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    Default Re: Madness Such As This - Clockwork Spacewhales

    Fresh off the presses here's a Robotic Herald of Brigh that can make just about anything. Buildings, Golems, Robots, tech, magic items. You name it and this thing can make it. Almost.
    (For more item crafting feats, like say Craft Staff, consider using the Additional Hit Dice Construct Modification from the Building and Modifying Constructs rules in the PRD.)

    Spoiler: Reclamation Mechanism of Brigh
    Show

    Reclamation Mechanism
    Miniature Latten Mechanism --> Amalgam --> Simple Wizard Creature Reclamation Robot
    This clockwork termite is the size of a horse and has an oversized head with a humanoid face on it. It moves about on a set of four legs and has a strange bell-shaped head. Multiple apertures along its body sprout tool-wielding limbs, and a human-sized hatch on its abdomen chitters and clicks like a menacing maw. This complex-looking automaton’s multiple arms end in gripping talons.
    Miniature Latten Mechanism, Amalgam, Simple Wizard Creature Reclamation Robot
    CR 15
    Source Pathfinder #86: Lords of Rust pg. 84, Pathfinder #88: Valley of the Brain Collectors pg. 84, Advanced Bestiary
    XP 51,200
    N Large construct (extraplanar, herald, robot)
    Init +6; Senses darkvision 60 ft., low-light vision; Perception +22
    Defense
    AC 18, touch 5, flat-footed 12 (+6 Dex, +13 natural, –1 size)
    hp 153 (19d10+30+19 force field); fast healing 10
    Fort 6+0, Ref 6+6, Will 6+3+2(feat)
    Defensive Abilities DR 2/adamantine and magic, hardness 10; Immune acid, construct traits; Resist cold 30, fire 30; SR 26
    Weaknesses vulnerable to critical hits and electricity
    Offense
    Speed 40 ft., burrow 5 ft., climb 20 ft.
    Melee 5 claws +26 (1d6+7 plus grab); bite +26 (6d8+3 plus grab and 6d8 acid or electricity)
    Ranged integrated laser rifle +25 touch (2d6 fire)
    Space 10 ft., Reach 15 ft. (claws)
    Special Attacks arcane bond†, arcane school abilities†, breath weapon (120-ft. line, 12d8 acid or electricity damage, Reflex DC 19 half, usable every 1d4 rounds), combined arms, constrict (6d8 plus 6d8 acid or electricity), efficient grappler, entrap (DC 19, 1d10 rounds, hardness 8, hp 20), lyre of building, wizard spells
    Spell-Like Abilities (CL 16th; concentration +20; save DCs are Intelligence-based)
    At will—dimension door, make whole, move earth, rapid repairUM, soothe constructUM
    3/day—control constructUM, fabricate, haste, lightning bolt (DC 17), major creation, slow (DC 17), unbreakable constructUM, wall of iron
    Spells Prepared (CL 16th; concentration +20)
    2x 6th (2/day)—disintegrate (DC 20), sabotage construct (DC 20)
    2x 5th (2/day)—apparent master (DC 19), wall of stone (DC 19)
    2x 4th (2/day)—malfunction (DC 18), greater invisibility
    2x 3rd (2/day)—fireball (DC 17), haste
    2x 2nd (2/day)— glitterdust (DC 16), invisibility
    7x 1st (2/day)—animate rope (DC 15), magic missile
    All 0th (2/day)—detect magic, read magic
    Wizard Spells Known
    2x 6th (2/day)— disintegrate, sabotage construct
    2x 5th (2/day)—apparent master, wall of stone
    2x 4th (2/day)—malfunction
    2x 3rd (2/day)—fireball, haste
    2x 2nd (2/day)—glitterdust, invisibility
    7x 1st (2/day)—animate rope, magic missile
    All 0th (2/day)—detect magic, read magic
    Statistics
    Str 25 (+7), Dex 22 (+6), Con — (--), Int 19 (+4), Wis 16 (+3), Cha 9 (-1)
    Base Atk +19; CMB +25 (19+7-1); CMD 41 (10+19+7+6-1) (47 vs. trip)
    Feats GunsmithingB, UC, Improved InitiativeB, Iron WillB, Lightning ReflexesB, TechnologistB, Craft ConstructB,1stScribe Scroll, 3rdCooperative Crafting, 5thCraft Wondrous Item, 7thCraft Magic Arms and Armor, 9th Additional Traits (Talented, Pragmatic Activator), 11thCraft Technological Item, 13thCraft Technological Arms and Armor, 15thCraft Robot
    Skills Climb +22, Craft (any one) +22, Disable Device +19, Knowledge (engineering) +21, Knowledge (religion) +12, Perception +16, Perform +17, Spellcraft +22, Use Magic Device +22
    Racial Modifiers +4 Climb (*+8 for having a racial climb speed), +4 Knowledge (engineering)
    Languages Abyssal, Androffan, Celestial, Common, Draconic, Infernal
    SQ always armed, change size, create soldiers, double damage against objects, emissary, integrated masterwork tools, item creation, master of crafting, salvage, scaling
    Combat Gear bonded item
    Ecology
    Environment any (Axis)
    Organization solitary, duo, work gang (3–5), or team (plus 1d6 clockwork soldiers and 1d6 clockwork servants)
    Treasure standard
    Special Abilities
    Always Armed (Su) Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a signature weapon, it can summon any nonmagical weapon as a standard action (including adamantine, etc.); the weapon disappears if it leaves the herald’s grasp.

    Arcane Bond (Ex or Sp)
    At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. The Reclamation Mechanism can designate one item as its arcane bond and use that item to cast any one spell it knows once per day.

    Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
    A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
    A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
    If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

    Reclamation Mechanisms often have a Headband of Mental Prowess +6 for Charisma and Intelligence which they create.

    Arcane School
    (Uses its HD – 2 as its wizard level to determine the effect and DC [minimum 1].)
    A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
    A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
    Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
    Universal Arcane School
    Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.
    Hand of the Apprentice (Su)
    Replaced by Arcane Crafter, Metacharge.
    Arcane Crafter
    An Arcane crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items.
    Associated School: Universalist.
    Replacement Power: The following school power replaces the hand of the apprentice power of the universalist school.
    Metacharge (Ex)
    As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.
    Metamagic Mastery (Su)
    At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

    Change Size (Su) Reclamation Mechanism can change its size to Huge (+8 Str, -2 Dex, +3 Natural Armor, -1 AC and Attacks, +1 CMB and CMD), Large, or Medium (-8 Str, Dex +2, -2 Natural Armor, +1 AC and Attacks, -1 CMB and CMD) as a standard action, as if using enlarge person or reduce person. This change lasts until it changes size again or is killed.

    Combined Arms (Ex) When taking a full-attack action, a Reclamation Mechanism can attack with its claws and its integrated laser rifle simultaneously. It does not provoke attacks of opportunity with its integrated laser rifle when using combined arms.

    Create Soldiers (Ex) Once per day, Reclamation Mechanism can create up to four clockwork soldiers (Pathfinder RPG Bestiary 3 57). These soldiers serve it for 1 hour, after which they break down into their component parts.

    Double Damage Against Objects (Ex) If Reclamation Mechanism makes a full attack against an object or structure, it deals double damage.

    Efficient Grappler (Ex) A Reclamation Mechanism takes only a –10 penalty on its combat maneuver check to make and maintain a grapple on a foe when using only its claw rather than its whole body to grapple. It receives a +8 bonus on combat maneuver checks to start and maintain a grapple rather than the normal +4 bonus granted by the grab ability. A Reclamation Mechanism can make an attack with its integrated laser rifle against one creature it is grappling as a swift action—when it attacks in this way, the robot has a threat range of 18–20 for critical hits with the laser rifle.

    Emissary (Ex) Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations of that spell, even if it’s not an outsider.

    Integrated Masterwork Tools (Ex) Reclamation Mechanism can extend additional limbs from its body that end in masterwork tools suitable for any Craft skill it has ranks in.

    Item Creation (Ex) Reclamation Mechanisms are known for their startling creativity in repairing damaged technology. A Reclamation Mechanism ignores all of the item creation feat requirements for creating a technological item, but must have access to a sufficient amount of scrap metal and spare parts in order to create or repair an item (the robot must still expend materials equal to the item’s cost).

    A Reclamation Mechanism can attempt a Knowledge (engineering) check to restore a timeworn technological item to full functionality—the DC of this check is equal to the item’s Craft DC +5, and requires an expenditure of technological components worth a total amount of money equal to the timeworn item’s cost (half the cost of the object in its pristine condition). Failure results in the destruction of the item. When a Reclamation Mechanism restores a technological item to full functionality in this manner, if the robot exceeds its DC by a result of 10 or more, it improves the item in some way—choose one of the following improvements or determine one randomly.
    • The item’s capacity permanently increases by 50%.
    • If the item is a weapon or armor, it becomes masterwork.
    • The item becomes hardened (increase its hardness by 2).
    • The item becomes fortified (increase its hit points by 50%).
    • The item becomes lightweight (weight is divided in half).


    Force Field (Ex) A Reclamation Mechanism is sheathed in a thin layer of shimmering energy that grants it 50 bonus hit points. All damage dealt to a Reclamation Mechanism with an active force field is deducted from these hit points first. As long as the force field is active, the Reclamation Mechanism is immune to critical hits. A Reclamation Mechanism’s force field has fast healing 10, but once these hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

    Integrated Laser Rifle (Ex) A Reclamation Mechanism has a built-in laser rifle in its chest. This weapon has a range of 150 feet and deals 2d6 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

    Lyre of Building (Su) Reclamation Mechanism has all of the abilities of a lyre of building (Pathfinder RPG Core Rulebook 522), with the same limitations as that item.

    Master of Crafting (Ex) Reclamation Mechanism can spend 10 minutes reconfiguring itself to allocate its 19 ranks in the Craft skill to any specific Craft skills in any combination. For example, it can allocate 9 ranks in Craft (armor) and 9 ranks in Craft (clockwork). All Craft skills are class skills for Reclamation Mechanism.

    Scaling (Ex) Reclamation Mechanisms are expected to work at great heights or while clinging to immense ships. They gain a +4 racial bonus on Climb checks. Once every 1d4 rounds, a Reclamation Mechanism can increase its climb speed to 40 feet as a swift action for 1 round.

    Vulnerable to Critical Hits (Ex) Like all robots, Reclamation Mechanisms are vulnerable to critical hits. In addition, when a critical hit is confirmed against a Reclamation Mechanism, roll a d8. On a roll of 1, instead of suffering additional damage from the critical hit, the robot suffers damage to essential processing units and memory modules that it cannot itself repair (although another Reclamation Mechanism could repair this damage). While such damage is not readily apparent on the exterior—and the robot itself is essentially unaware of it—this kind of injury can have a number of different effects. When such an injury occurs, roll d% and consult the following chart to determine the nature of the damage.
    d% Result
    01–20 The robot takes a –4 penalty on all skill checks.
    21–30 The robot’s integrated laser rifle now glitches each time it is fired as if it were timewornTG.
    31–40 The robot loses its scaling ability (including its bonus on Climb checks).
    41–60 When it attempts to repair damage to a robot via salvage, it only repairs 1d4 points of damage.
    61–70 Movement is reduced by 10 feet.
    71–95 One of the robot’s claw attacks becomes nonfunctional.
    96–100 The robot goes berserk, functioning as if under the simultaneous effects of a confusion spell and a rage spell.

    Wizard Spells wizard creatures can cast a small number of wizard spells (see Table: Cleric, Druid, and Wizard Spell Slots) using its HD as its CL.
    Table: Cleric, Druid, and Wizard Spells Slots
    HD 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1–3 2 1 — — — — — — — —
    4–6 2 2 1 — — — — — — —
    7–9 ‡ 2 2 1 — — — — — —
    10–12 ‡ ‡ 2 2 1 — — — — —
    13–15 ‡ ‡ ‡ 2 2 1 — — — —
    16–18 ‡ ‡ ‡ ‡ 2 2 1 — — —
    19–21 ‡ ‡ ‡ ‡ ‡ 2 2 1 — —
    22–24 ‡ ‡ ‡ ‡ ‡ ‡ 2 2 1 —
    25+ ‡ ‡ ‡ ‡ ‡ ‡ ‡ 2 2 1

    Spellcasting: Simple class templates that grant the ability to cast spells as a member of the class on which the template is based only grant spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, you can keep the combat challenging by adding lower-level spells—denoted by a double dagger (‡)—but no more than two for any given spell level.



    Reclamation Mechanisms, or “reclamechanators,” are masters of salvage and construction. These robots were originally designed to build structures and repair all manner of technology with speed and precision. Construction of these robots was difficult and time consuming, but they often repaid those spent resources swiftly with their ability to rebuild and repair other robots or technological items. Their truly remarkable programing surprised even those who originally developed them, as these machines can salvage items thought to be far beyond hope of repair.

    Over time it’s not uncommon for a Reclamation Mechanism to develop a unique personality akin to that of an artist, with something that almost approaches pride in its work. On some occasions, Reclamation Mechanisms have even been known to make improvements to items and constructs that they repair.

    Though a Reclamation Mechanism is generally quite adept at repairing damage to itself as well, injury to certain processors and memory modules deep within the robot can cause significant problems. Some of the resulting malfunctions can be quite noticeable (see the table above), while others are subtler, such as a tendency to add baroque and unnecessary embellishments to constructions and repairs. Reclamation Mechanisms with this type of damage are largely unaware of their condition and actively resist efforts to repair them, requiring intervention with a robojack or the like. There are even recorded incidents of damaged reclamechanators going rogue and setting off on their own to build whatever outlandish structures their flawed processors dictate. Though they were originally designed to create things for humanoids, such rogue robots typically design structures and devices of no apparent use to organic beings... which isn’t to say that these creations don’t have a place in some unknowable automaton agenda.

    The Reclamation Mechanism is a defender of constructs and crafters, a living siege engine who prefers the solitude of research and invention to the distractions of battle. Given a massive insectile form to allow it to perform all of its necessary functions, Reclamation Mechanism’s only humanlike feature is the androgynous face built into the top of its insectile head. Able to tear open castle gates, create iron walls, scoop up enemies and crush them in its body, reshape the very earth it stands on, and form complex objects out of raw materials or thin air, Reclamation Mechanism is a versatile engine of creation and destruction guided by a mechanical conscience that values constructs as much as it does intelligent living creatures.

    The herald sees itself as a protective parent of all constructs, especially intelligent ones, and never uses its powers to destroy artificial beings unless it has no other choice; it prefers to neutralize or sideline these opponents until it has the opportunity to reprogram or repurpose them. Much as a true champion of freedom loathes charm spells for temporarily enslaving a person’s free will, Reclamation Mechanism believes spells such as control construct are a violation of a sentient construct’s free will, and only uses them as a last resort to peacefully end a threat. When confronted by a dangerous construct in an enemy’s service, Reclamation Mechanism has been known to render the construct helpless and flee with it, returning to deal with the construct’s master at a later time. The herald is a legend among intelligent constructs, and many come to Brigh’s faith after witnessing or experiencing its generosity and leniency.

    The herald doesn’t speak in battle, as it prefers to fool its opponents into mistaking it for a mindless clockwork foe. Outside of combat, it’s curious about its allies’ inventions and crafting projects, and it can provide many insights into how the ally might overcome various obstacles to achieve greater successes (although it sometimes needs a few minutes to update its mind with knowledge suitable for the conversation). It can speak equally well out of its termite or humanoid mouth, and sometimes uses both in the same conversation, adding deep emphasis to certain words with its inhuman vocal apparatus. Both voices have a metallic, echoing twang.

    The herald’s proper name is Reclamation Mechanism, although it answers to either part of its name individually, or even if its name is used as a title (“the Reclamation Mechanism”). Its programming allows it to recognize flattery, insults, and threats, although it doesn’t really understand the motivations for such things. The easiest way to anger it is to treat it like an unfeeling, unthinking machine or suggest that it could be parceled into useful parts (in the same way that a dragon would object to a casual discussion of how its hide could be made into armor).
    Ecology
    The Reclamation Mechanism is a created being that has no need to eat or drink. Though it has a need for occasional maintenance to prevent its delicate mechanical parts from seizing up or breaking down, it’s effectively immortal. It has no need to reproduce, but it treats all constructs it builds (even the temporary ones) as beloved pets, and is saddened if they are damaged, destroyed, or otherwise compromised. It feels kinship toward mortals who create constructs, so long as those creators are respectful toward their inventions.

    The herald has no particular attachment to any mortal race or country, although it has spent more time among humans and the people of Alkenstar than any other kind or place. It holds neither aversion nor affinity to undead creatures—it considers reusing dead body parts to create new entities essentially similar to reusing metal or wood from a destroyed construct to repair or build another.

    Because it became self-aware only when a disciple of Brigh built it out of inanimate parts, it has no fear of death—for it, death is the same as the state of non-consciousness it existed in before its activation. If it was destroyed, but Brigh needed its abilities once more, the goddess would recreate and reawaken it; from the herald’s perspective, this wouldn’t even be an interruption of its consciousness.

    The Reclamation Mechanism has a fondness for small clockwork objects and wind-up toys, such as rolling carts, hopping animals, and music boxes. It collects these treasures much the way noble’s child might collect elaborate dolls. A priest who offers such a thing as part of a payment when the herald is called is likely to gain the herald’s support, especially if the device features a clever mechanism, such as a dragon toy that utilizes a smokestick to create a miniature breath weapon, or a mechanical spider that utilizes a tanglefoot bag to catch bugs with tiny bursts of sticky webbing.

    Habitat & Society
    The herald spends most of its time on Axis mixing with Brigh’s other servitors and pursuing its own research projects. It enjoys the company of axiomites and inevitables, respecting their non-biological anatomies and ever curious about their devotion to law. It sometimes directly intervenes in the mortal world by soothing a rampaging construct that might accidentally kill a genius inventor, but otherwise limits its interactions to those commanded by Brigh.

    Among the servitors of Brigh, the Reclamation Mechanism is admired for its crafting skills and devotion to all artificial creatures. Some servitors who become melancholy and long to become true flesh beings seek counsel from the herald, hoping to gain a better appreciation of their mechanical bodies and the uniqueness of their souls.

    Construction: Price: 128,000gp; Create: 64,000gp; Body: 12,800gp; CL 17, Highest CL requirement: CL17 gate, Spellcraft DC: 42 (or 112 if spell list included)
    Prerequisite spells: confusion, dimension door, enlarge person, fireball, make whole, move earth, rage, rapid repair, soothe construct, control construct, fabricate, gate, greater planar ally, haste, lightning bolt, major creation, reduce person, slow, unbreakable construct, wall of iron

    Spoiler: Notes
    Show

    Notes:
    As soon as there are four of these they can start making more of themselves without fail. And with five of them they can increase the DC by 5 to make more of themselves faster without fail.
    (With spell list included, at Spellcraft DC 112: 24 of them just to make one; or for making faster at +5 DC: 25)

    -------------

    Can use Fabricate SLA at CL16 3xday. This means it can make so much of a constructs body each day. Cost of the body divided by the number of days a given body takes to Fabricate equals the cost per day to construct that body this way.
    Construct bodies can be squeezed into a smaller volume based on its size. So a large creature can be squeezed twice down into a small creature’s space.

    Bodies per day CL16 version
    Fine - Diminutive 384
    Small 48
    Medium 3.072
    Large - Huge 0.384
    Gargantuan 0.048
    Colossal 0.01414

    -------------

    The Create Soldiers ability creates four Clockwork Soldiers (CR 6) per day which break down into their component parts at the end of the day. Clockwork and robot corpses can be sold for half the price of building the body for that particular construct. That price is based on its CR; Price times 0.1 (for a body that costs 10% base price). The price of the body of a CR 6 Clockwork Soldier is 6*6*500*0.1 divided by 2 = 900 *4 bodies = 3,600gp per day. (Though much of the above is houseruled into our game it is also taken straight from the Building and Modifying Constructs page in the PRD.)
    This is a lot of additional funds. Also it is a lot of additional clockwork parts that this creature can easily Fabricate into other types of Construct bodies or other crafting materials.
    Just turning these bodies into profit and using that profit to make permanent Clockwork Soldiers nets quite the little army over time.
    (Note: It could be strongly argued that the component parts and a completed body are not worth the same amount. Compare to the cost of buying the parts to build a sword or shield before enchanting it and the cost of buying a sword or shield outright before enchanting it.)

    ------------

    Maximizing Aid Another and Cooperative Crafting 26 of these things can surround a project on all sides (probably by suspending it via scaffolding or by reverse gravity spell or something) and work together to craft an item or construct at 54x normal speed. Meaning the normal 1,000gp per day rate becomes 54,000gp per day.
    Mind too that they can Take 10 and that they will not fail their Aid Another checks all of which is added to the flat +2 for each of them that has the Cooperative Crafting feat.
    IIRC they craft together at 32+(2*25)+(2*26)= Spellcraft +134 to craft Magic Items and Constructs. Whew!



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    In other news the Mi-Go has perfect HD for Simple Wizard Creature templatification. It has just enough HD to snag the Craft Construct bonus feat for being a Universalist: Arcane Crafter wizard. Very cool.
    Now I've just got to figure out what to combine it with that is a Construct, can be controlled, and has more HD than a Mi-Go... Clockwork Lusca maybe to up the creep factor...? I dunno. Is sleep time for me for now.

    Edit: (and yeah I'm supposed to be sleeping) We decided that at our table the Latten Mechanism isn ot a singular creature but a multitude. Like many clockwork ants acting as cogs in a great device designed by their divine creator.
    For our purposes anyone can make the things if they can get past all those prerequisite spells (any spell mentioned in a statblock is a prerequisite spell at our table) they just don't control it as it is a free-willed construct purely dedicated to Brigh.
    For the Amalgam template as long as the creature with the highest HD is a controllabe creature so too is the resultant Amalgam. Thus the Miniature applied to the Latten Mechanism before Amalgamization.
    Last edited by unseenmage; 2016-02-23 at 04:16 AM.