Clockwork Knave

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Clockwork Knave

“Why can’t we play with it?” - Bogglefool of the Ironborn; Knave of Cogs

Clockwork Knaves are a minor order within The League of Inspired Being. They commit espionage, theft, and sabotage against The League’s mercantile rivals and renegade members. A spellcaster creates a new construct and refuses to join the league the knaves sneak in and make copies of his plans. If no plans exist then they may steal or buy the prototype. A member of The League goes independent; the knaves would sabotage all his works. A church or mage’s guild suddenly started producing constructs and threatened The League’s monopoly the knaves might cause all their creations to go berserk and kill every member of the organization.

Clockwork Knaves may operate as they please, so long as they do not work against The League. Their geas only requires they perform their duties twice a year and not work against The League of Inspired Being..

Becoming a Clockwork Knave:

The league and especially clockwork knaves are always listening for information and observing those who have a knack for trouble and the operation of magical objects. They will often make subtle hints to the individual about the existence and purpose of the organization but they always wait for the potential to ask for membership. The knaves will eventually generally accept any troublemaker that has the gift and can pas their test. If the potential fails the test he is granted another chance by the guild after complete some additional training or a specific task (the character has gained one additional character level).

Hit Die: d6

Requirements

To qualify to become a clockwork knave, a character must fulfill all the following criteria.
Skills: Use Magic Device 8 ranks, Disable Device 8 ranks, Craft (Leatherworking) or Heal 3 ranks
Feats: Magical Aptitude, Skill Focus (use magic device),
Special: You must blindly active a construct (via the use magic device skill, DC 25) in two out of three tries and accept the geas of The League of Inspired Being.

Class Skills
The clockwork knave’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge Arcana (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha),
Skill Points at Each Level: 6 + Int modifier.

Lvl BAB Fort Ref Will Special
1 +0 +0 +2 +2 Manipulate Construct (Berserk)
2 +1 +0 +3 +3 Hide from Constructs
3 +2 +1 +3 +3 Manipulate Construct (Immobilize)
4 +3 +1 +4 +4 Disruptive Maintenance
5 +3 +1 +4 +4 Manipulate Construct (Command)

Manipulate Construct (Su): a number of times per day equal to 3 + the clockwork knave’s charisma modifier, a clockwork knave can manipulate the commands that allow spellcasters to direct the actions of constructs. The clockwork knave must make a successful use magic device check DC 15+ the caster level of the construct’s creator (when this is unknown use the construct’s Hit Dice). The construct then receives a Will save to negate (DC 10 + the clockwork knave's class level + the clockwork knave's Charisma modifier) if the construct’s master is currently within range to directly control the construct a successful opposed charisma check is required to use this ability. Use of this ability requires a successful touch attack against a construct but the manipulation can occur anytime within one day per class level, as long as the clockwork knave is within 60 feet of the construct, though manipulations can remain in effect long after the clockwork knave leaves that range. A clockwork knave can only manipulate constructs whose Hit Dice is no more than double the clockwork knave’s character level. Use of this ability is a standard action that does not provoke an attack of opportunity.

-At 1st level, a clockwork knave can cause a construct to go berserk by disrupting its normal commands. The uncontrolled construct goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The construct’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the construct, which requires a DC 19 Charisma check.

-At 3rd level a clockwork knave can immobilize a construct for 1 round per character level , though if attacked it is instantly free of it’s immobilization, use of the clock work knaves disruptive maintenance ability is not considered an attack.

-At 5th level, a clockwork knave can command a construct as if it were its master. A commanded construct is under the mental control of the clockwork knave. The clockwork knave must take a standard action to give mental orders to a commanded construct. At any one time, the clockwork knave may command any number of constructs whose total Hit Dice do not exceed twice the clockwork knave’s character level. The Clockwork Knave may voluntarily relinquish command on any commanded constructs in order to command new ones. If a clockwork knave relinquishes command, the construct resumes their former commands, and if possible resume their former actions.

Hide from Constructs (Su): At 2nd level constructs cannot see, hear, or smell the clockwork knave. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate the clockwork knave. Nonintelligent constructs are automatically affected and act as though the clockwork knave is not there. Only an intelligent construct gets a single Will saving throw (DC 10+ the clockwork knave's class level + the clockwork knave‘s charisma modifier). If it fails, the construct can’t sense the clockwork knave. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a clockwork knave attempts to use the manipulate construct ability, the disruptive maintenance ability, touches a construct, or attacks any construct (even with a spell), the effect is negated for 24 hours.

Disruptive Maintenance (Ex): At 4th level, a clockwork knave gains the ability to repair and sabotage constructs. The clockwork knave can repair a construct as if the clockwork knave possessed the craft construct feat, substituting their disable device skill for the required craft skill. Use of the sabotage ability renders the construct permanently inert as if the creation craft check had failed. The clockwork knave must make a successful disable device check DC 25 + the caster level of the constructs creator (when this is unknown use the construct’s Hit Dice), use of the sabotage ability requires 10 rounds (1 minute) of work and provokes attacks of opportunity. Constructs with fast healing are immune to this ability

EX-CLOCKWORK KNAVES

Due to the large amount of freedom granted ex-clockwork knaves are rare, the knaves encourage full advancement within the organization though a few have left the organization on moral grounds going into retirement, so long as they do not work against the league they may do as they please. The knaves force those that refuse or fail to perform their required work into retirement. If a knave begins to work against the guild, the league sends constructs and other clockwork knaves to deal with the turncoat. There are rumors of a deserter who is constantly seeking to stop the sale of constructs as weapons of war and freedom for the awakened and “Lifespark” constructs. There are even signs that he may seeking apprentice knaves free of the guild’s geas.

Clockwork Knave Lore

If you have Knowledge (arcana, history, local) or Gather information you can make a skill check to learn more about them, read or paraphrase the following include the information from lower DCs when a higher result is successful.

DC 10: There are whispers of a group of rogues that have learned to use constructs as others can manipulate magic wands.

DC 15: The League of Inspired Being recruits those gifted in the use of magical vessels training them to be members of an organization that can gain control over berserk constructs.

DC 20: Those who seek to become clockwork knaves must submit to magical spells cast by the guild along with blindly activating a construct. Often times the knaves will be aware of you long before you seek them out.

DC 30: Clockwork knaves can walk undetected by constructs, sabotage an iron golem, and control a shield guardian even with its master standing beside it.

Encounters

PCs should normally only encounter the aftermath of a clockwork knaves labors. These can include but are not limited to a berserk construct, a spellcaster complaining about a construct sudden malfunction, and/or a construct performing tasks to the contrary of its master. The first time the PCs actually encounter a clockwork knave should typically be only after an investigation looking for the culprit of these crimes though, if there is a troublesome Pc that has sufficient talent with use magic device he may start receiving subtle hints about their existence. A group of clockwork knaves or a high level clockwork knave could show up to help defeat a renegade construct in a timely fashion to aid a party as well.

Bogglefool of the Ironborn; Knave of Cogs (Ironborn, CN rog5/clkv5)
One of the first ironborn created by Ferrianum of Artifice, Bogglefool is the seldom present representative of the knaves on the “Council of the Hall.” "Bogglefool appears to be a small humanoid shaped construct of surprising agility constructed of dark metal, he wears a dark blue tabard bearing a black knave or jack holding a tarnished bronze cog
This Knave of Cogs has never encountered a construct that he touched that he could not control, and nearly all those who meet him come to love him. Bogglefool is devoted to The League, mischief, and not much else. Bogglefool is rarely if every serious leaving most to think he is insane, malfunctioning and acting with wild madcap actions. Legendary for knowing the owners and location of every construct within fifty miles and nearly every one outside that area, Bogglefool has stolen them at least once just for fun.

Bogglefool has a constant habit of always talking about himself in the third person. Secret: Why is Bogglefool crazy? This Ironborn rogue is not crazy at all but simply plays a part and never stops, in actually Bogglefool is a pure calculating maker of mischief.

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