Clockwork crewmen were created to serve as crewmen on a Spelljamming ship either as deckhands or as Marines. The deckhands have only limited martial skills, while Marines have few uses beyond battle. All clockwork crewmen share the following traits:
Construct Traits: A clockwork crewman is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair or a mending spell. It cannot be raised or resurrected. A clockwork crewman has darkvision (60-foot range).
Direction (Ex): When activated clockwork crewmen can follow up to 100 different orders, including what to do, or what minerals to look for. A clockwork crewmen can memorize and recite everything it sees and hears in a 24-hour period. Most clockwork crewmen are charged with a set of three base orders:
A clockwork crewmen's body must be assembled from 100 pounds of clockwork materials (gears, screws, etc.) or 200 pounds for marines. The materials cost 1,500 gp or 3,000 gp respectively. Assembling the body requires a DC 13 Craft (clockwork) check.
CL 6th; Craft Construct (see MM, p. 303), animate objects and Geas/quest. Caster must be 6th level; Price 5,000gp / 10,000 gp; Cost 2,500 / 5,000 gp + 200 / 400 XP.
Clockwork deckhands are adequate for manning the rigging, cleaning, loading cargo and any other menial task. Though able to fight, Clockwork deckhands are no experts on the field and can only follow orders and tactics of a relatively simple nature (board the enemy ship, repel boarding attempt, etc.).
Clockwork marines are simple minded killing machines designed to fill out the base line of martial defence for any ship. Clockwork marines are able to use any simple or martial weapon they are given and may, at their owners discretion, use shields. Sergeant units are a bit tougher than the standard marine and are normally constructed to be visually unique. In addition, sergeants are outfitted with basic knowledge of tactics and a logical decision making process, raising their intelligence to 10. Marines are then instructed to view the sergeant unit as a "secondary director" who may give orders in the absence of the owner, or prime director. Lieutenants function along the same lines, but have an intelligence of 12.