Horologist

You construct marvelous devices from clockwork. Each compo- nent takes painstaking effort to create, and the assembly of these pieces takes time, patience, and dedication. Perhaps the effort you make explains why each creation holds a special place in your heart. The “life” you give them comes from your expert precision and your mastery of engineering. These are no toys; in some respects, you see them as your children.

Level 7 Horologist

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Clockwork Tinker: You have a supply of clockwork parts equal to your level. You can use clockwork parts as spare parts. Also, you can perform a ritual using a tool kit to enhance an object. Target one ordinary object in reach and expend one set of clockwork parts. You either remove the inferior trait from the target or, if not inferior, cause it to become superior. The change lasts for 24 hours. You replenish your supply of clockwork parts after you rest.
At level 8, if you target a weapon, you can also expend 1 set of clockwork parts to remove one trait from a weapon or grant it one trait from those described in Chapter 3.

Level 8 Horologist

Health: +12
Chronomancy Dabbler: You gain one talent from the Chronomancy tradition. At level 10, you gain another one.
Force Delay (Magical): You can use this talent at the start of a new combat. Target any number of enemies within 10 yards. Each target makes a luck roll. On a failure, the target loses its turn during the first round. If the target is harmed, however, it can take its turn immediately. You can use this talent three times. You regain expended uses after you rest.

Level 10 Horologist

Health: +12
Marvelous Lackey: You construct a marvelous lackey. The lackey has a humanoid shape, but can have any appearance you choose. The lackey becomes your companion until it’s destroyed. If destroyed, you can construct a new one by spending 8 hours using a tool kit and 5 gp worth of rare components.

DEFENSE: 14, HEALTH: 60
ATTRIBUTES: Strength 14 (+4), Agility 10 (+0), Intellect —, Will —
SIZE: 2, SPEED: 5
IMMUNE: asleep, blinded, deafened, impaired, poisoned, weakened
NATURAL WEAPONS: The lacky uses a weaponized appendage as a natural weapon that deals 4d6 damage.