (Ex) A Tick Tock golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a Tick Tock golem, as noted below.
A grease spell cast on the golem causes it to move quickly for 1d6 rounds, as if under the effects of haste.
A rusting grasp spell deals damage to the golem normally, and makes the golem staggered for 1d6 rounds (no save).