I don't even remember what the class looked like before, it's been a long time.
Clockwork Warrior
I feel like it needs Jump as a class skill, it's got all the other class skills but Swim. Swim feels like it can be left out for thematic reasons.
Reconstructed Biology says that you become immune to critical hits at 20th level, which technically means that you're not immune to precision damage as well.
I don't think anything has explicit immunity to precision damage. All sources of precision damage require that the target be subject to crits.
(I'm not even sure that precision damage is an actual term in the game rules. I think it's just a shorthand us players and homebrewers use. Rules Compendium might have codified it, though.)
Stopped Clock - "After activating this ability, you fall into a catatonic state up to 1 minute per level later (chosen when you activate the ability), unless you cancel with another full-round action. You can trigger the catatonia up to 1 minute early as an immediate action." I honestly am having issues deciphering this duration text.
Is this a better wording?
Starting at 3rd level, as a full-round action, you can prepare to enter a catatonic state in which you appear to be dead. When you activate this ability, choose an amount of time no longer than 1 minute per level. At the end of this time, you become catatonic. You can preemptively cancel this ability at any time before you become catatonic as a full-round action. You can trigger the catatonia up to 1 minute early as an immediate action.
For daylight savings, just expect every Clockwork Warrior to have the best action they can have saved up at the beginning of each encounter (because they'll just save up every minute until they get into an encounter) and use that for your analysis.
Yeah, that was about the same way of evaluating it as I was thinking. I was hoping that by the levels you get standard (12th) and full-round (17th) actions, it wouldn't be as problematic, but I think I was deceiving myself. I'm probably going to have to replace the ability with something else. It might be alright just with a nerf to 1/day or something like that so it's not every single encounter that you get an extra turn.
You've got some dead levels: 6 and 14.
There are a few of them that I just couldn't think of class features for. I'm open to ideas, preferably some that don't directly relate to combat. That said, the class's existing features are probably strong enough already, so it's more an issue of individually uninteresting levels than of overall class power.
6th level is the numbers level, when your BAB and all of your base saves go up by 1. If you're single-classed, its also when you get a second attack from BAB.
10th level has an extra readied and granted maneuver.
14th level has an extra stance.
15th level really could use something. At best you're getting a new level of maneuvers, but that's not even guaranteed based on your multiclassing.
19th level is just before the capstone, so it's usually fine missing out.