pf2e.fyi
From Pathfinder Battlecry!, which isn't enabled.

Two-Person Submersible

VEHICLE 2
Price 120 gp
Space 10 feet long, 5 feet wide, 5 feet high
Crew 1 pilot
Passengers 1
Piloting Check Crafting (DC 18) or Sailing Lore (DC 16)

AC 12; Fort +8
Hardness 5, HP 30 (BT 15)

Speed swim 20 feet (clockwork)
Collision 2d8 (DC 16)
Wind-Up

30 minutes of wind-up, 3 hour of operational time, DC 16, standby


For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.

A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).

A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.

Submersible

This vehicle can travel just below the surface of the water.

Description This clockwork vehicle can travel just below the surface of the water for short periods of time to bypass enemy blockades or covertly land on enemy beaches.
Pathfinder Battlecry!ORC