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  This book is dedicated to Isaac Ludwig, with whom I fought my first giant. 
  May your final plane be a holy one.
   -Adam Crockett
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  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and 
  does not endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Copyright 2012 ICOSA Entertainment, LLC
  All rights reserved
  Pure SteamTM is a registered trademark of ICOSA Entertainment, LLC
  2nd Printing (5th revision): July 2014
  Official product errata can be found on our website and forum: puresteamrpg.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, 
  plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this ICOSA Entertainment, 
  LLC game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this 
  work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  CREDITS
  Creative Director / Founder: Adam Crockett
  Lead Game Designer: Brennan Ashby
  Game Designers / Creative Developers: Davin Perry and L. James Wright
  Creative Input: Paul Crockett
  Cover Artist: Mates Laurentiu (Avatar Art)
  Editing and Development: Adam Crockett, Brennan Ashby, 
  Benton Spiker, Davin Perry, and L. James Wright
  Maps: Alyssa Faden and Robert Altbauer
  Interior Artwork: Mates Laurentiu (Avatar Art), Alejandro Lee, 
  and Chris DeHart
  Original Layout & Design: Jameson McMaster
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  Table of Contents
  RACES
  8
        Dwarf
  8
              Dwarf, Brey
  8
              Dwarf, Drague
  9
        Elf
  10
              Elf, Amber
  10
              Elf, Jade
  11
        Gnome
              Gnome, Gentry
  12
              Gnome, Sharper
  13
        Half-Elf
  13
              Half-Elf, Loci
  13
        Half-Orc
  14
              Half-Orc, Avus
  14
              Half-Orc, Borndrin
  15
        Halfling
  16
              Halfling, Leatherfoot
  16
              Halfling, Tenderfoot
  17
        Human
  18
              Human, Mezoqua
  18
              Human, Rauschite
  18
              Human, Ulleran
  19
        Orc
  19
              Orc, Jonnish
  19
  CLASSES
  21
        Chaplain
  27
              The Gatekeepers
  34
              Trefoil Laurels
  35
              Magistracy
  36
        Gearhead
  38
              Pneumatic Engineer
  43
              Electrical Engineer
  45
              Physicist
  45
  ARCHETYPES
  46
        Alchemist
  46
              Fumigant
  46
              Moonshiner
  47
        Barbarian
  49
              Civil Bedlamite
  49
          Bard
  50
              Gypsy
  50
          Fighter
  51
              Pugilist
  51
              Ructioneer
  53
          Monk
  54
              Widowman
  54
          Ranger
  56
              Blockade Runner
  56
          Rogue
  57
              Clydesman
  57
              Grease Rat
  58
          Variant Rule: Class AC Bonus
  60
  FEATS
  61
  EQUIPMENT
  66
        Wealth
  66
        Firearms in Pure Steam
  66
        Weapons
  66
        Armor
  72
        Special Materials
  72
        Goods and Services
  74
        Manufacturing Signatures
  74
        Adventuring Gear
  76
        Tools and Skill Kits
  81
        Clothing and Apparel
  82
       Transport
  83
        Accessories
  83
        Communication
  84
        Entertainment
  84
        Periodicals
  84
  SCIENCE
  85
        Fields of Science
  85
        Contraptions
  86
              Constructing a Contraption
  87
        Schematics
  89
  TECHNOLOGY
  104
        Technological Arms and Shields
  106
        Technological Weapons
  108
        Revolutionary Technology
  111
        Technological Item Creation
  115
  VEHICLES
  118
  ULLERA
  123
        The Bastion
  131
              Five Points
  135
              Nivens’ Outlook
  137
        Harmonia
  140
              Charton
  145
        Keystone
  147
              Galvanite City
  157
        Sunderland
  160
              Blackburn
  166
              Leacher’s Vale
  168
              Paddlewheel Bend
  170
        Beyond Ullera
  173
              Monument
  173
  FACTIONS
  179
  MONSTERS
  184
          Wondrous Armature Construction
  190
  TROUBLE IN GRASSY SPUR
  203
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  WHAT IN TARNATION?!
  In these pages is the Pure Steam Campaign Setting, the 
  result of years of development, a successful Kickstarter 
  campaign, and countless hours of playtesting. Pure Steam 
  is a steampunk campaign setting compatible with the 
  Pathfinder Roleplaying Game. We’ve endeavored to mesh 
  our vision of a gritty, greasy, springy, cog-laden campaign 
  world with the premier RPG rules system.
  But don’t be fooled. Pure Steam isn’t your grandma’s 
  steampunk. While there are certainly nods and winks to 
  the established steampunk aesthetic (if such a thing can 
  be pinned down), this setting is anything but ordinary. 
  Hillbillies and Yankees scatter the landscape, which is 
  more Appalachian than Victorian. In the age of steam, coal 
  is king. And the old, tired mountains rich in coal veins are 
  home to the economic powerhouses of the setting.
  This book focuses on the Federated States of Ullera, a 
  relatively young nation born out of the Abolition War, 
  founded on freedom from oppression and learning to cope 
  with newfound economic prosperity. 
  In Ullera, science, technology, and reason have all but 
  extinguished religion, magic, and superstition. That is 
  not to say you can’t find a cleric, druid, or wizard in Pure 
  Steam. Magic is not outlawed. The religious are not heavily 
  persecuted (at least not in the Federation). The fact is that 
  technology made the lives of the common folk so comfortable 
  that they simply ceased crying out for higher powers. Mages 
  had trouble finding apprentices willing to study for years to 
  accomplish effects which a musket or a steam engine could 
  evoke in the hands of even an unskilled wielder.
  As a result, nearly every town in Ullera now hosts at least 
  one house of worship in disuse. Many of these churches 
  serve as government buildings, or hotbeds for crime. Magic 
  items from a bygone era sit in museums without competent 
  wielders. Spellbooks lie in rotting wizard towers, with ages of 
  powerful knowledge left untaught.
  HEY, THIS MAP LOOKS FAMILIAR...
  Most certainly, it does. From its inception, Pure Steam was to 
  take place on our earth. With trivial changes, the geography 
  of the game world mirrors that of the real world. The intent is 
  a fresh, new setting with an ‘old shoe’ familiarity.
  That is where the mirroring ends, however. There are 
  parallels in politics and historical events, but Pure Steam is 
  not simply a fantasy remix of real world history. In creating 
  the campaign setting, we did not simply go back 120 years or 
  so and add in orcs and swords. We went back to the dawn of 
  time and remodeled the origin of species, the rise of nations, 
  and the flow of technology.
  BUT, CAN I...?
  In a word: yes. Pure Steam contains everything needed to 
  delve into its immersive campaign setting without significant 
  content generation by the GM or the players. But it is not 
  our desire to disallow anything in the game world. Those 
  decisions are up to the GM. If you want a low magic, high-
  tech campaign, Pure Steam is perfect for you. If you want 
  mages slinging fireball spells next to a chaplain on an ironclad 
  steamship, Pure Steam is equally fitting.
  By way of compatibility, we’ve ensured you can mix a little 
  medieval fantasy in your steampunk, or vice versa. All the 
  way down to the in-game economy, this book is designed 
  with seamless compatibility in mind. Your wizard and our 
  chaplain can adventure together because they should scale 
  in power the same way a wizard scales with a cleric. You’ll 
  notice we didn’t eliminate magic completely from even our 
  ‘low-magic’ options. The truth is, that was a necessary choice 
  to maintain system compatibility and keep the rules simple.
  While the rules for magic are used for characters such as the 
  chaplain, it’s important to note that spells are not actually being 
  cast. These effects manifest as a near supernatural influence of 
  personality on the recipient. From a rules standpoint, there isn’t 
  much difference, but while roleplaying, the difference is huge.
  EUREKA!
  As detailed in the preceding journal entry, Pure Steam 
  describes a hypothetical form of energy thought to be able 
  to solve many of the issues of humanity. The hypothesis was 
  found some time ago, but it was regarded by most as the 
  twilight ramblings of an intelligent—yet unrealistic—scholar.
  On his last expedition to the Eastern Continents, however, 
  Viktor Renz Etrau went missing. Years passed, and memory 
  of him faded. All that changed some time ago when a 
  crude, foreign sea vessel docked at a harbor in North Fork, 
  Harmonia. A crew of dark-skinned seafarers delivered a 
  lead box to the nearest dockworker. Unable to converse in 
  the same tongue, the seafarers simply set sail toward the East 
  again. The dockworker read the affixed note: 
  “Eureka! –V.R.Etrau” 
  He opened the box, shrugged, and warehoused it pending a 
  claim by any owner.
  Word spread of the note, and a scientist and friend of Etrau 
  claimed the package. He filed a scholarly journal entry on his 
  preliminary findings after rudimentary study. He concluded 
  the contents were in fact clues to a strange new energy source. 
  The journal entry was quickly classified by the Federation 
  government. The scientist hasn’t been seen since. But enough 
  copies of his findings were read to catalyze a widespread search 
  for the fabled ‘pure steam.’ Governments, pirates, and madmen 
  alike seek a new energy source—and potential weapon.
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  . . . Then there is the case of how long we can sustain such a boom of populace 
  without expanding our borders.  Ullera seems locked into a fixed tract of 
  land.  The Kingdom of Rausch across Great River is unlikely to cede any 
  territories to Ullera’s west.  And the noble Breymen to the north are as settled 
  to their national borders as any of their type may be to dry land.  Would the 
  vile Goblinoids retreat from their northwest territories without a conflict more 
  bloody than the Abolition War?  Certainly not!  It seems our fate, then, to 
  populate this land more densely every year.  
  History has shown us that when a species overcrowds a region, one of three 
  things happens: it either consumes all its food supply, it simply spurs the increase 
  in its predator’s population, or it spawns new diseases with which to thin its ranks.  
  If you classify warfare as a disease, then these three hold true to humanity.  
  Many academics fear we are a few years from a massive outbreak or similar 
  population thinning.  Our barbaric past would lead one to believe we are to 
  suffer the same fate of all defunct species.  
  Historically, there are two fields in which men have always excelled: finding 
  more efficient ways to travel and devising more creative contraptions with 
  which to kill his brethren.  Recent technological advances prove that our 
  society has focused more on the latter than the former.  This is evidenced by 
  Goran Holdings production of not less than five new firearm models this year 
  (and only introducing one measly boiler innovation).  
  But mankind has taught himself science, which is no small trait.  With the 
  Scholarly Method, great minds are destined to find a way to continue our 
  superiority on this earth.  Surely I do not endorse my contemporaries in the 
  field of Eugenics to solve population concerns.   The vile field of study has 
  gotten more positive press than it deserves.  (How can one call himself an 
  Ulleran and legislate segregation and sterilization of entire species or classes?)
  No, I intend to use the Method to solve our concerns on pollution, population, 
  and more.  Truly there must be a better way to power society’s marvels than 
  simply heating water.  Lately, the marketplace’s greatest innovation in the realm 
  of power generation has been replacing coal burners with oil.  (That is not to 
  discount my friends, the Barrondorfs, and their long if not fruitless work in the 
  field of gyroscopic motion generation.)  We can do better! 
  I am convinced there is something better out there in the aether.  Could we 
  capture the sparks in the clouds?  Or harness the Great Inferno at the center 
  of the earth?  Perhaps we may discover a new way to arrange the materials of 
  this rock to burn clean, true, and eternally.  This ‘pure steam,’ for lack of a more 
  eloquent term, could bring light to the dark places of this earth.  I imagine it 
  would propel our world into a Grand Enlightenment.  Whatever it may be, I will 
  devote my life to its discovery.
  Taken from one of the journals of Viktor Renz Etrau, in his home, after his disappearance. 
  Written approximately 162 E.A.
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  DWARVES
  The dwarves that populate Ullera are descendants of seafarers. 
  Geographically, the race originated in the subarctic where their 
  squat stature preserved bodily warmth. Additionally, living 
  through long seasons of darkness has enhanced their vision. 
  The limited amount of arable land shaped dwarves into a race 
  of coastal fishers, explorers, raiders, and conquerors. These 
  dwarven sailors crafted a coastal empire encircling the Great 
  Span. Dwarven inhabitants of the land north of Ullera formed 
  an alliance with freedom-seeking humans and spilled much 
  blood in the Abolition War. Together with gnomes, humans, 
  and halflings, dwarves founded the Republic of Ullera and 
  political autonomy.
   
  BREY DWARF
  The Brey are a proud people trained from an early age 
  in hunting, fighting, and tracking skills and are usually 
  described as boisterous, determined, and strong. As a race, 
  they prize individual glory, self-reliance, and pragmatism 
  born from their early struggles surviving in the subarctic. 
  The Brey partnered with the Drague in empire building 
  long ago and have fought countless battles against orcs and 
  goblinoids to establish the nation of Drom Gol on Ulleran 
  soil and spearheaded the conflict with the Dominion in the 
  Keystone Region. The Brey are the backbone of the Drom 
  Gol Marines and now the Ulleran Army as well. Many work 
  as craftsmen, traders, and scouts throughout Ullera.
  Physical Description: The Brey are stout, with shorter 
  torsos than their Drague cousins.  They stand a full foot 
  shorter than humans. They crop their brown and red hair 
  and beards shorter than other dwarves, but otherwise leave 
  them unkempt.
    
  Society: Brey culture is largely tied to that of the Drague, 
  and they have no nation of their own. The Brey come from 
  the westernmost isles of Glacut, and were discovered by 
  the seafaring Drague hundreds of years ago. The Brey are 
  marines of the Drague Empire, using their strength and 
  speed to bash gates and overrun ramparts. To this day there 
  is no greater threat on land than a charging company of Brey 
  soldiers.
  Relations: While they may make exceptions for individuals, 
  few individuals enjoy the company of a group of Brey. They 
  revere the Drague as honorable kin. They have a curious 
  attitude towards the smaller races, surprised such beings 
  have lived so long in such an unforgiving world. They view 
  elves with contempt, claiming the fairer race stole their 
  homelands and forced them into permanent wandering. 
   
  Alignment and Religion: Brey society as a whole 
  embraces a free-spirited philosophy in both action and 
  thought., valuing freedom and accepting of change. This 
  philosophical attitude can often lead to rebellious, selfish, 
  unpredictable, or even maniacal behavior in an individual, 
  but when it comes to a cause or strong belief, however, Brey 
  are zealous, determined, and dedicated. 
   
  Adventurers: Brey tend not to settle down, always moving 
  about looking for new jobs and excitement. As such, their 
  roving spirits make natural adventurers. They tend to take 
  the brunt of punishment, and deal it right back out, in 
  combat.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard dwarf racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Relentless: Brey Dwarves are skilled at pushing their way 
  through a battlefield, tossing aside lesser foes with ease. Brey 
  Dwarves receive a +2 bonus on combat maneuver checks made 
  to bull rush or overrun an opponent. This bonus only applies 
  while both the dwarf and his opponent are standing on the 
  ground. This racial trait replaces the defensive training trait.
  Races
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  Sprinter: Brey Dwarves gain a +10 ft. racial bonus to their 
  speed when using the charge, run, or withdraw actions. This 
  racial trait replaces the stone cunning trait.
  Weapon Familiarity: Brey Dwarves are proficient with 
  battle axes, greataxes, and warhammers and treat any 
  weapon with the word “dwarven” in its name as a martial 
  weapon. This racial trait modifies the weapon familiarity 
  trait.
  DRAGUE DWARF
  Undisputed masters of the seas, the Drague hold the titles 
  of the first seafarers, the first intercontinental explorers, 
  and the inventors of modern ironclad ships. At home in 
  their native subarctic isles, they waded through freezing 
  channels to conquer and settle. Later, they sailed long 
  ships across the sea to settle the eastern reaches of the 
  Feral Expanse. Their invention of the ironclad helped 
  secure Ulleran victory in the Abolition War, and Drague 
  Dwarves have always held high positions in the Ulleran 
  Naval Armada.
  Physical Description: Drague Dwarves are stocky, but 
  stand nearly a full head taller than their inland cousins. They 
  wear their blonde and red hair (including their facial hair) in 
  thick braids. An unkempt beard is as much a sailing hazard 
  as an unsecured masthead. 
  Society: Drague Dwarves are able to leave wife and kids at 
  home while they spend months at sea, forming tight bonds 
  in the bellies of great ships. Dragues are flung across nearly 
  every major body of water and port city, but they still have 
  a deep affinity for their family and friends. Drague history 
  is ripe with song and chant, and it’s rare to catch a Drague 
  on task without a cant spewing from his lips.
  Relations: A bond of fellowship with a Drague is hard 
  lost, as they say, “The knot of friendship is tied tight and 
  not easily undone.” Dragues are wary of Brey Dwarves, if 
  only because their landlocked cousins are leery of the open 
  waters. The Dragues see the smaller races as weak, but do 
  not disdain them. Dragues have a history of land struggles 
  with orcs, and despise them to this day.
  Alignment and Religion: Dragues tend to live in societies 
  with strong leaders, but with few cumbersome laws. They 
  enjoy the thrill of exploration and battle, but hate to see evil 
  go unpunished. As a result, Drague Dwarves tend towards 
  chaos and good. 
  Adventurers: Dragues like to be within earshot of the 
  waves, and do not enjoy traveling inland unless necessary. 
  As such, they spend their time in coastal cities and on ships.  
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard dwarf racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Seafaring Survivalist: Drague Dwarves have dwelt so long 
  above ground, sailing the open seas, that their ability to see 
  at night has diminished. Drague Dwarves have low-light 
  vision. In addition, their adaptation to frigid and extreme 
  environments allows them to treat wind conditions (when 
  determining whether or not they are checked or blown 
  away) and cold climates as one step less severe. This racial 
  trait replaces the darkvision trait.
  Saltbeard: Drague Dwarves occasionally found cities 
  along rugged seacoasts, and natives of such cities gain a 
  +2 bonus on Profession (sailor) and Survival checks while 
  at sea. They gain a +1 racial bonus on attack rolls and a 
  DRAGUE DWARF
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  +2 dodge bonus to AC against creatures with the aquatic 
  or water subtype. Their greed racial trait applies only to 
  treasure found in or under the water, but applies to all such 
  treasure regardless of whether or not it contains metal or 
  gemstones. This racial trait replaces the defensive training, 
  hatred, and stone cunning traits.
  Sea Legs: Drague Dwarves receive a +2 racial bonus to 
  their Combat Maneuver Defense when resisting a bull rush 
  or trip attempt while standing aboard a moving vessel (land 
  vehicle, airship, sea ship).  Furthermore, Drague Dwarves 
  do not lose their Dexterity bonus to AC when making 
  Acrobatics checks to cross slippery, shifting, or uneven 
  surfaces. This racial trait replaces the stability trait.
  Weapon Familiarity: Drague Dwarves are proficient with 
  nets and harpoons and treat any weapon with the word 
  “dwarven” in its name as a martial weapon.
  Languages: Drague Dwarves begin play speaking Common 
  and Dwarven. Drague Dwarves with high Intelligence 
  scores can choose from the following: Aquan, Draconic, 
  Gnome, Goblin, and Orc.
  ELVES
  Elves are native to the lands known collectively as Rhim. 
  Ulleran understanding of this faraway place is ephemeral at 
  best, and most elves of the Feral Expanse remain tightlipped 
  about their homeland, either because they are only too 
  happy to be away from it or are not willing to share their 
  history and secrets to those who would misconstrue them.
  Elven wayfarers originally washed onto the western shores 
  of Ullera when their fleet was driven aground by a tsunami 
  riding the Sun Current (“Taiyousira” in Elven, is the ocean 
  that lies west of Ulleran shores). The survivors settled in 
  the forests up and down the western coast, known as Gom 
  Shao (misinterpreted by Ulleran natives for its similarity to 
  “other world” in Undercommon).
  Elves have a strong affinity with ecological cycles and 
  nature. Elf cities are more sprawling than eastern cities, 
  with room for private yards and gardens between buildings. 
  Elves make extensive use of wood both living and dead in 
  construction, and favor curves rather than sharp corners in 
  their architecture. They also use bamboo, an exotic wood 
  that they brought to the Feral Expanse in their ancestral 
  ships. Traditionally, elves are fond of transmuting wood into 
  an iron hard substance to replace iron and steel components 
  in equipment.
  AMBER ELF 
  Amber Elves originate from the interior flatlands and 
  steppes of Rhimgan’Pendi, translated into Common as 
  “The Dry Basin of the Soaring Orb.” Their communities 
  congregate around intricate networks of aquifers and 
  other ingenious water conveyances that crisscross the land 
  and irrigate the fertile soil. Amber Elves generally have 
  large extended families that often include adopted family 
  members accepted from among those who have lost their 
  parents or become homeless.
  Physical Description: The skin of an Amber Elf often 
  features rich gold, brown, or tan tones. Their eyes are wide 
  and almond-shaped, and filled with large, vibrantly colored 
  pupils of yellow, blue, brown, or auburn. Their hair color 
  varies widely from red, orange, brown, blond, black, gold, 
  or jet-white.
  Society: In Ullera, Amber Elves have come to carry a 
  reputation as an industrious lot who are just as capable at 
  hard labor as they are learning and sharing their ideas on 
  the Scholarly Method. At home, they prefer a secure life 
  as opposed to a life of luxury, and adhere to but aren’t too 
  proud of their communal habits of fair play and shared 
  responsibility.
  Relations: Though Amber and Jade Elves share a common 
  ancestry, neither people has ever expressed acceptance of 
  the other without contentions of superiority or matters of 
  self-determination coming between them. Many of these 
  differences stem from the very conditions in the lands each 
  elf evolved from, though subtler differences exist. Publicly, 
  Amber Elves will try to prove their greater capacity to adapt 
  and get-on with other races than Jade Elves demonstrate by 
  forming large circles of friends, often placing an Amber Elf 
  under the strain of too many personal obligations.
  Alignment and Religion: Amber Elves are law abiding 
  and frugal, but prefer no boundaries and are prone to stand 
  their ground on issues where they’ve done no wrong even 
  if this would put them at odds with another party. They are 
  unvengeful but never forget, and believe work is sacred.
  Adventurers: Amber Elves like to wander as young 
  adults for a couple decades before settling down. Some 
  of them become adventurers simply as a means of sating 
  their wanderlust, though many more seem to fall into the 
  profession more out of happenstance and misfortune. 
  Tradition holds that it is Amber Elves who must balance the 
  scales of fortune around the world, and thus it falls to them 
  to bear the burden so that all will be rectified.
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  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard elf racial traits and are recommended when playing 
  the Pure Steam Campaign Setting. Consult your GM before 
  selecting any of these new options.
  Improved Unarmed Strike: Amber Elves practice martial 
  arts as a form of meditation and exercise; as a result, they 
  receive Improved Unarmed Strike as a bonus feat. This 
  racial trait replaces the weapon familiarity trait.
  Skilled: Amber Elves take great pride in everything they 
  do, striving to better themselves on a daily basis. Amber 
  Elves gain an additional skill rank at first level and one 
  additional rank whenever they gain a level. This racial trait 
  replaces the elven immunities and keen senses traits.
  JADE ELF
  Jade Elves have called the mountainous, lush forests of 
  Rhimidor’Bonchi, a word meaning “The Green Basin of the 
  Soaring Orb,” home for millennia. Their land is steeped in 
  magic, and there are few among them that do not call on it 
  daily for even the most mundane tasks. Jade Elf settlements 
  are hierarchical, with strict guidelines given to the space 
  governed by each community, down to the individuals of 
  a family. 
  Physical Description: The skin of a Jade Elf is typically 
  pale white, with only a small majority featuring a mild 
  tan. Their eyes are narrow and teardrop-shaped, filled 
  completely with varying hues and intensities of jade pupils. 
  Their natural hair color never strays far from either brown or 
  black, but it is common for Jade Elves to dabble in vibrantly 
  colored hair dyes.
  Society: Jade Elves wear long flowing garments and prefer to 
  keep as much skin covered as possible in public. Jade Elf custom 
  is patrilineal on the surface, though females hold a frightening 
  amount of power over their husbands and the propagation of his 
  line. They are peerless craftsfolk and soulful artisans.
  Relations: Jade Elves rarely seek out the company of 
  other races. It is not because they are quite so unfriendly or 
  bigoted, but because they fear unbalancing social mores of 
  this or that group is an unwelcome quality among strangers. 
  Rather than fraternize among large revolving groups, Jade 
  Elves feel more comfortable with a small, intimate circle of 
  associates. While it can be exceedingly difficult to penetrate 
  the outer layer of Jade Elf stoicism, those they take into 
  their confidence are friends for life.
  Alignment and Religion: Jade Elves prefer stable 
  environments with few surprises. They dislike 
  noncommittal attitudes and faulty leadership, but tend to 
  avoid a scene rather than voice their concerns. The art of 
  resting and one’s ability to replenish is sacred to them; 
  for only after one has done so can any appreciable work 
  be attempted.
  Adventurers: Jade Elves are meticulous planners and 
  attempt to prepare for obstacles in advance. They go 
  abroad usually in search of something they feel they have 
  lost, or to forestall some forthcoming doom. A number of 
  Jade Elf youth are beginning to show signs of rebellion 
  toward their hierarchical ways, allowing their natural 
  inquisitiveness to be their guide as they indulge in things 
  that have for so long been forbidden to them.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard elf racial traits and are recommended when playing 
  the Pure Steam Campaign Setting. Consult your GM before 
  selecting any of these new options.
  Focused Study: Jade Elves, rather than being generalists 
  like their amber cousins, tend to specialize in a handful 
  of skills. At 1st, 8th, and 16th level, Jade Elves gain Skill 
  Focus in a skill of their choice as a bonus feat. This racial 
  trait replaces the elven magic trait.
  Weapon Familiarity: Jade Elves are proficient with 
  longbows (including composite longbows), shortbows 
  (including composite shortbows), and shortswords 
  (tantos), and treat any weapon from Table: Eastern 
  Weapons - Exotic (Pathfinder® RPG Ultimate Combat) 
  as a martial weapon. This racial trait modifies the 
  weapon familiarity trait.
  GNOMES
  Gnomes are native to the Feral Expanse and have lived 
  for generations up and down the eastern coast. They 
  have long associated with other races and often live in 
  multiracial communities. It is said that gnomes thrive 
  in the nooks and niches of modern society, carving a 
  place for themselves through skill, guile, and bravado. 
  The long lifespan of gnomes means that gnomes often 
  amass multiple fortunes, numerous favors, and centuries 
  of experience.
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  GENTRY GNOME
  The oldest standing civilizations in the Feral Expanse are 
  those of the Gentry Gnomes. They have the most storied 
  history of all cultured beings alive today. By referring to 
  themselves as the Folk, they view all other civilizations 
  and peoples as derivative—and subsequently requiring of 
  their influence. Perhaps their conceit is well founded, as 
  they have provided some of the most notable advancements 
  in technology, philosophy, art, and literature in the past 
  millennia.   
  Physical Description: Gentry Gnomes are average size 
  for gnomes. Their hair and skin color varies, but is within 
  normal human ranges. Their wealthy lifestyle often leaves 
  more of them with a bulging belly than not.
  Society: Gentry Gnomes dominate the history, culture, 
  economy, and politics of the Bastion, the southernmost 
  region of Ullera, though a few have made it north. They own 
  plantations, factories, and many of the local governments.      
  Relations: Gentry Gnomes often treat other races with a 
  sometimes-lofty benevolence, even those they admire, as 
  they often believe that they are in the best position to do so. 
  Still, they work well with every civilized race.
  Alignment and Religion: Gentry Gnomes have long 
  enjoyed the trappings of wealth and status in civilization. 
  They value honor, modesty, wealth, generosity and style. 
  As a result, they tend to be lawful and usually strive for 
  good.
  Adventurers: Gentry Gnomes tend not to adventure, 
  but when they do, they serve as alchemists, bards, and 
  chaplains, where their cultured upbringing and sharp minds 
  shine through. 
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard gnome racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Dilettante: Gentry Gnomes have a natural affinity and 
  appreciation for the arts and sciences, sometimes to an 
  obsessive degree. Gentry Gnomes with this racial trait 
  gain a +2 bonus on skill checks for a single Perform skill 
  of their choice, and Perform is always a class skill for 
  them. They also gain a +2 bonus on Craft and Profession 
  checks. This racial trait replaces the keen senses and 
  obsessive traits.
  Magical Linguist: Gentry Gnomes study languages in 
  both their mundane and supernatural manifestations. 
  Gnomes with this racial trait add +1 to the DC of spells 
  they cast with the language-dependent descriptor or those 
  that create glyphs, symbols, or other magical writings. 
  They gain a +2 racial bonus on saving throws against 
  such spells. Gnomes with Charisma scores of 11 or higher 
  also gain the following spell-like abilities: 1/day—arcane 
  mark, comprehend languages, message, read magic. The 
  caster level for these effects is equal to the gnome’s level. 
  This racial trait replaces the gnome magic and illusion 
  resistance traits.
  Master Tinker: Gentry Gnomes experiment with all 
  manner of mechanical devices. Gnomes with this racial 
  trait gain a +1 bonus on Disable Device and Knowledge 
  (engineering) checks. They are treated as proficient with 
  any weapon they have personally crafted. This racial trait 
  replaces the defensive training and hatred traits.
  GENTRY GNOME
  Artwork by Mates Laurentiu
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  Languages: Gentry Gnomes begin play speaking Common 
  and Rauschite, Gnome, and Sylvan. Gentry Gnomes with 
  high Intelligence scores can choose any language (except 
  Druidic and other secret languages) as their bonus languages. 
  SHARPER GNOME 
  When goblinoid slavers invaded the lands now called 
  Ullera, some fought and some rolled over and accepted 
  their fate. A third group, mostly gnomes, fled in a 
  perpetual attempt to outrun their vile would-be masters. 
  For over a century, they learned to stay on the move and 
  live on the road. Even after the Abolition War, many 
  settled down in towns and valleys, but the wanderlust 
  didn’t leave a good portion of the gnomes, and they live 
  the gypsy life to this day.
  Physical Description: Sharper Gnomes are leaner than 
  their Gentry cousins. They wear bright, embellished 
  clothing with lots of jewelry.  Their hair and skin colors are 
  as diverse as humans.  Males tend to keep close-cropped, 
  neatly trimmed facial hair.
  Society: Sharpers’ lives revolve around their wagons and 
  caravans, which are a mish-mash of animal drawn and steam-
  powered. Perpetually on the go, performing in circuses and 
  hawking odd wares from far-flung civilizations, Sharper 
  Gnomes rarely settle down, and intermarry with other 
  families on their caravan.
  Relations: Sharpers have a long, historical hatred of the 
  goblins that enslaved them, as well as many savage humans 
  in reclusive tribes. Beyond that, they feel very little about 
  any race or social group, for good or for ill. All others are 
  merely fools with coin from which it should be parted, or 
  wide-eyed crowds ready to see a show.
  Alignment and Religion: Sharpers are naturally chaotic, 
  after centuries of prodigal living without authority figures.  
  Adventurers: Sharper Gnomes love the road, and make 
  great adventuring companions. Due to their worldly nature 
  and exposure to myriad philosophies and cultures, Sharpers 
  are natural bards, rogues, and chaplains.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard gnome racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Cultural Explorer: Sharper Gnomes have been exposed 
  to numerous cultures on their travels. As a result, they 
  have gathered myriad knowledge and have become adept 
  in social interactions. Gnomes with this racial trait gain a 
  +1 bonus on Bluff and Diplomacy checks, and a +2 racial 
  bonus on checks for one Knowledge skill of their choice. 
  This racial trait replaces the defensive training traits.
  Hatred: Sharper Gnomes receive a +1 bonus on attack rolls 
  against humanoid creatures of the human and goblinoid 
  subtypes due to special training against the Atanakans and 
  local savage humans. This racial trait modifies the hatred trait.
  Showmanship: Sharper Gnomes often make a living by 
  entertaining other folk, either through acrobatic displays, 
  the performing arts, or legerdemain. Sharper Gnomes with 
  this racial trait gain a +2 bonus on skill checks for a single
  Perform skill of their choice, and Perform is always a class 
  skill for them. They also gain a +2 bonus on Acrobatics and 
  Sleight of Hand checks. This racial trait replaces the keen 
  senses and obsessive traits.
  Languages: Sharper Gnomes begin play speaking Common 
  and Rauschite, Gnome, and Sylvan. Sharper Gnomes with 
  high Intelligence scores can choose any language (except 
  Druidic and other secret languages) as their bonus languages.
  HALF-ELVES
  It was not until the first elves sailed from their ancestral 
  home of Rhim to the Ulleran continent did the first half-
  elves spring into existence. Since then, half-elves have 
  become a minority threaded throughout most Ulleran 
  communities and nearly all levels of society. Depending 
  on the community’s reaction to the race, half-elf families 
  may live freely scattered about or in ghettos or clan houses.  
  Half-elves have a self-sustaining population that has existed 
  for generations and are a part of every nation in Ullera and 
  even the far-eastern lands of Rhim, but only in the Republic 
  of Ullera have they gained political office.
  LOCI HALF-ELF
  Destiny can be a fickle thing to comprehend or grasp, and yet 
  there are some that are touched by it every day. Even more 
  rare are those beings that touch back upon destiny, bending 
  their own fate whether unknowingly or by choice; these 
  are the Loci. No one can quite explain why the union of a 
  human and elf yields such gifted offspring, but one thing is 
  for certain, these gifted individuals are almost always found 
  at the center of either great events or horrendous tragedies.    
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  Physical Description: Loci usually feature the delicate 
  form of the elves, but their skin, hair, and eye-coloring 
  can vary widely based on the ancestry of their human and 
  elven parents. This extensive range of physical variance 
  often ensures that no two loci look exactly alike, even in 
  comparison to their parents.
  Society: How the loci is treated by fellow humans or elves 
  varies widely regionally; the loci may be pitied, reviled, 
  feared, cherished, or celebrated for her uniqueness. Some 
  even believe that the presence of a loci in a community alters 
  the fortunes of whomever they interact with, be it for good 
  or ill. This can divide those that embrace the loci’s existence 
  from those that abhor it. Because Loci are often seen as 
  diplomatic bridges between human and elven kind, they are 
  generally accepted by their parents’ community, be it with 
  love or reluctance.
  Relations: A loci is distinctive in any crowd, regardless of 
  racial society. Most other races view Loci as an oddity or 
  rarity, and only know of them through story and hearsay. 
  The superstitious will either dread or adore the loci 
  depending on if the creature brings them good luck or bad. 
  The Loci use this to their advantage.
  Alignment and Religion: Many loci have become either 
  reclusive introverts or extreme extroverts because of their 
  situation in life.  It is common for a loci that has become 
  aware of her divine gift to often manipulate probability to 
  suit herself, resulting in reckless and manipulative behavior. 
  Sometimes a loci will be seen as a divine omen and adopted 
  as a religious symbol by local clergy. Pious loci become 
  monks, clerics, inquisitors, oracles, or paladins.
  Adventurers: Nearly all loci are filled with an insatiable 
  wanderlust. They often become adventurers to indulge their 
  addiction to risk taking or in pursuit of a divine destiny.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard half-elf racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Bend Fate: Once per day, a loci can force an ally or enemy 
  (including himself) to reroll a d20 roll as an immediate 
  action, but the target must use the second result, even if it is 
  worse (or better, in the case of an enemy’s roll). The target 
  must be within 30 ft. and within the loci’s line of sight. This 
  racial trait replaces the elven immunities trait.
  Ambition: Loci are driven to be the best at whatever profession 
  they choose. If the character pursues only a single class, she can 
  pick two favored class bonuses rather than just one for each level 
  she gains. Loci characters can’t pick the same favored class bonus 
  twice. This racial trait replaces the multitalented trait.  
  Enduring Soul: Due to the opposing nature of their 
  parents’ lifespans and internal spirits, loci gain a +2 racial 
  bonus on all saving throws made to resist death effects, 
  saving throws against negative energy effects, Fortitude 
  saves made to remove negative levels, and Constitution 
  checks made to stabilize if reduced to negative hit points. 
  This racial trait replaces the keen senses trait.
  HALF-ORCS
  The Ulleran plains ripple like an ocean of grass; flat as a 
  pancake as far as the eye can see save for a cluster of low 
  mounds in the distance within a ring of carved stone pillars. 
  These are no ordinary hills, but an ancient monument 
  to the blood and sweat of generations of Borndrin. For 
  millennia, orcs known as mound-builders thrived in 
  the predator infested Feral Expanse as the dominant 
  people. Over time, precursors to the modern nations of 
  Ullera, Atanak, and Rausch encroached on their ancestral 
  homeland forcing them to either adapt, assimilate, or risk 
  annihilation. The trappings of the Enlightened Age are 
  easy to adopt as evidenced by the many borndrin who 
  have abandoned ancestral beliefs to create new lives in 
  neighboring Ulleran cities. This Borndrin migration 
  into civilization and commingling with humans has led 
  to several generations of avus half-orcs, whose numbers 
  continue to grow to this day.
  AVUS HALF-ORC
  The true “half-orc,” the avus is the resulting child of a 
  union between a borndrin and a human; a sort of genetic 
  throwback to their ancestral form. Civilized society sees the 
  avus as monstrosities, the result of perversion and violence. 
  Whether or not this is actually true, they are rarely the result 
  of loving unions.
  Physical Description: Avus have the soft features of a 
  human, but have the earth tone skin, muscle structure, and 
  slightly pointed teeth of the orc, with a faint savageness in 
  their eyes.
  Society: Depending on the circumstances of an avus’ birth, they 
  often have a difficult time fitting into the society of their parents; 
  usually treated as second-class citizens in either society. It is 
  rare for an avus to be adopted into Jonnish communities, but not 
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  completely unheard of. Even still, the child often lacks the same 
  level of respect as other orcs. Because of this constant hardship 
  and lack of respect or acceptance in society, many avus either 
  become hermits, wanderers, or form their own communities; 
  commonly found in the more populated areas of Sunderland 
  and eastern Atanak.
  Relations: While often considered attractive by both 
  of their parent races due to the avus’ animal magnetism 
  (which many believe to be the result of a heightened 
  pheromone gland) and similar physical features, avus 
  rarely fit in with either orcs or humans as both societies 
  are too noble, stubborn, or prejudice to accept such 
  a genetic mutation. Other races often have mixed 
  emotions when interacting with an avus, as the passion 
  and intensity of their primal nature is reflected strongly 
  in their actions and speech.
  Alignment and Religion: Coming of age in a world that 
  often neither accepts nor much recognizes them, many 
  avus accept their lot not by fading into the shadows but 
  by becoming boisterous lightning rods in society. Because 
  avus often feel they have very little to lose, and owing to 
  a primal nature which makes them fierce in love and war, 
  they can be boldly unafraid to step out and tests the limits of 
  what others think of them.
  Adventurers: Prompted by urges to find out more about 
  who they are through direct action and competition with 
  other races, and often in defense of something they’ve said 
  or done, avus make for excellent adventurers in a wide 
  variety of roles across Ullera.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard half-orc racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Adaptability: Avus receive Skill Focus as a bonus feat at 1st 
  level. This racial trait replaces the weapon familiarity trait.
  Animal Magnetism: Avus gain a +1 racial bonus on Bluff, 
  Diplomacy, and Intimidate checks. This racial trait replaces  
  the intimidating trait.
  Low-Light Vision: Like their orc parent, avus possess low-
  light vision. This racial trait replaces the darkvision trait. 
  This racial trait is mandatory for all avus.
  BORNDRIN HALF-ORC
  The Borndrin are the remnants of an ancient line of jonnish 
  that crossed over from Okrug to western Atanak during the 
  last ice age, and have since evolved into a different species 
  of orc to adapt to the rugged wilderness of Atanak and the 
  Feral Expanse. It is also theorized that the borndrin are 
  the evolutionary step between orcs and humans, but the 
  Borndrin universally resent this notion. Unlike their jonnish 
  cousins, the borndrin are able to reproduce outside of their 
  own race, yielding half-orc children known as “avus” when 
  copulating with humans. Borndrin are slightly better able 
  to adapt to change than their jonnish cousins and, like 
  humans, have varied aptitudes to flourish in many different 
  occupations.
  Physical Description: Borndrin more closely resemble 
  humans than jonnish with tanned skin tinged with green, 
  grey, or mahogany. Their teeth are slightly more jagged 
  than a human’s, but not as tusked as an orc’s; their hair  
  and eyes sharing the same range of color as humans. A 
  pious borndrin acquires “sacred tattoos” in childhood 
  which increase in complexity and size as he grows in life 
  experiences and prestige.
  Society: Borndrin once lived in the vast plains of Sunderland 
  but have been gradually migrating to neighboring cities for 
  generations. Traditionally, they lived in sod houses built 
  on earthen mounds and practiced agriculture, herding, and 
  hunting in tribe/clan societies. In recent times, however, the 
  untamed wilderness is becoming less of a home for most 
  borndrin, abandoning these ancient sites for the benefits of 
  urban life. While the number of borndrin-majority societies 
  is quickly dwindling, many borndrin now form the bulk of 
  the militia and factory workforce of the cities of Sunderland. 
  Many Ulleran borndrin and jonnish work as mercenaries 
  for the nation of Atanak. Across the ocean in the Okrug 
  Oligarchy, borndrin are typically the serfs that support the 
  immense jonnish military machine.
  Relations: The untamed wilderness is no longer the home of 
  most borndrin, but their ancient philosophies and connections 
  to nature linger with them to this day. Many races see this as 
  a hindrance that prevents the borndrin from fully embracing 
  and integrating with the modern technological age. At first 
  only unskilled laborers or archaic craftsmen, borndrin have 
  gradually gained a foothold in politics, academia, and high 
  finance in spite of the views of most other races seeing 
  borndrin as only “half-civilized”. In the jonnish ruled nation 
  of Okrug, borndrin are second class citizens regardless of the 
  many contributions to Okrug’s prominence.
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  Alignment and Religion: The majority of borndrin remain 
  steadfastly clannish and resistant to outside religious 
  influences. They typically choose to revere ancestral spirits 
  unique to each bloodline. Many borndrin find solace in 
  shared racial faith and canonic family history. Borndrin who 
  engage in ritual scarification are often linked to one another 
  through these blood-bonds, promoting a sense of loyalty 
  and even fealty to vague and often far-reaching family units 
  that exist in other cities, the hinterlands, or even on other 
  continents such as Okrug. 
  Adventurers: Borndrin are suited to a variety of callings 
  limited perhaps only by their surroundings. Borndrin 
  in the wild tend to prefer the life of a barbarian, ranger, 
  wilderness-ready fighter, or the druid; all classes that are 
  suited to preserving tradition. Borndrin integrated into 
  modern cultures tend to prefer the life of a bard, fighter, 
  ranger, or rogue.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard half-orc racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Orc: Borndrin are humanoids with the orc subtype. This 
  racial trait replaces the orc blood trait.
  Low-Light Vision: Orcs have long since evolved from their 
  primitive lifestyle in caves and underground dwellings. For 
  hundreds of generations, orc society has lived on the surface 
  world, adapting to the sunlight. As a result, all borndrin possess 
  low-light vision. This racial trait replaces the darkvision trait. 
  This racial trait is mandatory for all borndrin.
  Sacred Tattoo: Borndrin decorate themselves with tattoos, 
  piercings, and ritual scarification, which they consider 
  sacred markings. Borndrin with this racial trait gain a +1 
  luck bonus on all saving throws. All borndrin with the low-
  light racial trait gain this racial trait for free.
  Weapon Familiarity: Borndrin are proficient with hand 
  axes and throwing axes, and treat the hooked axe as a martial 
  weapon. This racial trait replaces the weapon familiarity trait.
  WILD BORNDRIN
  For borndrin raised in the wilds of Ullera, the orc ferocity 
  and born of the wilderness racial traits are recommended.
  Born of the Wilderness: Borndrin are raised in the wild 
  and learn the hard way that only the strong survive. They 
  gain a +2 racial bonus on Survival checks. They also 
  gain a +2 racial bonus on Constitution checks to stabilize 
  when dying and add their Wisdom bonus (if any) to their 
  Constitution score when determining the negative hit point 
  total necessary to kill them. This racial trait replaces the 
  intimidating trait. A borndrin with this racial trait cannot 
  possess the urban-integration racial trait.
  URBAN BORNDRIN
  For borndrin reared in or around the cities of Ullera, 
  the scavenger and urban-integration racial traits are 
  recommended.
  Scavenger: Borndrin often are forced to eke out a living 
  picking over the garbage heaps of society, and must learn to 
  separate rare finds from the inevitable dross. Borndrin with 
  this racial trait receive a +2 racial bonus on Appraise checks 
  and on Perception checks to find hidden objects (including 
  traps and secret doors), determine whether food is spoiled, 
  or identify a potion by taste. This racial trait replaces the 
  intimidating trait.
  Urban-Integration: Borndrin with this trait gain a +2 bonus 
  on Bluff, Disguise, and Knowledge (local) checks. This 
  racial trait replaces the orc ferocity trait. A borndrin with 
  this racial trait cannot possess the born of the wilderness 
  racial trait.
  HALFLINGS
  Halflings are native to the foothills and mountain valleys 
  of the Catamount Range. They are clannish to a fault and 
  have little respect for bureaucracy or legal codes. They have 
  their own codes and traditions and blood comes first. Many 
  halfling clans prefer rural isolation while others make their 
  homes in the teeming metropolises. Their small size and 
  agility allows them to move easily through the deep forests, 
  swamps, steam ducts, and pipework that larger humanoids 
  find impassible.
  LEATHERFOOT HALFLING
  Hillbillies, bumpkins, rubes. The Leatherfeet have garnered 
  many nicknames over the years, and all have some kernel of 
  truth to them. This subrace of Halfling holds fast to tradition, 
  even if it means falling behind other races technologically 
  and socially. Leatherfeet live off the land, and know the 
  local area better than anyone.   
  Physical Description: Rising three feet tall, with ruddy 
  complexion and hair, Leatherfeet get their name for the 
  large calluses they’ve developed from centuries of barefoot 
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  living. A Leatherfoot need not wear shoes—a good thing, 
  as it takes a special cobbler to engineer such an oddly sized 
  boot!
  Society: Leatherfoot Halflings are from Harmonia, the lazy 
  midland region of Ullera. Here they populate mountain 
  hollows and hillside communes. They tend to farm and 
  raise livestock communally. The standard Leatherfoot 
  home is multigenerational, with chickens running around 
  the yard and sheep braying in a nearby pen. Some of the 
  more traditional Leatherfeet reside in burrows. 
  Relations: Leatherfeet are able to survive their whole 
  lives with little notice by other races—naturally they tend 
  toward trickery and illicit activity. They get along best with 
  Sharper Gnomes and other less cultured citizens. Halflings 
  regard dwarves and humans with great respect, as it was 
  these races that secured their freedom. Halflings view elves, 
  half-elves, and half-orcs with a special level of scrutiny, as 
  they’ve only recently seen these races for the first time, and 
  are skeptical of new relationships.
  Alignment and Religion: Leatherfeet are loyal to good 
  friends, and always willing to help someone in need, as 
  long as that person’s humble enough to ask. They tend to 
  distrust governments of all forms, but comply with the more 
  reasonable regulations. As a result, Leatherfoot Halflings 
  tend to be neutral. 
  Adventurers: These scamps are at home out in the wild, 
  and have a lucky streak. They tend towards adventure quite 
  naturally, and other adventurers are eager to use Leatherfeet 
  as guides.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard halfling racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Country Folk: Leatherfoot Halflings are suited to life in 
  the countryside. Be it in the mountains, hills, forests, or 
  swamps, a Leatherfoot Halfling knows just how to get along. 
  Leatherfoot Halflings receive a +2 racial bonus Survival 
  skill checks. This racial trait replaces the keen senses trait.
  Stubborn: Leatherfoot Halflings are renowned for their 
  stubbornness. Halflings with this racial trait receive a +2 
  racial bonus on Will saves to resist spells and spell-like 
  abilities of the enchantment (charm) and enchantment 
  (compulsion) schools. This bonus stacks with the bonus 
  granted by halfling luck. In addition, if they fail such a 
  save, they receive another save 1 round later to prematurely 
  end the effect (assuming it has a duration greater than 1 
  round).This second save is made at the same DC as the 
  first. If the halfling has a similar ability from another 
  source (such as rogue’s slippery mind), he can only use 
  one of these abilities per round, but he can try the other on 
  the second round if the first reroll ability fails. This racial 
  trait replaces the fearless trait.
  Languages: Leatherfoot Halflings begin play speaking 
  Common and Halfling. Leatherfoot Halflings with high 
  Intelligence scores can choose from the following: Dwarven, 
  Gnome, Goblin, and Sylvan.
  TENDERFOOT HALFLING
  Tenderfoot Halflings get their names from their evolved 
  footpads, which require the wearing of shoes and boots.  
  This is due to how they embraced civilization long before 
  their Leatherfoot counterparts. They share many of the 
  same tendencies as their hillbilly cousins, albeit in different 
  venues. Where Leatherfeet thrive in the forests and swamps, 
  Tenderfeet exhibit the same propensity for stealth and 
  thievery, only in the streets rather than hollows.  
  PURVIS, LEATHERFOOT HALFLING
  Artwork by Mates Laurentiu
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  Physical Description: Tenderfeet are of average halfling 
  height, with fair skin and dark hair. They have trouble growing 
  full beards and mustaches, and are often mistaken for children.
  Society: Tenderfoot Halflings blend easily into any town. 
  Historically, they put up little resistance to occupiers of 
  their settlements, even goblinoids. As a result, they have 
  few traditions of their own. In civilized situations, they 
  always land on their feet.   
  Relations: Tenderfeet get along with members of all races, 
  so long as they’re not savages. Tenderfeet rarely hold their 
  noses up at a group, but they cannot abide the barbaric 
  denizens of the world. Tenderfeet get along best with 
  humans of all backgrounds, and seem to be quite jealous of 
  the history and grandeur of Gentry Gnomes.
  Alignment and Religion: Tenderfeet have an innate 
  propensity for the order of society, and tend to be lawful. 
  Their nimble hands ensure their affinity for poison use, and 
  their short statures and nimble forms allow them to most 
  easily perform thievery and other dark deeds. As a result, a 
  few tend toward neutrality and even chaos. 
  Adventurers: Tenderfeet are natural opportunists, always 
  looking for a way to get ahead. They’re natural thieves and 
  spies, and many adventuring groups seek out Tenderfeet for 
  these reasons.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard halfling racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Knack with Poison: Tenderfoot Halflings have developed 
  an instinctive understanding of poisons and their uses. 
  Tenderfoot Halflings gain +2 racial bonus on Fortitude saves 
  against poison and +2 bonus on Craft (alchemy) checks to 
  make poison. The bonus on Fortitude saving throws against 
  poisons increases to +4 if the halfling accidentally poisons 
  himself when applying or readying the substance. This 
  racial trait replaces the fearless and keen senses traits.
  Shiftless: Tenderfoot Halflings have a reputation for 
  larceny and guile—and sometimes it’s well deserved. 
  Halflings with this racial trait gain a +2 racial bonus on 
  Bluff and Sleight of Hand checks, and Sleight of Hand is 
  always a class skill for them. This racial trait replaces the 
  sure-footed trait.
  HUMANS
  Humans migrated from the equatorial regions and have 
  slowly spread across the Feral Expanse. Humans are able 
  to adapt to a wide variety of habitats and innovate on the 
  technological innovations of other races. Humans also 
  mature faster than the other Ulleran races and have out 
  populated the rest.
  MEZOQUA HUMAN
  The Mezoqua live in the most arid habitats of the Feral 
  Expanse. They have adapted to desert living and have 
  many ways to gather and conserve water. They generally 
  live in small communities due to scarce resources and 
  build homes in sheer cliff walls, multistory adobes, 
  mesas, and geodesic glass domes. They trade in rare 
  minerals and crystals, medicines, pottery, and glass. 
  They have developed a variety of flight- and solar-
  powered weapons using their advanced skills in gem 
  crafting and lens-shaping. The Mezoqua have also 
  harnessed the power of several rivers flowing through 
  their lands with damns reminiscent of the stone pyramids 
  of their ancestors.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard human racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Desert Runner: Mezoqua thrive in the deepest deserts, 
  forever roaming across burned and parched lands. 
  Humans with this racial trait receive a +4 racial bonus 
  on Constitution checks and Fortitude saves to avoid 
  fatigue, exhaustion, or ill effects from running, forced 
  marches, starvation, thirst, or hot or cold environments. 
  This racial trait replaces the skilled trait.
  Languages: Mezoqua begin play speaking Common and 
  Mezuan. Mezoqua with high Intelligence scores choose 
  any languages they want (except secret languages, such as 
  Druidic).
  RAUSCHITE HUMAN
  Rauschites are a deeply pious people that live in a monarchy 
  ruling the midlands east of the Heartflow. Some patriarchs 
  take multiple wives. Married women work to support the 
  troops, succor the nation, and nurture the next generation of 
  Rauschites. Unwed women can either join the army or take 
  holy orders.
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  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard human racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Divinization: The pious pursuit of a Rauschite to become 
  physically, mentally, and spiritually pure brings them closer 
  to a more divine form. Rauschites gain a +2 racial bonus on 
  all saving throws. This racial trait replaces the skilled trait.
  Languages: Rauschites begin play speaking Common 
  and Rauschite. Rauschites with high Intelligence scores 
  can choose any language (except Druidic and other secret 
  languages) as their bonus languages.
  ULLERAN HUMAN
  The humans of Ullera are the decedents of abolitionist 
  Rauschites. It was a pack of rowdy frontier Rauschite 
  humans who first challenged the Dominion’s slave trade. 
  Frustrated with Rausch’s ambivalence, the first Ullerans 
  wished to create a nation where every man had equal 
  standing before the law and slavery was forbidden. Ullera 
  is the result of their hope and ambition. To uphold this new 
  ideology, every young-adult must pledge their service to 
  the nation’s military for a five-year tour of combat duty. 
  After completing their military tour of duty, they are free to 
  marry, raise a family, and live a life of their choosing.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard human racial traits and are recommended when 
  playing the Pure Steam Campaign Setting. Consult your 
  GM before selecting any of these new options.
  Mandatory Service: All Ulleran youths must serve in the 
  Ulleran Army once they come of age. An Ulleran counts 1/3 
  of their total non-fighter class levels as their fighter level 
  for the purpose of qualifying for combat feats. If an Ulleran 
  has levels in fighter, these levels stack. If an Ulleran takes 
  a level in fighter at 1st level, they gain 2 additional skill 
  ranks at first level and 1 additional rank whenever they gain 
  a level in fighter. This racial trait replaces the skilled trait.
  ORCS
  The wind bites, snow crushes, and ice grinds in the frigid 
  lands of Okrug. Only the hardest of creatures will brave 
  the killing cold, but the Jonnish (aka orcs) consider it their 
  home. The Jonnish are well adapted to the dark, harsh 
  climate of Okrug and thrive on the battlefield. Jonnish 
  first invaded Atanak and Ullera in the –2000s EA, raiding 
  Borndrin settlements and sending captives back to their 
  home nation of Okrug across the ice bridge of north-western 
  Atanak. The development of the wheel, sail, and now steam 
  engine has only spread the pillaging across the globe, and 
  pockets of jonnish can be encountered almost anywhere. 
  The brutishness of the jonnish has hampered their own 
  technological development, but they have no trouble using 
  and maintaining captured technology. They commonly 
  raid other nations but occasionally provide mercenaries 
  and shock troops of a share of loot. Through conquest and 
  imitation, the Okrug Oligarchy has become one of the most 
  dangerous intercontinental nations on Geir.
  JONNISH ORC
  Some creatures have thrived on Geir for eons. The fossil 
  record shows that the saber-toothed cat, the mastodon, the 
  woolly rhino, and the axebeak have been predator and prey to 
  jonnish for millennia. Some paleontologists even claim that 
  orcs are the ancestral forerunners of human- and elven-kind, 
  sparking much religious controversy, but none can deny the 
  uncanny resemblance or the antiquity possessed of Jonnish 
  civilization. However, despite their phenetic similarities 
  with human- and elven-kind, jonnish are genetically unable 
  to breed with those races, perpetuating their bloodlines 
  through either pure-breeding, interbreeding, or mating 
  with their borndrin cousins, which is the least accepted 
  practice of the three as they consider it to be “weakening 
  the bloodline”. 
  Physical Description: They have thick bones, slanted 
  foreheads, and protruding lower canines. Their skin range 
  comes in shades of green, grey, or brown. Their hair 
  (including facial and body hair) is usually brown or black 
  and grows in thicker than on a human or borndrin.
  Society: Jonnish may be the oldest of all humanoid races, 
  but are surpassed in numbers and technological prowess 
  by civilized man. The majority of jonnish reside in the 
  distant, massive steppe lands of Okrug and have unified 
  into the stable nation of the Okrug Oligarchy, with all 
  the trappings of a modern world-power that reaches 
  far into the lands of Atanak and the Feral Expanse in 
  Ullera. The Jonnish nation of Okrug is ruled with an iron 
  fist and built on the back of conquered races. Half-orcs 
  captured from Ullera are the backbone of the Oligarchy, 
  but elves, humans, dwarves, and many other races fill 
  out the serfdom of trained and untrained labor supporting 
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  the nation. The original tribal mentality of the Jonnish 
  has translated into a council of warlords that rule the 
  Oligarchy. They are no longer allowed to openly battle 
  each other, but compete in honor and status by building 
  the most powerful army or capturing the most territory 
  and serfs for the nation.
  Relations: Jonnish are known for being fiercely 
  expansionistic and remorseless raiders, even throughout 
  antiquity. These societal traits have created much 
  animosity between the jonnish and other races, especially 
  the dwarves and the elves, the former of which have 
  harbored their hatred of the jonnish to this day. The 
  “civilized” jonnish of Okrug generally rely on muscle far 
  more than machine and would still be in the dark ages 
  if not for discoveries stolen from neighboring nations. 
  Ironically, jonnish are renowned for their expertise in 
  metallurgy, though most of their mechanical technology 
  is stolen or purchased from the more civilized nations. 
  Personal status is all important and worldly possessions 
  are the best measure of worth. 
  Alignment and Religion: The Jonnish believe in destiny; 
  a destiny in which the jonnish rule over the entire globe. 
  The jonnish are brutal to each other, and even more so 
  to  inferior races, and yet uphold some manner of savage 
  honor and a warrior’s respect. Jonnish are also renown for 
  being extremely superstitious, believing heavily in ancient 
  mysticism and divine omens.
  Adventurers: Strength and speed are the most prized 
  attributes of jonnish warriors so the fighter, barbarian, 
  cavalier, cleric, paladin, anti-paladin, and ranger are the 
  most common adventuring classes for jonnish characters. A 
  measure of guile or strategy is in order when a frontal assault 
  fails and so the gunfighter, rogue, inquisitor, and oracle are 
  common for jonnish where strength is a secondary attribute.
  RACIAL TRAITS
  The following racial traits replace the standard orc racial 
  traits.
  +2 Strength, +2 Wisdom, –2 Intelligence: Jonnish 
  are physically powerful and strong-willed, but lack the 
  intellectual development of other races.
  Orc: Jonnish are humanoids with the orc subtype.
  Medium: Jonnish are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Jonnish have a base speed of 30 feet.
  Low-Light Vision: Long since the days of dwelling in 
  caves, jonnish emerged from the darkness, evolving for the 
  surface world and the long seasons of both day and night on 
  the northern tundra has given all jonnish low-light vision.
  Greed: Jonnish gain a +2 racial bonus on Appraise checks 
  made to determine the price of nonmagical goods that 
  contain precious metals or gemstones. 
  Metallurgy: Jonnish are known for their superior 
  craftsmanship when it comes to metallurgy. Jonnish with 
  this racial trait receive a +2 racial bonus on all Craft or 
  Knowledge (engineering) checks related to metal.
  Orc Ferocity: Once per day, when a jonnish is brought below 
  0 hit points but not killed, he can fight on for 1 more round as if 
  disabled. At the end of his next turn, unless brought to above 0 
  hit points, he immediately falls unconscious and begins dying.
  Steppe Dweller: Jonnish receive a +4 racial bonus on 
  Constitution checks and Fortitude saves to avoid fatigue 
  and exhaustion, as well as any other ill effects from 
  running, forced marches, starvation, thirst, and hot or cold 
  environments.
  Weapon Familiarity: Jonnish are proficient with scimitars 
  (sabers) and whips, and treat the hooked axe and any weapon 
  with the word “orc” in its name as a martial weapon.
  Languages: Jonnish begin play speaking only Orc. Jonnish 
  with high Intelligence scores can choose from the following: 
  Common, Giant, Gnoll, Goblin, and Undercommon.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of the 
  standard jonnish racial traits. Consult your GM before 
  selecting any of these new options.
  Stubborn: Jonnish are renowned for their stubbornness. Jonnish 
  with this racial trait receive a +2 racial bonus on Will saves to 
  resist mind-affecting effects. In addition, if they fail such a save, 
  they receive another save 1 round later to prematurely end the 
  effect (assuming it has a duration greater than 1 round). This 
  second save is made at the same DC as the first. If the orc has 
  a similar ability from another source (such as a rogue’s slippery 
  mind), he can only use one of these abilities per round, but he can 
  try the other on the second round if the first reroll ability fails. 
  This racial trait replaces the orc ferocity and metallurgy traits.
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  CLASSES IN PURE STEAM
  The Age of Steam breathes new life into established engines 
  of learning and industry, just as it breeds new stalwarts to 
  confront the challenges presented in this new day and age. 
  The character classes given below are essential cogs in the 
  everyday heroics of the Pure Steam Campaign Setting, 
  and provide players and Game Masters (GMs) alike new 
  avenues for populating their worlds.
  ALCHEMIST
  The alchemist has successfully broadened the Scholarly 
  Method by blending chemistry with the ancient art 
  of alchemy. Alchemy is at the forefront of weapons 
  development, medicine, and vehicle construction. The 
  alchemical engine is the direct result of blending industry 
  and alchemy. The most significant contribution of alchemy 
  is black powder weaponry, explosives, and related 
  munitions, but modern alchemy has had an impact in every 
  technological field.
  Alchemists are the chief proponents of “better living through 
  chemistry” and are often lab rats for the latest concoction or 
  mutagen risking health and sanity in the pursuit of science. 
  Outside of research, alchemists can become captains of 
  industry by developing the next technical innovation 
  and many have made massive fortunes in munitions, 
  metallurgy, pharmaceuticals, food preservation, fertilizers, 
  and pesticides. Some alchemists train armies in the use of 
  explosives, poisons, demolitions, and trap making, while 
  others open pharmacies or work in hospitals in the city. 
  Alchemists in civil service often work on grand projects 
  in transportation, agriculture, and civil engineering, while 
  those with an antisocial or radical bent often become bomb 
  makers and terrorists.
  Role: Alchemy has existed for hundreds of years, but 
  on the continent of Northern Ullera it is a cornerstone of 
  military and civil industry. In the Federated States of Ullera, 
  alchemical items are mass produced in massive refineries 
  scattered throughout each region. Battle colleges are 
  engaged in various alchemical studies including rocketry 
  and alchemical engines. Mazan has specialized in the 
  production of exotic minerals and synthetic crystals. Rausch 
  has a cornucopia of alchemical drugs used in medicine, 
  warfare, water desalinization, and hydroponics.
  BARBARIAN
  Barbarians are a vanishing breed. As civilized society 
  expands into the untamed wilderness, it brings with it 
  the goods, medicines, and conveniences that lure the 
  noble savage away from his traditions. Compounded by 
  virulent disease, herd declination, integration projects, and 
  land portioning, few tribes can claim to be untouched by 
  civilization. A tribal barbarian may be the last of his people 
  trapped in a world turning progressively alien. Of course, 
  there is the counter culture: people who intentionally 
  dispense with socialization and choose to live as nomads 
  and bohemians. Others overindulge in alcohol, stimulants, 
  or aberrant behavior and lose all decorum and self-restraint.
  Role: An educated populace is a wellspring of productivity 
  for the civilized lands of Ullera, and most nations attempt 
  to instruct the average citizen in reading, writing, and 
  arithmetic. Not all societies value brain over brawn, 
  however, and barbarians compose the majority of monstrous 
  humanoid clans (e.g. gnolls, bugbears), and even among 
  the peaceful Enesora. Atanak drafts barbarians from the 
  goblinoid tribes under their control, but trains them in the 
  basics of modern combat before battle.
  Classes
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  Barbarism can also be an individual choice whereby one 
  rejects civil society and becomes a nomadic brute. Outside 
  the wilds, barbarians excel as lumberjacks, pioneers, 
  miners, railroad workers, coachmen, and ranchers, where 
  strength and a high constitution are paramount. They also 
  perform well in urban professions that fall within their skill 
  set, such as bouncer, leg breaker, bodyguard, bagman, and 
  dock worker.
  BARD
  There are no fewer exploits worthy of heraldry in the age of 
  steam than in medieval times. In fact, heroes of Ullera tend 
  to face greater odds due to the technological prowess of their 
  foes. Bards, therefore, have their work cut out for them, 
  spinning tales of greatness both past and present. Technical 
  innovation has created many new art forms and musical 
  instruments; conversely, wax recordings, photography, 
  and theatric automatons now imperil the livelihood of live 
  musicians, painters, and actors. Fortunately, the bard can 
  combine her performances with her special training to make 
  something memorable and exceptional for even the most 
  jaded audience.
  Role: Bards in Ullera are diverse, making use of modern 
  instruments and gadgets to perform marvelous acts and 
  escape danger. Steam transport not only brings in cargo 
  from around the world, but also introduces new forms of art 
  and music to the public. Bards can now travel worldwide 
  and many seek global fame by entertaining foreigners 
  with their artistry. Newspapers are always on the lookout 
  for entertaining storytellers willing to travel to dangerous 
  locales and some bards become journalists and noted 
  authors. Museums pay well for rare artifacts and keep bards 
  and rogues with training in archaeology on retainer. Long 
  voyages need entertainers to keep the passengers happy, 
  and bards often get a free ride if their willing to provide a 
  show. Less reputable bards traveling as vagabonds or snake 
  oil salesmen use their bardic training to con the public with 
  false promises and slick banter.
  CAVALIER
  Horsemanship has slowly been replaced by motorized 
  vehicles. The few heraldic cavalry orders that remain in 
  Northern Ullera are often seen as relics of a past age fit only 
  for parades and civic monuments. To survive, the orders 
  perform specialized tasks for the federal government and 
  are active in electoral politics. Cavalry troops still patrol 
  areas too remote or too treacherous for wheel transport, 
  comprising a very elite but small branch of the armed 
  forces. The postal service also maintains a cavalry for rural 
  mail delivery and the maintenance and repair of telegraph 
  lines. The civic guard use horses in rioting and mob control 
  and often use mounted officers in city parks.
  Trained horses are in high demand for traveling shows and 
  kinescope theatrical productions to meet the demand for 
  serialized adventures and historical reenactments. Exotic 
  mounts are especially popular with circuses and carnivals 
  and many a cavalier has adopted one as his or her personal 
  mount. Jockeys can also join a cavalier order not only for 
  the prestige, but also for the support of the membership. 
  Not all horse races are bloodless affairs, and many racing 
  circuits practice various blood sports including polo, chariot 
  racing, and jousting. The banner that most cavaliers carry 
  is usually a civic symbol or team logo and can be quite 
  inspiring. Cavalier challenges are common during sporting 
  events and are often issued by other cavaliers against 
  anyone attempting to prevent them from carrying out their 
  honored duty.
  Role: Cavaliers keep alive the skills and traditions of 
  their forebears. To survive and thrive in an industrialized 
  era, ancient orders have transformed to satisfy a changed 
  culture. The Order of the Lion has become a branch of 
  the Ulleran Armed Forces. The Order of the Seal is part 
  of the Ulleran Postal Service. The Order of the Shield acts 
  as mounted police. The Order of the Cockatrice is now a 
  theatrical guild. The Order of the Sword is composed only 
  of honorable sportsmen and jockeys. The Order of the 
  Tome is composed of cartographers, surveyors, teachers, 
  and archaeologists. The Order of the Dragon is a society of 
  ranchers and drifters that value loyalty above all. The Order 
  of the Blue Rose is a charity that attempts to help refugees 
  of war and disaster rebuild and recover.
  CLERIC
  Most clerics have long since left the secular FSU (Federated 
  States of Ullera). The migration of Rauschites to the West 
  drew with them the fundamentalists that demanded a 
  theocratic government. The few that remain are visitors, 
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  immigrants, and diehards. The chaplain organizations based 
  on nationalism and altruism meet the social and civic needs 
  of most Ullerans. Spiritualists are tolerated but not warmly 
  received by the public at large. If a cleric directly opposes 
  the Ulleran government too often or becomes too popular 
  he or she may be labeled a radical or insurgent and wind up 
  deported.
  Role: Clerics are a minority within the FSU and have marginal 
  influence. Ulleran clerics are individuals responding to a 
  personal calling and not part of any official church. Any effort 
  to establish a foreign faith church within federal borders will 
  have little local support and be actively watched by authorities. 
  Most Ullerans take extreme pride in their secular independence, 
  so while they recognize the freedom of personal belief, they 
  will resist any conversion efforts. In spite of this, Rauschite 
  missionaries are not an uncommon sight on street corners 
  attempting to entice Ullerans into the Brelonite faith. Secret 
  societies dedicated to earning the favor of evil deities through 
  profane acts also exist, but are disbanded whenever uncovered. 
  The established churches of Rausch and Mazan have many 
  clerics, of course, but jealously guard their people from heresy.
    
  DRUID
  Druidism is an ancient faith brought to these lands notably 
  by dwarves, practiced throughout Drom Gol, the Feral 
  Expanse, and often embraced by those disenfranchised 
  by the Era of Abolition. In the cities, some vagrants and 
  bohemians have adopted an urban druidism based on an 
  empathy with the plants and animals found in the streets, 
  sewers, and city parks. Druids specializing in botany 
  are often hired as consultants for home defense and park 
  security.
  Role: Druids are deeply integrated into the wilds of Ullera. 
  They are protectors of impoverished rural communities 
  threatened by feral monsters and natural dangers, act as 
  low cost doctors and veterinarians to their neighbors, and 
  can aid farmers and ranchers by increasing crop yield, 
  controlling the weather, and warding off predators. Radicals 
  and anarchists sometimes become druids in protest against 
  the destruction of nature caused by mining and factory 
  pollution. The finest gardeners in Ullera are druids that 
  specialize in plants which are often incorporated into home 
  security and burglar traps.
  FIGHTER
  A fighter is anyone who trains his mind and body in martial 
  combat. Unlike drafted soldiers and penal conscripts, the fighter 
  has chosen a life of battle for himself. Fighters are the core of a 
  nation’s military and many eventually become officers. Other 
  fighters look for glory in sports, wealth as bodyguards, civic 
  service as watchmen, or trophies as monster slayers. A few 
  simply derive joy by spreading chaos and destruction wherever 
  they go.
  Fighters are the masters of martial weaponry and are no 
  strangers to the gun. Gun powder has considerably altered the 
  battlefield rending feudal castles, knights, and cavalry charges 
  nearly obsolete. The vulnerability of heavily armored troops 
  to gunfire has caused many fighters to adopt new fighting 
  techniques including piecemeal armor, trench warfare, and 
  skirmishing squad tactics. Airships provide a godlike view of 
  the battlefield for a commander that can secure the air, making 
  mobility and stealth worth the cost of an extra layer of steel 
  armor. In place of melee combat, fighters may specialize in 
  gunnery with firearms, artillery, or vehicle mounted weaponry.
  Role: The fighter is a trained soldier. In the FSU, fighters 
  are often officer graduates of battle colleges, mercenaries, or 
  professional athletes. Mezoqua fighters come from warrior 
  houses. The most prestigious are the House of the Eagle and the 
  House of the Jaguar. The Rausch military is similar to Ullera 
  and uses draftees led by a core of fighters trained by local 
  religious chapters. Rageaic are the most plentiful fighters in 
  Atanakan armies.
  GUNSLINGER
  Anyone can pick up a gun, but few can become gunslingers. 
  Dime novels and penny dreadfuls regale of gory gunfights that 
  entertain the masses and entice many amateurs into quick violent 
  deaths, but a real gunslinger must be quick as a rattlesnake and 
  wary as a jackrabbit. Ulleran gunslingers are not just limited to 
  pistols and muskets, but often apply their daring and know-how 
  to artillery, vehicular armaments, and rocketry.
  Role: Gunslingers specialize in the use of martial firearms 
  and take full advantage of industrial production that increase 
  supply of guns and ammo. Siege cannons, mortars, and rockets 
  benefit from gunslinger deeds and many train to become pilots, 
  gunners, and siege engineers.
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  INQUISITOR
  Within theocracies, the inquisitor is a divine order of 
  investigators and jurists. The FSU has no official inquisitors, 
  but Rausch and Mazan send inquisitors into Ullera on 
  diplomatic missions or to hunt down heretics or criminals 
  who flee their justice. When extradition is not possible, 
  inquisitors may risk espionage or assassination on Ulleran 
  soil. Inquisitors understand that if they are caught, their 
  governments will disavow their actions and the inquisitor 
  may be imprisoned or executed.
  Role: Inquisitors have no official standing in Ullera. 
  Sometimes a citizen will take on the role of a divine 
  vigilante, but Ulleran authorities often have little tolerance 
  for such individuals no matter how heroic. Inquisitors are 
  common in monarchies and theocracies such as Rausch and 
  Mazan, and compose the judiciary and investigative branch 
  of their respective churches. Inquisitors are less common in 
  the Federated States, but are licensed by the government as 
  trained exorcists and vampire hunters.
  MAGUS
  The ancient magi discipline was developed by the elves of 
  Rhimidor’Bonchi, and combines a prowess in swordplay 
  with arcane training. Other races have adopted these 
  teachings and magi dojos are scattered throughout the 
  continent. Some technology is incorporated into magus 
  weaponry and armor so that these warriors are not solely 
  reliant on magic, but the magus is a proud spellcaster. 
  Few nations can match the prowess of Ullera in steam 
  engineering, so many rely on magical warriors such as the 
  magus to compete.
      
  Role: The magus is extremely rare in Ullera. The nation has 
  no arcane tradition and is generally hostile to spellcasting. 
  The Ulleran magus usually must journey outside the FSU to 
  receive class training, Gom Shao boasting the most prevalent 
  number of magi dojos in Northern Ullera, and must receive 
  a license to legally practice magic; either from a powerful 
  political patron or government-sanctioned organization.
  MONK
  The monk is an ancient vocation for those seeking religious 
  insight or a mystical connection to the universe. There 
  are some, however, who hold to the ancient knowledge of 
  self-perfection. The most conservative monasteries wish 
  to prove the superiority of the human body to any form of 
  technology. Others readily incorporate scientific discoveries 
  and recent medical breakthroughs in order to hone their 
  martial and mental prowess.
  Role: True monks are extremely rare throughout Northern 
  Ullera, but boxers, wrestlers, and bare-knuckle brawlers are 
  relatively common. The Federated States of Ullera largely 
  abandoned religion and mysticism early in its history. The 
  unarmed martial arts developed by Ullera are based on the 
  inability of slaves to carry overt weaponry. The Widowman 
  is the pinnacle of this revolutionary style. Rausch has many 
  religious monasteries, but only a secret few train monks in 
  unarmed combat to serve the theocracy when subtlety and 
  piety are paramount. Rhim, and to a lesser extent Gom Shao 
  in Northern Ullera, has a far more mystic approach to monk 
  training which includes meditation, dietary restrictions, and 
  arcane study.
  ORACLE
  Whether the oracle knows it or not, she was chosen for a 
  reason. At some point in her near future she will face a foe, 
  make a decision, or protect a place of vital importance to 
  her patron deity. The deity does not force the oracle’s hand, 
  but is gambling heavily on the outcome of her predictions. 
  Of course, other deities may become involved either by 
  attempting to push, harm, or bribe the oracle into a different 
  course of action. The actions of oracles standing side-
  by-side with their companions determine the path of the 
  universe.
  Role: Occasionally, Ulleran citizens are blessed or cursed 
  with divine power by the permutations of fortune and fate. 
  Ulleran oracles are chosen by unseen forces as pawns and 
  champions often against their wishes in a supernatural 
  struggle no mortal can comprehend. Any type of power 
  abhors a vacuum and, whether they wish to use their 
  divine abilities or not, oracles are forced by circumstance 
  and instinct to act. Common sentiment in Ullera fears and 
  pities these god-touched individuals, so most oracles keep 
  their talents hidden from all but their closest companions. 
  Ulleran oracles often leave their homes and families behind 
  to keep their affliction secret, or because they no longer feel 
  welcome in their secular nation.
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  PALADIN
  Paladins are common throughout Ullera, but few maintain 
  the image of a knight in polished armor astride a white 
  horse. The paladin is not an orator like the chaplain or an 
  artist like the bard, but inspires others with determination, 
  persistence, and a generosity of spirit. Physically, paladins 
  have little in common, but within each is a fiery spirit of 
  determination and virtue that guides them.
  Role: Paladins belong to militant and often priestly orders 
  in Rausch and Mazan. Within the Federated States of 
  Ullera, a paladin can be anyone with a drive to fight evil 
  and protect the innocent. Theocracies invest everything 
  into maintaining the religious order, and paladins of 
  Rausch and Mazan can expect the support of local 
  authorities. Churches in the FSU are sparsely attended 
  and poorly funded. Ulleran paladins often have nothing 
  more than a tin star as a symbol of vocation and rarely 
  receive any support from regional officials. Paladins 
  are usually assigned a territory to patrol. Because of the 
  paladins reputation for honesty and fairness, they are 
  occasionally asked to act as mediators and judges beyond 
  other obligations. Prophets are missionary paladins of a 
  deity hoping to establish more followers.  Prophets hope 
  to gain converts through acts of heroism and healing done 
  in the name of their patron.
  RANGER
  The ranger has many roles in and out of the wilderness. 
  Besides scouting and hunting, the ranger offers aid and 
  comfort to people living and traveling through rural 
  areas. Most rangers have some training in healing, and 
  local rangers usually take the lead in a search and rescue. 
  A ranger can act as a messenger and guide in areas 
  without telegraph or roads, and is a welcome sight to 
  most homesteaders. In state parks, rangers manage the 
  wildlife, protect tourists, enforce park rules, and watch for 
  fire. In cities and harbors, rangers become pilots, sailors, 
  investigators, exterminators, customs agents, smugglers, 
  and street bosses.
  Role: In Ullera the ranger is an extremely flexible class 
  and can be soldiers, civilians, or criminals. Customs and 
  appearance will vary widely depending on race and nation, 
  but rangers can be found anywhere.
  ROGUE
  The rogue defies easy classification, but all rogues are 
  highly skilled and love to take advantage of their foes. 
  Crime comes easy to the rogue, but rogues that want to stay 
  legit can take on nearly any job that requires a measure of 
  coordination and guile. Some agencies follow the maxim, 
  “It takes a thief to catch a thief,” and employ rogues in 
  security and counter espionage operations. Rogues that take 
  firearm training can become excellent snipers. Those who 
  study engineering become expert vehicle pilots.
  Role: It’s impossible to pin the rogue down to a specific 
  role in Ullera. With her skill and talent set, little is out 
  of her reach. A rogue can always find an opportunity for 
  theft, spying, and assassination (even for the government). 
  Industrial espionage is a new phenomenon in Northern 
  Ullera, brought on by the rapid advance of science and the 
  fierce competition among Ulleran nations. Atanak is always 
  looking for the latest and greatest, but collecting your pay 
  can be difficult. Assassination is commonplace in Mazan 
  and usually safe from retaliation. In the Federated States 
  of Ullera, a rogue with the right connections can attempt a 
  career as a politician, but usually her past will catch up with 
  her. Blackmail is extremely lucrative in all civilized nations.
    
  SORCERER
  Unlike wizards, sorcerers are born with magic and need 
  training only to direct it. Nations that embrace magic have 
  various methods of training mages including academies, 
  tutors, guilds, and apprenticeships.  Because of its history, 
  Ullera discourages the practice of magic and prefers to rely 
  on technology that better fits with its ideology of universal 
  legal equality and democratically elected government.
  Role: Ullera is a federation that fought its way to freedom 
  from the Dominion. Magic was used extensively to enslave 
  the population and crush rebellions. It was magic that 
  allowed the few to rule the many, and in reaction to this most 
  Ullerans detest magic and are suspicious of any creature 
  that uses it. Despite this sorcerers are born in Ullera every 
  day. Most will travel to foreign nations to gain control of 
  their birthright, but secretive cabals exist throughout Ullera. 
  The use of magic without a license is illegal in Ullera and 
  any type of magical assault or deceit incurs stiff penalties.
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  SUMMONER
  The summoner creates creatures out of conjured energy. 
  This style of magic is particularly common in Mazan 
  but rare everywhere else. The written words of Mezoqua 
  are monsters and animals, and it is theorized that the 
  Mezuan alphabet was originally created by summoners 
  in the distant past. There is an Ulleran fable of a poet 
  that spoke so eloquently of allegorical creatures in his 
  prose that they actually came to life. Another urban 
  legend tells of a graffiti artist whose scrawlings were 
  said to disappear at night and appear the next day on 
  different walls across town.
  Role: Summoners are rare in Ullera and need a special 
  license to practice magic legally in Ullera. Some 
  summoners join carnivals and attempt to pass off their 
  eidolons as elaborate costumes or trained beasts.  
  WITCH
  Unlike the oracle, the witch deliberately seeks out 
  a supernatural power and strikes a deal with it for 
  supernatural abilities. Witches are usually reviled by 
  most nations and are actively hunted down in Rausch. 
  The witch may be the easiest route to magical power, but 
  most see it as the most perilous to the soul.
  Role: Witches are what most Ullerans think of when 
  spellcasters are discussed. Because a witch does not 
  need arcane books, training, or birth magic, anyone so 
  motivated can become a witch. Most Ulleran witches are 
  people seeking revenge on a community, family, or the 
  government, giving the pursuit a terrible reputation. Evil 
  witches use the power given to them through a pact to 
  inflict harm and terrorize others; good witches covertly 
  help others with healing and good luck. No witch has 
  ever been given a license to practice magic legally in 
  Ullera.
  WIZARD
  The wizard relies on spell tomes and a systematic 
  understanding of magic that requires an infrastructure 
  of arcane academies and spell libraries to excel. Wizards 
  and magi are common in the lands of Rhim and the 
  elven nation of Gom Shao in Northern Ullera. Due 
  to the suffering inflicted on the citizens of Ullera by 
  the Dominion, all forms of magic are illegal without 
  a casting license. Rausch forbids all forms of magic 
  not sanctioned by the church. Mazan has far more 
  summoners and sorcerers than wizards. Druids are 
  the dominant spellcasters in Drom Gol.  Atanak has a 
  mixture of stolen magic and relics taken from all the 
  races complementing its traditional adepts.
  Role: Occasionally, someone will stumble across a 
  grimoire or apprentice wizard’s book in some dusty attic 
  or forgotten library. With more enthusiasm than sense 
  they start down the road of a self-taught wizard. The 
  other option within the borders of Ullera is to join a 
  cabal. The cabal will provide you with the tutorship and 
  a casting license, but in exchange you must support your 
  cabal brothers and sisters and perform tasks given to you 
  by the cabal leader. Often these cabals are supported by 
  politicians, industrialists, and antiquarians. From time to 
  time, wizards may even be asked to do unpleasant or 
  immoral tasks by the cabal. Wizards who misuse their 
  license may have it revoked and end up being hunted by 
  the cabal.
  NEW BASE CLASSES
  The two new base classes presented in this book are 
  balanced in power to the standard core classes in the 
  Pathfinder® RPG Core Rulebook. GMs should feel 
  free to introduce either one of these classes and other 
  associated rules and options featured here to their 
  players, though final say on the use of this or that new 
  class or feature is always within the GM’s purview.
  Chaplain: At the center of social movements, from 
  foundings to wars and reconciliation, chaplains are 
  gifted with no small amount of magical ability and 
  special training to ensure those social movements never 
  end.
  Gearhead: Charged with shepherding the technological 
  growth of a nation, gearheads come armed with a bevy 
  of wondrous technological devices, the likes of which 
  rival anything found in the supernatural realm.
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  PTOLEMY FIELDS, CHAPLAIN
  CHAPLAIN
  A kindly meddler, sometime rabble rouser, and full time 
  wondermaker who can be seen as a stalwart or a bit of 
  a swindler. They belong to many schools of thought that 
  coalesce into organizations working to perfect the soci etas, 
  a worldview and gateway to a form of divine magic lying 
  unawakened in the ebb and flow of community. People view 
  their magic as modern day sorcery, having no knowledge 
  of the soci etas, the ingredients of which are found in the 
  very people themselves. A chaplain’s mysterious gifts are 
  unlocked by her influence and social standing. People 
  believe them because they hold such a foundational place 
  in society, thus (society would have to vanish or) people 
  would have to struggle against that ideal to take away the 
  chaplain’s power.
  Role: As defenders (or usurpers) of the status quo, chaplains 
  are armed with an understanding of both the material world 
  and the people and behaviors who vie for control over 
  it. Chaplains are comfortable mentors, whether serving 
  the poor as instructors, the sick as doctors, or the rich as 
  administrators. They often start as scholars or scientists 
  whose discipline takes them into the field because no one 
  else is capable enough to carry out their mandates. They 
  work well as leaders, but are more comfortable advising 
  whoever is in charge, ever willing to step into the spotlight 
  when their services are the only answer to the apparent 
  problems.
  In the FSU, chaplains belong to dedicated organizations 
  that espouse their own doctrine and methodology. Trefoil 
  Laurels, by federal sponsorship, seek to mitigate suffering 
  through medicine and are known as activists for ecological 
  study and in staunching the effects of war. Gatekeepers 
  belong to a fraternal agency of professionals that serve as 
  arbitrators and lobbyists to the public, though their secret 
  agendas are rarely up for appeal. Magistrates, all graduates 
  of a prestigious private university, protect society from itself 
  as investigators who examine, predict, and protect against 
  society’s failures and atrocities. No confirmed chaplain 
  organizations exist outside of Ullera.
  Alignment: Any.
  Hit Die: d8.
  CLASS SKILLS
  The chaplain’s class skills are Craft (Int), Diplomacy (Cha), Heal 
  (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge 
  (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) 
  (Int), Linguistics (Int), Perform (oratory) (Cha), Profession 
  (Wis), Sense Motive (Wis), and Spellcraft (Int). 
    In addition, chaplains receive additional class skills 
  depending upon their organization.
    Skill Ranks per Level: 4 + Int modifier.
  Artwork by Mates Laurentiu
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  CLASS FEATURES
  All of the following are class features of the chaplain.
  Weapon and Armor Proficiency: A chaplain is proficient 
  with all simple weapons. They are proficient with light 
  armor, but not with shields.
  Spells: A chaplain casts divine spells drawn from the 
  chaplain spell lists. To learn or cast a spell, a chaplain must 
  have a Charisma score equal to at least 10 + the spell level. 
    The Difficulty Class for a saving throw against a 
  chaplain’s spell is 10 + the spell’s level + the chaplain’s 
  Charisma modifier.
    Like other spellcasters, a chaplain can cast only a certain 
  number of spells per day of each spell level. Her base daily 
  spell allotment is given on the table above. In addition, she 
  receives bonus spells per day if she has a high Charisma 
  score.
    Unlike other divine spellcasters, a chaplain’s selection of 
  spells is extremely limited. A chaplain begins play knowing 
  four 0-level spells, one 1st-level spell determined by her 
  pledged organization, and one 1st-level spell of her choice. 
  At each new chaplain level, she gains one or more new 
  spells, as indicated on Table 2-2: Chaplain Spells Known. 
  Unlike spells per day, the number of spells a chaplain knows 
  is not affected by her Charisma score; the numbers on the 
  table are fixed.
    Upon reaching 4th level, and at every even-numbered 
  chaplain level after that (6th, 8th, and so on), a chaplain 
  can choose to learn a new spell in place of one she already 
  knows. In effect, the chaplain loses the old spell in exchange 
  for the new one. The new spell’s level must be the same as 
  that of the spell being exchanged. A chaplain may swap only 
  a single spell at any given level, and must choose whether 
  or not to swap the spell at the same time that she gains new 
  spells known for the level. A chaplain can never swap an 
  organization spell.
    Unlike a cleric, a chaplain need not prepare her spells 
  in advance. She can cast any spell she knows at any time, 
  TABLE 2-1: CHAPLAIN
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  5th 
  6th
  1st
  +0
  +2
  +0
  +2
  Organization ability, eschew materials, 
  gravitas 1d6, orisons, rumor mill
  1
  --
  --
  --
  --
  --
  2nd
  +1
  +3
  +0
  +3
  Resilient persona
  2
  --
  --
  --
  --
  --
  3rd
  +1
  +3
  +1
  +3
  Elocutionary talent, gravitas 2d6
  3
  --
  --
  --
  --
  --
  4th
  +2
  +4
  +1
  +4
  Organization ability
  3
  1
  --
  --
  --
  --
  5th
  +2
  +4
  +1
  +4
  Gravitas 3d6
  4
  2
  --
  --
  --
  --
  6th
  +3
  +5
  +2
  +5
  Elocutionary talent
  4
  3
  --
  --
  --
  --
  7th
  +3
  +5
  +2
  +5
  Gravitas 4d6
  4
  3
  1
  --
  --
  --
  8th
  +4
  +6
  +2
  +6
  Organization ability
  4
  4
  2
  --
  --
  --
  9th
  +4
  +6
  +3
  +6
  Elocutionary talent , Gravitas 5d6
  5
  4
  3
  --
  --
  --
  10th
  +5
  +7
  +3
  +7
  Slippery mind
  5
  4
  3
  1
  --
  --
  11th
  +5
  +7
  +3
  +7
  Gravitas 6d6
  5
  4
  4
  2
  --
  --
  12th
  +6/+1
  +8
  +4
  +8
  Elocutionary talent
  5
  5
  4
  3
  --
  --
  13th
  +6/+1
  +8
  +4
  +8
  Gravitas 7d6
  5
  5
  4
  3
  1
  --
  14th
  +7/+2
  +9
  +4
  +9
  ---
  5
  5
  4
  4
  2
  --
  15th
  +7/+2
  +9
  +5
  +9
  Elocutionary talent , Gravitas 8d6
  5
  5
  5
  4
  3
  --
  16th
  +8/+3
  +10
  +5
  +10
  ---
  5
  5
  5
  4
  3
  1
  17th
  +8/+3
  +10
  +5
  +10
  Gravitas 9d6
  5
  5
  5
  4
  4
  2
  18th
  +9/+4
  +11
  +6
  +11
  Elocutionary talent
  5
  5
  5
  5
  4
  3
  19th
  +9/+4
  +11
  +6
  +11
  Gravitas 10d6
  5
  5
  5
  5
  5
  4
  20th
  +10/+5
  +12
  +6
  +12
  Absolute Charisma
  5
  5
  5
  5
  5
  5
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  assuming she has not yet used up her spells per day for that 
  spell level. Every chaplain spell has a verbal component 
  (recitation) and chaplains do not need to provide a focus or 
  divine focus to cast chaplain spells that list a focus (F) or 
  divine focus (DF) as part of the components.
  Organization Ability: At 1st level, a chaplain must 
  pledge herself to a specific organization. Service to this 
  organization shapes and defines the chaplain, directing how 
  her skills and talents are utilized. An organization grants the 
  chaplain a number of class skills, bonus spells known, and 
  special abilities.
  Eschew Materials: A chaplain gains Eschew Materials as a 
  bonus feat at 1st level.
  Gravitas (Su): The chaplain’s voice and personality carry 
  so much power and unearthly authority, that she can bolster 
  or weaken a creature’s resolve with a single utterance. Each 
  day she can use this ability a number of times equal to 
  1/2 her chaplain level (minimum of 1) plus her Charisma 
  modifier. With one use of this ability, a chaplain can 
  bestow 1d6 + the chaplain’s Charisma modifier temporary 
  hit points to one ally (including herself) within 30 feet 
  that can hear her. The amount of temporary hit points 
  bestowed by gravitas increases by 1d6 at every odd 
  numbered level after 1st. These temporary hit points last 
  for 3 rounds plus 1 round for every two levels the chaplain 
  possesses, and they do not stack with temporary hit points 
  from any source. 
    Alternatively, a chaplain can use gravitas to inflict an 
  amount of nonlethal damage equal to 1d6 + the chaplain’s 
  Charisma modifier to one enemy within 30 feet that can 
  hear her. The amount of nonlethal damage dealt by gravitas 
  increases by 1d6 at every odd numbered level after 1st. 
  Creatures that take nonlethal damage from gravitas receive 
  a Will saving throw to halve the damage (minimum 1). The 
  DC of this save is equal to 10 + 1/2 the chaplain’s level + 
  the chaplain’s Charisma modifier. Nonlethal damage dealt 
  with gravitas can never become lethal damage.
    Using gravitas is a standard action, and does not provoke 
  attacks of opportunity. For every two levels the chaplain 
  possesses, she may target one additional creature with 
  gravitas. If the chaplain targets a creature with gravitas, and 
  that creature is still affected by a previous use of gravitas (or 
  the effects of any previously applied elocutionary talents), 
  the effects of the previous use of gravitas immediately 
  end on the creature, and then the effects of the new use of 
  gravitas are applied. Gravitas is a mind-affecting, language-
  dependent ability.
  Rumor Mill (Ex): As perennial busybodies and community 
  spokespersons, chaplains and the circles they run in become 
  storehouses for disparate bits of information. A chaplain 
  adds half her level (minimum of +1) on Knowledge (local) 
  checks and Diplomacy checks made to gather information. 
  In addition, the chaplain can make any Knowledge skill 
  check untrained. 
  Orisons: Chaplains learn a number of orisons, or 0-level 
  spells, as noted on the table above under “Spells Known.” 
  These spells are cast like any other spell, but they are 
  not expended when cast and may be used again. Orisons 
  prepared using other spell slots, such as those due to 
  metamagic feats, are expended normally.
  TABLE 2-2: CHAPLAIN SPELLS KNOWN
  Level
  Spells Known
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  4
  1+1
  --
  --
  --
  --
  --
  2nd
  5
  2+1
  --
  --
  --
  --
  --
  3rd
  6
  3+1
  --
  --
  --
  --
  --
  4th
  6
  3+1
  1+1
  --
  --
  --
  --
  5th
  6
  3+1
  2+1
  --
  --
  --
  --
  6th
  6
  3+1
  3+1
  --
  --
  --
  --
  7th
  6
  4+1
  3+1
  1+1
  --
  --
  --
  8th
  6
  4+1
  3+1
  2+1
  --
  --
  --
  9th
  6
  4+1
  3+1
  3+1
  --
  --
  --
  10th
  6
  4+1
  4+1
  3+1
  1+1
  --
  --
  11th
  6
  5+1
  4+1
  3+1
  2+1
  --
  --
  12th
  6
  5+1
  4+1
  3+1
  3+1
  --
  --
  13th
  6
  5+1
  4+1
  4+1
  3+1
  1+1
  --
  14th
  6
  5+1
  5+1
  4+1
  3+1
  2+1
  --
  15th
  6
  5+1
  5+1
  4+1
  3+1
  3+1
  --
  16th
  6
  5+1
  5+1
  4+1
  4+1
  3+1
  1+1
  17th
  6
  5+1
  5+1
  5+1
  4+1
  3+1
  2+1
  18th
  6
  5+1
  5+1
  5+1
  4+1
  3+1
  3+1
  19th
  6
  5+1
  5+1
  5+1
  4+1
  4+1
  3+1
  20th
  6
  5+1
  5+1
  5+1
  5+1
  4+1
  4+1
  Note: “+1” represents the organization spell known
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  Resilient Persona (Ex): At 2nd level, a chaplain gains a 
  bonus equal to her Charisma bonus on saving throws against 
  enchantment spells and effects.
  Elocutionary Talents (Su): As she gains levels, a 
  chaplain’s extreme force of personality bends and shapes 
  how her gravitas ability, and other natural talents, manifest. 
  At 3rd level, a chaplain gains one elocutionary talent of her 
  choice. She gains an additional elocutionary talent at 6th 
  level and for every three levels attained after 6th. 
    Each elocutionary talent marked with an asterisk (*) 
  adds an effect to the chaplain’s gravitas ability. Only one 
  of these elocutionary talents can be applied to an individual 
  use of gravitas at a time.
  Aggression*: The chaplain’s words cause any simmering 
  emotions of hostility to boil over into physical action. 
  Whenever the chaplain would use gravitas to bestow 
  temporary hit points, she can instead choose to use this 
  ability. When using this version of gravitas, all affected 
  allies instead gain a number of temporary hit points equal to 
  the chaplain’s level + her Charisma modifier. For as long as 
  these temporary hit points persist, affected allies also gain 
  a +1 competence bonus to attack rolls and weapon damage 
  rolls. At 5th level, and every five levels thereafter, these 
  bonuses increase by +1, to a maximum of +5 at 20th level.
  Alacrity*: Prompting them to duck and dive at the 
  opportune moment, the chaplain’s words draw attention to 
  her allies’ many potential threats. Whenever the chaplain 
  would use gravitas to bestow temporary hit points, she can 
  instead choose to use this ability. When using this version of 
  gravitas, affected allies instead gain a number of temporary 
  hit points equal to the chaplain’s level + her Charisma 
  modifier. For as long as these temporary hit points persist, 
  affected allies also gain a +1 dodge bonus to AC and a +1 
  competence bonus to Reflex saving throws. At 5th level, 
  and every five levels thereafter, these bonuses increase by 
  +1, to a maximum of +5 at 20th level.
  Bungling Doubt*: The chaplain fills the minds of her 
  enemies with hesitation and doubt, causing them to become 
  clumsy and exposed. Whenever the chaplain would use 
  gravitas to inflict nonlethal damage, she can choose to use 
  this ability. When using this version of gravitas, all affected 
  enemies are instead dealt an amount of nonlethal damage 
  equal to the chaplain’s level + her Charisma modifier. In 
  addition, affected enemies take a -1 penalty to AC and a 
  -1 penalty to Reflex saving throws for 3 rounds, plus 1 
  additional round for every two levels the chaplain possess. 
  A successful Will save halves this nonlethal damage and 
  negates these penalties. At 5th level, and every five levels 
  thereafter, these penalties increase by -1, to a maximum of 
  -5 at 20th level.
  Charming Mien (Ex): The chaplain’s pervading presence 
  can be felt by even the lowliest or strangest of creatures. 
  The chaplain can now use Diplomacy to attempt to improve 
  the attitude of animals or magical beasts, but she takes a 
  -4 penalty. In addition, whenever the chaplain makes a 
  Diplomacy check to improve a creature’s attitude, she may 
  expend one use of her gravitas ability to treat her check result 
  as if she had rolled a 20 on the dice. The use of this ability 
  may be declared after the chaplain has made a Diplomacy 
  check, but before the result of the check is determined. 
  Whether or not the check is successful, the chaplain cannot 
  use this ability again during the same encounter.
  Clear Mind*: Words from the chaplain not only enrich the 
  listener’s mind, but set it working properly. Whenever the 
  chaplain would use gravitas to bestow temporary hit points, 
  she can instead choose to use this ability. When using this 
  version of gravitas, the chaplain can choose to remove 
  either the fascinated or dazed condition from affected allies. 
  At 7th level, the chaplain can instead remove the confused 
  condition. At 11th level, the chaplain can instead remove 
  the stunned condition. The chosen condition can only be 
  removed if it was caused by a mind-affecting effect. If the 
  chosen condition cannot be removed, affected creatures 
  instead ignore the chosen condition. The chosen condition 
  returns after 1d4 minutes unless the affliction that caused 
  the condition is removed during this time.
  Confound*: A verbal retort from a chaplain can leave a 
  listener drained and befuddled. Whenever the chaplain 
  would use gravitas to inflict nonlethal damage, she can 
  choose to use this ability. When using this version of 
  gravitas, all affected enemies are instead dealt an amount 
  of nonlethal damage equal to the chaplain’s level + her 
  Charisma modifier. In addition, affected creatures are 
  confused for 1 round for every two levels the chaplain 
  possesses (maximum of 5). A successful Will save halves 
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  this nonlethal damage and negates this effect. Any time a 
  confused creature acts normally on its turn, it may attempt 
  another Will saving throw to end its confusion at the end 
  of its turn. This version of gravitas gains the enchantment 
  (compulsion) descriptor.
  Demoralize*: The chaplain’s words crushes the spirits 
  and determination of her enemies. Whenever the chaplain 
  would use gravitas to inflict nonlethal damage, she can 
  choose to use this ability. When using this version of 
  gravitas, all affected enemies are instead dealt an amount 
  of nonlethal damage equal to the chaplain’s level + her 
  Charisma modifier. In addition, affected enemies take a -1 
  penalty to attack rolls and a -1 penalty to Will saving throws 
  for 3 rounds, plus 1 additional round for every two levels 
  the chaplain possess. A successful Will save halves this 
  nonlethal damage and negates these penalties. At 5th level, 
  and every five levels thereafter, these penalties increase by 
  -1, to a maximum of -5 at 20th level.
  Despair*: The chaplain’s domineering voice rattles the very 
  souls of her enemies. Whenever the chaplain would use 
  gravitas to inflict nonlethal damage, she can choose to use 
  this ability. When using this version of gravitas, all affected 
  enemies are instead dealt an amount of nonlethal damage 
  equal to the chaplain’s level + her Charisma modifier. In 
  addition, affected enemies become shaken for 1 round for 
  every two levels the chaplain possesses. A successful Will 
  save halves this nonlethal damage and negates this effect. 
  This version of gravitas gains the fear descriptor.
  Allay Injuries*: The chaplain’s words deflect from 
  the severity of her ally’s wounds, giving her allies the 
  confidence and determination to overcome their injuries. 
  Whenever the chaplain would use gravitas to bestow 
  temporary hit points, she can instead choose to use this 
  ability. When using this version of gravitas, affected 
  allies do not gain temporary hit points. Instead, they 
  recover a number of lost hit points equal to the chaplain’s 
  level + her Charisma modifier. This ability also heals 
  nonlethal damage for the same amount, but this healing 
  is not magical; it does not end bleed or other effects that 
  end when receiving healing, nor does it harm creatures 
  susceptible to positive energy. An individual cannot 
  benefit from this healing more than once per day.
  Hearten*: The chaplain’s voice and actions stir the hearts 
  of her allies with courage. Whenever the chaplain would 
  use gravitas to bestow temporary hit points, she can instead 
  choose to use this ability. When using this version of gravitas, 
  all affected allies instead gain a number of temporary hit 
  points equal to the chaplain’s level + her Charisma modifier. 
  For as long as these temporary hit points persist, affected 
  allies also gain a +1 morale bonus on saving throws against 
  fear effects and a +1 competence bonus on attack rolls. At 5th 
  level, and every five levels thereafter, these bonuses increase 
  by +1, to a maximum of +5 at 20th level.
  Instill Confidence (Ex): By expending one use of her gravitas 
  ability, the chaplain can allow one ally within gravitas range 
  to select one skill for which they are trained. The ally must 
  be able to hear and see the chaplain. For the rest of the 
  encounter, the ally become so confident in the use of their 
  chosen skill, that they can use it reliably even under adverse 
  conditions. For every three levels the chaplain possesses, 
  she can affect one additional ally with this ability. At 7th 
  level, affected allies may select two skills for which they are 
  trained. At 14th level, affected allies can select three skills 
  for which they are trained.
  Instruction (Ex): A chaplain can use the aid another action 
  to assist an ally within gravitas range on a skill or ability 
  check. The ally must be able to hear and understand the 
  chaplain’s instructions. For every three class levels the 
  chaplain possesses, she can instruct one additional ally. If 
  all allies are not engaged in the same task, using this ability 
  is a full-round action rather than a standard action.
  Interdiction*: The chaplain’s seemingly authoritative 
  demeanor can prevent the listener from taking action. 
  Whenever the chaplain would use gravitas to inflict 
  nonlethal damage, she can choose to use this ability. 
  When using this version of gravitas, all affected enemies 
  are instead dealt an amount of nonlethal damage equal to 
  the chaplain’s level + her Charisma modifier. In addition, 
  affected enemies are prevented from taking a specific action 
  (see below) for 1 round for every two levels the chaplain 
  possesses. A successful Will save halves this nonlethal 
  damage and negates this effect. Each affected enemy gets 
  another Will saving throw to break free from this ability 
  at the start of each of its turns after the first. This version 
  of gravitas gains the enchantment (compulsion) descriptor.
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    The chaplain can forbid one of the following actions, 
  which all affected creatures avoid to the best of their ability.
    Communication: The subject cannot take any actions that 
  allow it to communicate with anyone. This includes such acts 
  as speaking, Bluff checks to pass secret messages, writing, 
  and using telepathy. It does not prevent verbalizations made 
  for purposes other than communication, such as command 
  words or the verbal component of spellcasting.
    Hostility: The subject cannot take any action that 
  involves an attack roll, or use a spell or ability that targets a 
  foe or an area that includes a foe. 
    Magic-Use: The subject cannot cast spells or use spell-
  like abilities.
    Movement: The subject can take no act that would 
  cause it to end up in a different location. The subject does 
  not resist being moved by others (and thus can be picked 
  up or dragged, or can float along on a raft), but does not 
  consciously attempt to move (including not directing a 
  mount to move).
    Readiness: The subject cannot ready or prepare any 
  item, weapon, component, or equipment.
  Mental Clout*:  The chaplain’s words stagger a foe’s mind 
  in the same manner as a physical blow to the head. Whenever 
  the chaplain would use gravitas to inflict nonlethal damage, 
  she can choose to use this ability. When using this version 
  of gravitas, all affected enemies are instead dealt an amount 
  of nonlethal damage equal to the chaplain’s level + her 
  Charisma modifier. In addition, affected enemies become 
  staggered for 1 round for every two levels the chaplain 
  possesses. A successful Will save halves this nonlethal 
  damage and negates this effect.
  Oratory Prowess (Ex): Whenever the chaplain makes a 
  Bluff, Diplomacy, Intimidate, or Perform (oratory) check, 
  and she is trained in that skill, she may expend one use 
  of her gravitas ability as a free action to roll the check 
  twice, taking the better result. The chaplain can use this 
  elocutionary talent once per day plus one additional time 
  per day for every four levels she possesses.
  Perfect Cooperation (Ex): When the chaplain uses the 
  instruction elocutionary talent, she chooses one ally that is 
  attempting to aid another ally. The chosen ally automatically 
  succeeds its aid attempt, and the aided ally gains a +3 bonus 
  from the chosen ally’s aid, instead of the normal +2 bonus. 
  The chaplain may choose one additional aiding ally for 
  every five levels she possesses.
    The chaplain must possess the instruction elocutionary 
  talent before selecting this elocutionary talent.
  Perfect Declamation (Ex): The chaplain’s speech and 
  gestures strike a true chord with all those who would 
  perceive her, making her intentions perfectly clear. The 
  chaplain makes herself understood to any creature able to 
  understand language. Creatures that don’t share a language 
  with the chaplain are no longer immune to her language-
  dependent spells or abilities. This ability does not grant 
  the chaplain the ability to understand another creature; the 
  chaplain must share a language with the creature as normal.
    The chaplain must be at least 12th level before selecting 
  this elocutionary talent.
  Projection (Ex): The range at which the chaplain may use 
  gravitas increases by 5 feet for every two levels the chaplain 
  possesses. In addition, should the chaplain wish to be heard, 
  the DC to hear the chaplain speak in difficult conditions 
  is reduced by an amount equal to her class level plus her 
  Charisma modifier (minimum 0).
  Purity*: The chaplain’s words have the power to 
  temporarily instill health in the infirm. Whenever the 
  chaplain would use gravitas to bestow temporary hit points, 
  she can instead choose to use this ability. When using this 
  version of gravitas, all affected allies instead gain a number 
  of temporary hit points equal to the chaplain’s level + her 
  Charisma modifier. For as long as these temporary hit 
  points persist, affected allies ignore the sickened condition. 
  At 7th level, affected allies can instead ignore any ability 
  score penalties caused by disease or poison. At 11th level, 
  affected allies can instead ignore the nauseated condition. 
  The duration of these conditions continue to elapse while 
  these temporary hit points persist.
    The chaplain must be at least 6th level before selecting 
  this elocutionary talent.
  Quell Fear*: The chaplain’s words have the power to 
  still even the most frazzled minds. Whenever the chaplain 
  would use gravitas to bestow temporary hit points, she can 
  instead choose to use this ability. When using this version 
  of gravitas, the chaplain can choose to remove either the 
  shaken or cowering conditions from affected allies. At 
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  7th level, the chaplain can instead remove the frightened 
  condition. At 11th level, the chaplain can instead remove 
  the panicked condition. The chosen condition can only be 
  removed if it was caused by a mind-affecting effect. If the 
  chosen condition cannot be removed, affected creatures 
  instead ignore the chosen condition. The chosen condition 
  returns after 1d4 minutes unless the affliction that caused 
  the condition is removed during this time.
  Resolve*: The chaplain’s words awaken a deep resilience 
  and physical stubbornness within her allies. Whenever the 
  chaplain would use gravitas to bestow temporary hit points, 
  she can instead choose to use this ability. When using this 
  version of gravitas, all affected allies instead gain a number 
  of temporary hit points equal to the chaplain’s level + her 
  Charisma modifier. For as long as these temporary hit 
  points persist, affected allies gain a +1 morale bonus to 
  Fortitude saving throws and a +1 competence bonus to their 
  combat maneuver defense against bull rush, drag, overrun, 
  and reposition attempts. At 5th level, and every five levels 
  thereafter, these bonuses increase by +1, to a maximum of 
  +5 at 20th level.
  Social Empathy (Ex): The chaplain adds her Wisdom bonus 
  (if any) to all Bluff, Diplomacy, and Intimidate checks, 
  as long as the chaplain is trained in that skill, and to all 
  Charisma ability checks. If the chaplain is trained in Sense 
  Motive, she instead adds her ranks in Sense Motive as well 
  as her Wisdom bonus (if any) to the appropriate checks.
  Subjugate*: The chaplain’s seemingly indomitable nature 
  can press the listener into unwanted action. Whenever the 
  chaplain would use gravitas to inflict nonlethal damage, she 
  can choose to use this ability. When using this version of 
  gravitas, all affected enemies are instead dealt an amount of 
  nonlethal damage equal to the chaplain’s level + her Charisma 
  modifier. In addition, affected enemies are commanded to 
  take a specific action (see below) for 1 round for every two 
  levels the chaplain possesses. A successful Will save halves 
  this nonlethal damage and negates this effect. Each affected 
  enemy gets another Will saving throw to break free from this 
  ability at the start of each of its turns after the first. This version 
  of gravitas gains the enchantment (compulsion) descriptor.
    The chaplain can issue one of the following commands. If 
  a subjugated creature can’t carry out the chaplain’s command 
  on its next turn, the subjugation immediately ends.
    Approach: On its turn, the subject moves toward the 
  chaplain as quickly and directly as possible. The subject may 
  do nothing but move during its turn, and it provokes attacks 
  of opportunity for this movement as normal. If the subject 
  takes any damage from attacks of opportunity provoked by 
  this movement, the subjugation immediately ends. 
    Cease: The subject remains in place. It may not take any 
  actions but is not considered helpless.
    Kneel: On its turn, the subject falls to the ground and 
  remains prone for 1 round. It may act normally while prone 
  but takes any appropriate penalties.
    Relinquish: On its turn, the subject drops whatever it is 
  holding. It can’t pick up any dropped item until the subjugation 
  ends. 
    Retreat: On its turn, the subject moves away from the 
  chaplain as quickly as possible. It may do nothing but move 
  during its turn, and it provokes attacks of opportunity for 
  this movement as normal. If the subject takes any damage 
  from attacks of opportunity provoked by this movement, the 
  subjugation immediately ends.
  Vigor*: Weariness is but a memory when the chaplain’s 
  words spur her allies into action. Whenever the chaplain 
  would use gravitas to bestow temporary hit points, she can 
  instead choose to use this ability. When using this version 
  of gravitas, all affected allies instead gain a number of 
  temporary hit points equal to the chaplain’s level + her 
  Charisma modifier. For as long as these temporary hit 
  points persist, affected allies ignore the fatigued condition. 
  At 7th level, affected allies can instead ignore the staggered 
  condition. At 11th level, affected allies can instead ignore 
  the exhausted condition. The duration of these conditions 
  continue to elapse while these temporary hit points persist.
  Weaken*: The chaplain’s words have the power not only to 
  injure the spirit of her enemies, but to sap their physical resolve 
  as well. Whenever the chaplain would use gravitas to inflict 
  nonlethal damage, she can choose to use this ability. When 
  using this version of gravitas, all affected enemies are instead 
  dealt an amount of nonlethal damage equal to the chaplain’s 
  level + her Charisma modifier. In addition, affected enemies 
  take a -1 penalty to weapon damage rolls and a -1 penalty to 
  Fortitude saving throws for 3 rounds, plus 1 additional round 
  for every two levels the chaplain possess. A successful Will 
  save halves this nonlethal damage and negates these penalties. 
  At 5th level, and every five levels thereafter, these penalties 
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  increase by -1, to a maximum of -5 at 20th level. This use of 
  gravitas has the despair descriptor.
  Slippery Mind (Ex): Starting at 10th level, if the chaplain is 
  affected by an enchantment spell or effect and fails her saving 
  throw, she can attempt it again 1 round later at the same DC. 
  She gets only this one extra chance to succeed on her saving 
  throw.
  Absolute Charisma (Su): The chaplain’s personality 
  permeates reality in ways that extend beyond the aural and 
  visual senses. At 20th level, creatures normally immune to 
  mind-affecting effects, but that can understand language, are 
  subject to the chaplain’s mind-affecting spells and abilities 
  as normal, except that such creatures gain a +5 bonus to their 
  saving throws against such spells or abilities.
  CHAPLAIN ORGANIZATIONS
  The following organizations represent the most common 
  chosen by chaplains.
  THE GATEKEEPERS
  Easily the most secretive non-governmental agency in 
  Ullera, the Gatekeepers allow only wealthy males to join, 
  strictly by invitation. No nonmember has ever stepped foot 
  in one of their temples, thanks to their devotion to security 
  and privacy. Nearly every Ulleran settlement with at least 
  5,000 citizens has a Gatekeepers Temple. The uninitiated 
  make up stories about the goings-on during the group’s 
  meetings, which are only held during celestial events (new 
  moon, eclipses, etc.). One thing is clear: the Gatekeepers 
  have an unnatural way to toy with the psyches of others. 
  This is evident in their habitual securing of lopsided 
  business deals, winning elections by landslides, and 
  charming juries. The ultimate goal of the organization 
  is complete influence over the nations through curious 
  means. Members study the stars, history, religion, and 
  current events in order to find patterns and opportunities. 
  As a result, a gatekeeper’s governing philosophy is a 
  mishmash of the most appealing (and seemingly effective) 
  aspects of at least a dozen ideologies.
  Chaplains of this order are dispatched to silence opposition, 
  or dispose of it. Gatekeepers are aware of the rumors 
  surrounding their ilk, and know how to use them to unnerve 
  others in conversation and combat, always manipulating 
  others to further the goals of the order, rarely leaving a trace 
  of the order’s involvement. It’s no coincidence folks who 
  publicly criticize the organization soon confess to crime, 
  leave town, or commit suicide.
  Organizations Spells Known: 1st—bungle, 2nd—mad 
  hallucination, 3rd—unadulterated loathing, 4th—terrible 
  remorse, 5th—smug narcissism, 6th—envious urge.
  Class Skills: A chaplain of the Gatekeepers adds Knowledge 
  (planes) and Use Magic Device to his class skill list. He adds 
  half his chaplain level (minimum 1) to Intimidate checks.
  Organization Abilities: A chaplain that belongs to the 
  Gatekeepers gains the following abilities as he increases in 
  level.
  Vile Rhetoric (Su): Starting at 1st level, whenever a chaplain 
  of the Gatekeepers casts a spell or uses an ability that produces 
  a compulsion or fear effect, or casts an organization spell, the 
  saving throw DC of that spell or ability increases by 1. 
  Looming Recitation (Su): Starting at 4th level, as an 
  immediate action, when a chaplain of the Gatekeepers would 
  cause a creature to become shaken or frightened, she may 
  expend one use of her gravitas ability to enhance the severity 
  of that creature’s fear effect. The chaplain may either cause the 
  creature to cower for the first round of the fear effect’s duration, 
  or she may increase the severity of the fear effect by one step 
  for the first round of the fear effect’s duration; shaken becomes 
  frightened, frightened becomes panicked.  For example, if the 
  chaplain would cause a creature to be shaken for 4 rounds, the 
  creature would instead either be cowering for 1 round and then 
  shaken for 3 rounds, or frightened for 1 round and then shaken 
  for 3 rounds.
    A chaplain of the Gatekeepers can only ever alter one 
  creature’s state of fear with this ability.
  Esoteric Curse (Sp): By 8th level, a chaplain of the Gatekeepers 
  has gained access to the inner circle of his order and read their 
  secret tome, learning an ancient incantation to reduce a foe 
  to a slobbering madman. As a standard action, a chaplain of 
  the Gatekeepers may expend two uses of her gravitas ability 
  to force one living creature within 30 feet to lose control of 
  its mind and body. The target receives a Will saving throw to 
  negate this effect. The DC of this save is equal to 10 + 1/2 the 
  chaplain’s level + the chaplain’s Charisma modifier. Whether 
  or not the save is successful, a creature cannot be the target of 
  this ability again for 24 hours. If the target fails its Will save, 
  it is driven into a mad, bestial frenzy for 4 rounds. This is an 
  enchantment (compulsion), mind-affecting effect.
    In the first round, the target is dazed and drops any held 
  items. For the middle two rounds of the ability’s duration, the 
  target behaves as if under simultaneous rage and confusion 
  spells, attacking unarmed (or with natural weapons). During the 
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  final round of the ability’s duration, the target is again dazed as 
  it returns to its normal state. At 12th level, and every four levels 
  thereafter, the duration of this ability increases by 1 round, to a 
  maximum of 7 rounds at 20th level.
  TREFOIL LAURELS
  Created during the Abolition War to provide battlefield aid to 
  wounded freedom fighters, the Trefoil Laurels is an organization 
  devoted to “eradicating suffering and furthering the healing 
  sciences.” It got its name from a three-leafed tree common to 
  Harmonia and Sunderland whose roots were used for herbal 
  healing. Today Laurels chaplains can be found on research 
  expeditions the world over, collecting and cataloging herbs 
  and minerals. They also often accompany Federation troops in 
  excursions, erecting aid camps for all affected by combat. 
  Organization Spells Known: 1st—cure light wounds, 2nd—
  cure moderate wounds, 3rd—cure serious wounds, 4th—cure 
  critical wounds, 5th—breath of life, 6th—heal.
  Class Skills: A chaplain of the trefoil laurels adds Knowledge 
  (nature) (Int) and Perception (Wis) to her list of class skills. A 
  chaplain of the trefoil laurels adds one-half her level (minimum 
  1) to all Heal checks.
  Organization Abilities: A chaplain that belongs to the trefoil 
  laurels gains the following abilities as she increases in level.
  Physician (Ex): A chaplain of the trefoil laurels spends a sizable 
  portion of her training accumulating a diverse understanding of 
  the healing arts, combining home remedy and folk medicine 
  with more modern pharmaceutical practices. Many chaplains of 
  the trefoil laurels are commonly afforded the honorific “doctor” 
  because of this specialized training. At 1st level, a chaplain of 
  the trefoil laurels gains Medical Practitioner as a bonus feat, 
  even if she doesn’t meet the feat’s prerequisites.
    In addition, whenever a chaplain of the trefoil laurels uses 
  Heal to provide first aid, treat caltrop wounds, or treat poison 
  on an ally, she does not provoke attacks of opportunity. If a 
  chaplain of the trefoil laurels has 5 or more ranks in Heal, she 
  can take 10 on her Heal checks, even under adverse conditions.
    Lastly, a chaplain of the trefoil laurels begins play with a 
  physician’s kit with 10 uses.
  Spiritual Healing (Su): Starting at 4th level, a chaplain of the 
  trefoil laurels can use the Heal skill to treat the spirit, as well as 
  the body, aiding a patient in the removal of curses and negative 
  levels. When performing this task, the chaplain must choose 
  which affliction to treat: curses, temporary negative levels, 
  or permanent negative levels. Tending to a single character 
  suffering from either of these afflictions requires the chaplain 
  to spend 10 minutes of work, and to expend two uses of a 
  physician’s kit. The chaplain takes a –2 penalty on her Heal 
  skill check for each use from the physician’s kit that she lacks. 
  Regardless of the task performed, a subject can only benefit 
  from this spiritual treatment once per day.
    Treat Curse: The chaplain makes a Heal check against the 
  DC of the curse. If successful, the subject immediately attempts 
  a saving throw against the curse’s DC. If the subject’s new save 
  is successful, the curse if lifted. The subject suffers no ill effects 
  for failing this extra saving throw.
    Treat Temporary Negative Levels: Every time the afflicted 
  subject makes a saving throw to prevent a temporary negative 
  from becoming permanent, the chaplain makes a Heal check. 
  If her Heal check exceeds the DC of the negative levels, the 
  CASSIE GOELITZ, LAURELS CHAPLAIN
  Artwork by Mates Laurentiu
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  subject receives a +4 competence bonus on his saving throw 
  against the negative levels.
    Treat Permanent Negative Levels: The chaplain makes a 
  Heal check against the DC of the permanent negative levels. 
  If successful, the subject immediately attempts a saving throw 
  against the permanent negative level’s DC. If the subject’s new 
  saving throw is successful, the subject removes 1 permanent 
  negative level.
  Trefoil Panacea (Su): Starting at 8th level, once per day, a 
  chaplain of the trefoil laurels can create a trefoil panacea. This 
  special medicinal remedy costs $500 to create, takes 1 hour 
  of work, and yields one dosage. One dose of trefoil panacea 
  is enough to cure a single patient of all afflictions. The trefoil 
  panacea remains potent for 24 hours after its creation, after 
  which time it becomes inert.
    Administering the trefoil panacea to an afflicted patient 
  requires 1 minute of dedicated work. Once administered, the 
  chaplain makes a Heal check against the DC of each poison, 
  curse, disease, and negative level (temporary and permanent) 
  afflicting the subject. Each successful Heal check removes that 
  affliction.
  MAGISTRACY
  Founded in Brickton, graduates of Magister’s Road go on to 
  take up rank as chaplains of the magistracy. Magistrates, as they 
  are called, view the world as spiraling into violence and chaos if 
  not for the efforts of “the offices of man,” which they are taught 
  keeps society in check. Whereas some chaplains see nature as 
  their companion, magistrates see it as a resource to be tamed, 
  never forsaking the advances of modernity as that would leave 
  too many people vulnerable and unprotected. To these ends, 
  they are trained as criminal investigators and social chameleons 
  who form powerful connections and use smart investing to 
  ensure that they can meet their tasks at hand.
  Organization Spells Known: 1st—diagnose disease, 2nd—
  blood biography, 3rd—locate object, 4th—locate creature, 
  5th—find quarry, 6th—vision.
  Class Skills: A chaplain of the magistracy adds Appraise (Int), 
  Bluff (Cha), Disguise (Cha), and Perception (Wis) to his list of 
  class skills.
  Organization Abilities: A chaplain that belongs to the 
  magistracy gains the following abilities as he increases in level.
  Autopsy (Ex): Magister’s Road teaches that the best way to 
  learn from our mistakes is to dissect them and see what went 
  wrong. Heinous crimes are society’s greatest mistakes, and 
  thus the core of every magistrate’s training is the ability to 
  perform a detailed autopsy. Starting at 1st level, a chaplain 
  may perform the following new task of the Heal skill.
  Autopsy: When performing an autopsy, a chaplain can 
  discover facts about a corpse. An autopsy requires 1 hour 
  of work, has a Heal check DC of 20, and the chaplain 
  must expend two uses from a physician’s kit. The chaplain 
  takes a –2 penalty on his Heal check for each use from the 
  physician’s kit that he lacks. An autopsy reveals various 
  items of information about the subject  equal to the chaplain’s 
  Wisdom modifier (minimum 1) each time it is performed 
  (e.g. time and cause of death, the creature’s race and age, 
  what the subject last ate, where the subject last resided, 
  reproductive status, mental state, subject’s BAB, speed and 
  movement types, a special feat or skill it possessed, amount 
  of damage it suffered at death, or the like). For every 5 by 
  which the chaplain’s check exceeds the DC, one additional 
  item of information is also revealed. 
    An autopsy can only be performed on a humanoid or 
  monstrous humanoid creature. If the chaplain is trained in the 
  appropriate Knowledge skill, an autopsy may be performed 
  on any creature relevant to that skill. A successful check 
  deals 1d6 autopsy damage to the cadaver, while a check that 
  fails by 5 or more instead deals 2d6 damage. This damage 
  is not subject to damage reduction. Once the cadaver has 
  sustained autopsy damage equal to the Constitution score 
  it had in life, the body will yield no further information. 
  Furthermore, if magic is suspected in the subject’s death, 
  a successful autopsy check allows the chaplain to make a 
  Spellcraft check as a free action to determine what, if any, 
  magical effects were the cause of death. In this case, the 
  Spellcraft DC is 15 + the caster level of the magical effect 
  involved.
    In addition, training at Magister’s Road freely provides 
  the chaplain with the Medical Toxicologist feat, even if she 
  doesn’t meet the prerequisites.
  Eidetic Memory (Ex): Starting at 4th level, once per day, a 
  chaplain of the magistracy can tap into the extensive catalog 
  of learning he was subject to during his time at Magister’s 
  Road and afterward to cull from this a greater level of clarity 
  and understanding toward some problem or obstacle with 
  which he is currently confronted. The chaplain’s near perfect 
  recall draws on textual and pictorial as well as testimonial 
  and collegiate practice experiences to uncover some hint or 
  clue to the current problem that has already been dealt with 
  in the past. By succeeding on a DC 10 Wisdom check, the 
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  chaplain receives some specific information (from the GM) 
  to assist him in overcoming his problem. For example, during 
  a fruitless battle against a construct made of vulcanized 
  rubber, the chaplain uses his eidetic memory to “recall” how 
  vulcanized rubber armatures are vulnerable to acid attacks.
    Even on a failure, the chaplain receives a +2 insight bonus 
  on all Intelligence-based skill checks until the end of the 
  encounter. If the chaplain’s Wisdom check beats DC 15, the 
  insight bonus is +4, or +6 if the check beats DC 20.
  Road’s Scholar (Ex): By 8th level, a magistrate has attained 
  the honor of “Road’s Scholar”. This provides the chaplain 
  with a couple new advantages.
    First, the chaplain is obligated to pay 100 bucks in 
  monthly dues and spend one week a month teaching at an 
  annex to gain access to the Scholar’s Fund. Thereafter, once 
  per level, the chaplain may draw on the fund, requesting up 
  to 5,000 bucks in credited grant money toward his endeavors. 
  The funds are made available one week after the request has 
  been placed. These funds need not be taken at every level, and 
  funds not taken at one level rollover into subsequent uses at 
  later levels.
    Second, starting with this level and every even-numbered 
  level after, the chaplain makes a new professional ally to 
  include in his ring of “informants.” These are NPC characters 
  loyal to the chaplain, but which rarely, if ever, join him on 
  assignment. The player can discuss with the GM the nature 
  of the informant, whether the informant is a contact at one of 
  the dozens of Magister’s Road Annexes across Ullera, or a 
  concerned citizen. In any case, the chaplain must arrange to 
  meet with informants or have a means of communication in 
  place to interact with them. An informant’s main function is 
  to offer the chaplain a special service or source of information 
  he cannot otherwise attain on his own. To this end, informants 
  are keyed to one of the six different settlement modifier types 
  available. Whenever the chaplain calls on an informant he 
  must succeed on a DC 15 Diplomacy check. On a success, the 
  chaplain receives a +/– 1 adjustment, whichever is favorable 
  in that situation, to the associated modifier (i.e. Corruption, 
  Crime, Economy, Law, Lore, or Society). If the chaplain fails 
  by 5+, relations with the informant have been bruised enough 
  to prevent further communication for at least one week. 
    For every 5 by which the chaplain exceeds the Diplomacy 
  check DC, add +/– 1 more to the overall adjustment granted to 
  that modifier. The chaplain, or anyone in his company, enjoys 
  the modifier adjustment and how it affects the related skills 
  for up to one day per Charisma modifier (minimum 1) the 
  chaplain possesses.
  CHAPLAIN SPELLS
  Chaplains gain access to the following spells.
  0-Level Chaplain Spells—daze, detect magic, detect poison, 
  guidance, message, read magic, resistance, stabilize, touch of 
  fatigue, unwitting ally, virtue.
  1st-Level Chaplain Spells—adoration, beguiling gift, cause 
  fear, charm person, command, compel hostility, comprehend 
  languages, confusion (lesser), cure light wounds, delusional 
  pride, forbid action, fumbletongue, hideous laughter, ill omen, 
  innocence, invigorate, liberating command, lock gaze, memory 
  lapse, moment of greatness, murderous command, remove fear, 
  sanctuary, share language, sleep, timely inspiration, touch of 
  gracelessness, unprepared combatant, ventriloquism.
  2nd-Level Chaplain Spells—acute senses, bear’s endurance, 
  bestow weapon proficiency, bull’s strength, calm emotions, 
  cacophonous call, cat’s grace, compassionate ally, cure 
  moderate wounds, daze monster, eagle’s splendor, enthrall, 
  fox’s cunning, gallant inspiration, heroism, hidden speech, hold 
  person, honeyed tongue, miserable pity, oppressive boredom, 
  owl’s wisdom, qualm, rage, reckless infatuation, scare, silence, 
  sound burst, suggestion, tactical acumen, tongues, touch of 
  idiocy, unadulterated loathing, unnatural lust.
  3rd-Level Chaplain Spells—charm monster, communal 
  tongues, confusion, crushing despair, cure serious wounds, 
  deep slumber, elemental speech, fear, geas (lesser), glibness, 
  good hope , invigorate (mass), malicious spite, overwhelming 
  grief, speak with animals, smug narcissism, terrible remorse.
  4th-Level Chaplain Spells—break enchantment, cure critical 
  wounds, daze (mass), denounce, discordant blast, dominate 
  person, envious urge, hold monster, locate creature, modify 
  memory, primal scream, repel vermin, sending, serenity, shout, 
  speak with plants, stay the hand, utter contempt.
  5th-Level Chaplain Spells—breath of life, cacophonous call 
  (mass), command (greater), feeblemind, foe to friend, heroism 
  (greater), joyful rapture, suggestion (mass), resonating word, 
  vengeful outrage.
  6th-Level Chaplain Spells—bear’s endurance (mass), bull’s 
  strength (mass), brilliant inspiration, cat’s grace (mass), charm 
  monster (mass), eagle’s splendor (mass), euphoric tranquility, 
  fool’s forbiddance, fox’s cunning (mass), geas/quest, heal, 
  irresistible dance, overwhelming presence, owl’s wisdom 
  (mass), shout (greater), waves of ecstasy.
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  GEARHEAD
  Long ago, people relied on mythology and mysticism to bring 
  structure and order to the universe. Matters such as, “Why 
  does the moon wax and wane each month?” were the purview 
  of the priest or the mage, preaching godly might or incanting 
  magic. The Era of Enlightenment ushers in something new: 
  reliable answers that can be tested and proved to explain 
  known phenomena. And it is the gearhead who maintains 
  the greatest appetite for this scientific understanding, 
  incorporating continual technical innovation into daily life.
  The gearhead specializes in applied science and uses 
  esoteric formulas and theories developed in laboratories to 
  create extraordinary devices. While some gearheads are the 
  stereotypical absentminded, myopic masterminds covered in 
  trial-by-error stains and scorch marks, others have evolved a 
  highly polished erudite pragmatism and maintain immaculate 
  appearances. The ultimate capabilities of the gearhead are 
  as high as the moon given that the trade constantly surpasses 
  itself in inventiveness and aptitude, limited only by his access 
  to the latest schematics, tools, time, and funding. Many 
  gearheads become adventurers not only to right wrongs or 
  fight for country, but also to gather the necessary funding to 
  continue their research and tinkering.
  Role: Gearheads are engineers and scientists able to develop 
  contraptions that harness the elements, enable flight, 
  manipulate time, and many other possibilities that were once 
  only possible through magic. These contraptions are hand 
  held devices and apparel that can be used by anyone with 
  some knowledge of engineering, but are the most potent in the 
  hands of a gearhead. Unlike spells, a contraption’s parameters 
  are not fixed; the gearhead’s arsenal of contraptions, and the 
  effects produced by each contraption, can be customized each 
  day to meet the gearhead’s needs.
  Alignment: Any.
  Hit Die: d6.
  CLASS SKILLS
  The gearhead’s class skills are Appraise (Int), Craft 
  (any) (Int), Disable Device (Dex), Fly (Dex), Knowledge 
  (engineering) (Int), Perception (Wis), Profession (Wis), 
  Sleight of Hand (Dex), Use Magic Device (Cha).
    Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are the class features of the gearhead.
  Weapon and Armor Proficiency: Gearheads are proficient 
  with light armor, but not with shields. They are proficient 
  with all simple weapons, firearms, the double crossbow, 
  the hand crossbow, the heavy repeating crossbow, and the 
  light repeating crossbow. Furthermore, a gearhead becomes 
  proficient with any weapon he personally crafts.
  Contraptions: Not only masters of building mundane 
  machinery and mechanical devices, gearheads are capable 
  of utilizing an arrangement of special blueprints, called 
  schematics, in combination with various clockwork 
  cogs, gears, pistons, springs, lenses and other mechanical 
  components to create ingeniously complex mechanical 
  devices, known as contraptions, that produce extraordinary 
  effects. 
  Schematics are drawn from the gearhead schematic list. 
  A gearhead stores his known schematics in a special book 
  known as a draft book. He must refer to this book whenever 
  he constructs or maintains a contraption, but not when he 
  activates it (see Contraptions and Schematics: Constructing 
  a Contraption, for more details).
  A gearhead begins play knowing all target schematics, all 
  0-level effect schematics, and a number of 1st-level effect 
  schematics equal to 3 + the gearhead’s Intelligence modifier. 
  These schematics are learned as part of a gearhead’s basic 
  training. These schematics do not have a cost to scribe and 
  take up one page each in the gearhead’s draft book. Otherwise, 
  effect schematics of 2nd level or above take up a number of 
  pages in a draft book equal to the schematic’s level.
  A gearhead learns new schematics through constant 
  research and experimentation, but can also be taught new 
  schematics at scientific universities across Ullera. At each 
  new gearhead level, he adds 2 additional effect schematics 
  to his draft book of any schematic level less than or equal to 
  the highest level of contraption he can create. For example, 
  a gearhead that has just attained 3rd level can add any 2 
  effect schematics of 2nd level or lower to his draft book. A 
  gearhead can add new effect schematics to his draft book at 
  any time for the same time and cost as it would take a wizard 
  to add a spell of the same level to a spellbook. To learn a 
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  schematic and use it in the construction of contraptions, a 
  gearhead must have an Intelligence score equal to at least 
  10 + the schematic’s level.
  A gearhead can only create and maintain a certain number 
  of contraptions of each level per day (as given on the table 
  above). A gearhead begins play with three 0-level prebuilt 
  contraptions (known as gadgets, see below), and at least 
  one 1st-level prebuilt contraption. If a gearhead passes a 
  contraption to an ally, or otherwise loses a contraption, that 
  contraption continues to occupy one of the gearhead’s daily 
  contraption slots for that contraption level for as long as 
  the contraption remains functional. To build and activate 
  a contraption, a gearhead must have an Intelligence score 
  equal to at least 10 + the contraption’s level.
  A gearhead’s contraptions harness energy generated through 
  mechanical means. Some are given life by the kinetic energy 
  found in the tension of clockwork springs or perpetual 
  motion gyroscopes. Others feed on the electromagnetic 
  energy given off by friction motors or magnets. And others 
  still work by the thermodynamic energy obtained from 
  steam-pneumatic mechanisms, or some combination of 
  these three scholarly methods. No known energy source is 
  self-sustaining, however, and a gearhead’s ability to power 
  his contraptions is limited. As a gearhead progresses, he 
  discovers new and more efficient ways to create and use 
  energy, and the number of activations of each contraption 
  level per day increases, as displayed in the table above. 
  If the gearhead has a high Intelligence score, the energy 
  he produces is used more efficiently, rewarding more 
  activations of certain contraption levels per day than normal, 
  in the same way a wizard receives bonus spells per day. 
  Allocating a daily activation charge to one of the gearhead’s 
  built contraptions is done at the time the contraption is 
  activated, as part of the same action (see Science: Activating 
  a Contraption, for more details). For example, a 2nd 
  TABLE 2-3: GEARHEAD
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Contraptions per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  +0
  +0
  +2
  +2
  Engineering, gadgets, 
  scientific specialty
  3
  1
  --
  --
  --
  --
  --
  --
  --
  --
  2nd
  +1
  +0
  +3
  +3
  Jury-rig, salvage
  4
  2
  --
  --
  --
  --
  --
  --
  --
  --
  3rd
  +1
  +1
  +3
  +3
  ---
  4
  2
  1
  --
  --
  --
  --
  --
  --
  --
  4th
  +2
  +1
  +4
  +4
  Swift engineering
  4
  3
  2
  --
  --
  --
  --
  --
  --
  --
  5th
  +2
  +1
  +4
  +4
  Innovation
  4
  3
  2
  1
  --
  --
  --
  --
  --
  --
  6th
  +3
  +2
  +5
  +5
  ---
  4
  3
  3
  2
  --
  --
  --
  --
  --
  --
  7th
  +3
  +2
  +5
  +5
  ---
  4
  4
  3
  2
  1
  --
  --
  --
  --
  --
  8th
  +4
  +2
  +6
  +6
  ---
  4
  4
  3
  3
  2
  --
  --
  --
  --
  --
  9th
  +4
  +3
  +6
  +6
  ---
  4
  4
  4
  3
  2
  1
  --
  --
  --
  --
  10th
  +5
  +3
  +7
  +7
  Innovation
  4
  4
  4
  3
  3
  2
  --
  --
  --
  --
  11th
  +5
  +3
  +7
  +7
  ---
  4
  4
  4
  4
  3
  2
  1
  --
  --
  --
  12th
  +6/+1
  +4
  +8
  +8
  ---
  4
  4
  4
  4
  3
  3
  2
  --
  --
  --
  13th
  +6/+1
  +4
  +8
  +8
  ---
  4
  4
  4
  4
  4
  3
  2
  1
  --
  --
  14th
  +7/+2
  +4
  +9
  +9
  ---
  4
  4
  4
  4
  4
  3
  3
  2
  --
  --
  15th
  +7/+2
  +5
  +9
  +9
  Innovation
  4
  4
  4
  4
  4
  4
  3
  2
  1
  --
  16th
  +8/+3
  +5
  +10
  +10
  ---
  4
  4
  4
  4
  4
  4
  3
  3
  2
  --
  17th
  +8/+3
  +5
  +10
  +10
  ---
  4
  4
  4
  4
  4
  4
  4
  3
  2
  1
  18th
  +9/+4
  +6
  +11
  +11
  Instant engineering
  4
  4
  4
  4
  4
  4
  4
  3
  3
  2
  19th
  +9/+4
  +6
  +11
  +11
  ---
  4
  4
  4
  4
  4
  4
  4
  4
  3
  3
  20th
  +10/+5
  +6
  +12
  +12
  Innovation
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
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  level gearhead is able to build up to at least two 1st-level 
  contraptions each day and his power source has enough 
  supply to power four 1st-level contraption activations each 
  day (assuming an Intelligence score of 11). Each time the 
  gearhead activates either of his 1st level contraptions, he 
  allocates one of those four daily activation charges to the 
  activated contraption. This can be done in any combination 
  he chooses each day; three activation charges in one 
  contraption and one activation charge in the other, two 
  activation charges in each contraption, or all four activation 
  charges in one contraption. 
  Due to their unique complexity, contraptions can normally 
  only be activated by the gearhead that built them, unless the 
  activator already has a working knowledge of mechanical 
  devices. Any creature activating a gearhead’s contraption 
  must succeed at a Knowledge (engineering) skill check with 
  a DC equal to 15 + twice the contraption’s level. Failure to 
  activate the contraption consumes one of its charges, but 
  produces no effects. A gearhead does not need to make a 
  check to activate his own contraptions.
  If a gearhead passes a contraption to one of his allies, he must 
  decide how many of his daily activation charges to allocate 
  to that contraption at the time it is passed. The contraption 
  is then considered to have a number of temporary charges 
  equal to the number of daily activation charges allocated to 
  it; each activation consuming one temporary charge. These 
  temporary charges dissipate after 8 hours. 
  A gearhead’s power source replenishes (regains its daily 
  activation charges) at the beginning of each day, after the 
  gearhead has received 8 hours of rest and has performed 
  a 1-hour period of maintenance. During this maintenance 
  period, a gearhead constructs new contraptions, salvages old 
  contraptions to free up slots, services existing contraptions, 
  and repairs damaged contraptions. Once a contraption is 
  constructed, it remains intact, functional, and able to have 
  power allocated to it for as long as the contraption receives 
  its daily maintenance or until the gearhead salvages the 
  contraption. If 24 hours have passed since a contraption has 
  received maintenance from the gearhead that constructed it, 
  the contraption ceases to function and must be salvaged.
  Engineering (Ex): When making a Knowledge 
  (engineering) check, a Disable Device check, or any 
  Craft skill check, the gearhead gains a competence bonus 
  equal to one-half his class level on the check (minimum 
  of 1). Furthermore, the gearhead can make Knowledge 
  (engineering) and Disable Device checks untrained. In 
  addition, a gearhead can use Knowledge (engineering) to 
  identify revolutionary technological items as if using detect 
  magic or the Spellcraft skill. He must hold and examine the 
  item for 1 minute to make such a check.
    At 5th level, once per week, the gearhead can take 20 on 
  any Craft skill check. At 11th level, this ability can instead 
  be used once per day.
  Gadgets: Gearheads usually possess several 0-level 
  contraptions, known as gadgets, at any one time. These 
  contraptions are constructed, activated, and require 
  maintenance just like any other contraption, but they contain 
  unlimited activation charges. Gadgets can be constructed as 
  either a worn item sized for the gearhead or a one-handed 
  item sized for the gearhead (requiring only one hand to 
  activate). A gadget weighs 2.5 lbs. and requires 5 minutes 
  of work to construct.
  TABLE 2-4: ACTIVATION CHARGES PER DAY
  Level
  Contraption Level 
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  3
  --
  --
  --
  --
  --
  --
  --
  --
  2nd
  4
  --
  --
  --
  --
  --
  --
  --
  --
  3rd
  4
  3
  --
  --
  --
  --
  --
  --
  --
  4th
  5
  4
  --
  --
  --
  --
  --
  --
  --
  5th
  5
  4
  3
  --
  --
  --
  --
  --
  --
  6th
  5
  5
  4
  --
  --
  --
  --
  --
  --
  7th
  6
  5
  4
  3
  --
  --
  --
  --
  --
  8th
  6
  5
  5
  4
  --
  --
  --
  --
  --
  9th
  6
  6
  5
  4
  3
  --
  --
  --
  --
  10th
  6
  6
  5
  5
  4
  --
  --
  --
  --
  11th
  6
  6
  6
  5
  4
  3
  --
  --
  --
  12th
  6
  6
  6
  5
  5
  4
  --
  --
  --
  13th
  6
  6
  6
  6
  5
  4
  3
  --
  --
  14th
  6
  6
  6
  6
  5
  5
  4
  --
  --
  15th
  6
  6
  6
  6
  6
  5
  4
  3
  --
  16th
  6
  6
  6
  6
  6
  5
  5
  4
  --
  17th
  6
  6
  6
  6
  6
  6
  5
  4
  3
  18th
  6
  6
  6
  6
  6
  6
  5
  5
  4
  19th
  6
  6
  6
  6
  6
  6
  6
  5
  5
  20th
  6
  6
  6
  6
  6
  6
  6
  6
  6
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  Scientific Specialty (Ex): A gearhead can specialize in 
  one field of science, gaining additional contraptions and 
  abilities based on that field. This choice must be made at 
  1st level, and once made, it cannot be changed. A gearhead 
  that does not select a scientific field receives the physicist 
  specialty instead. 
  A gearhead’s chosen field of science determines which 
  scientific sources he specializes in. Specialist gearheads receive 
  an additional contraption slot of each contraption level he can 
  construct, from 1st on up. Each day, a gearhead can construct 
  and maintain a contraption composed entirely of schematics 
  from his specialty sources, known as a specialty contraption, 
  in that slot. These schematics must be in the gearhead’s draft-
  book. A gearhead can select a specialty contraption modified 
  by a calibration feat to occupy his specialty slot, but it uses up 
  a higher-level contraption slot. Gearheads with the physicist 
  specialty do not receive a specialty contraption slot.
  Unfortunately, a specialist gearhead must also select two 
  scientific sources as his opposition sources, representing 
  research and knowledge sacrificed in one area of science 
  to gain mastery in another. A gearhead who constructs a 
  contraption with a schematic from his opposition source, 
  even if the contraption also contains one or more schematics 
  from his specialty source, must use two contraption slots 
  of that level to construct and maintain the contraption. A 
  physicist gearhead can construct contraptions from any 
  scientific source without restriction.
  Jury-Rig (Ex): At 2nd level, the gearhead gains Field 
  Repair as a bonus feat, even if he does not meet the feat’s 
  prerequisites. In addition, the gearhead can make temporary 
  repairs to broken technology on the fly. Jury-rigging a 
  broken object (including a vehicle’s driving devices or 
  engines) has a Craft DC equal to the Disable Device DC 
  to disable a device of the same complexity, and requires 
  the same amount of time; the Craft skill for this check must 
  be relevant to the object being jury-rigged. If the check is 
  successful, the object is relieved of the broken condition for 
  up to 5 minutes. If a jury-rigged object takes any damage, 
  it regains the broken condition. A jury-rigged object cannot 
  benefit from this ability again until it has been repaired.
  Salvage (Ex): Starting at 2nd level, the gearhead can 
  salvage mechanical devices and other items for scrap, which 
  can then be used to pay raw material costs when crafting 
  mundane and technological items, or when making repairs.
   To salvage a mundane or technological item, a gearhead 
  must possess the skills and crafting feats normally required 
  to craft the item. The salvaging process requires 1 hour of 
  dedicated work for every $1,000 of the item’s market value 
  (minimum 1 hour). After this time, the salvaged item is 
  destroyed, but yields scrap with a value equal to one-third of 
  the item’s market price. If the item had the broken condition 
  when it was salvaged, the scrap is valued only at one-fifth 
  the item’s market value. This salvaged scrap is then used 
  to cover the costs of crafting or repairing mundane or 
  technological items.
   If the gearhead wishes to salvage an item that he normally 
  couldn’t craft, he can still attempt to salvage that item, but 
  there is a chance that he may render the scrap unsuitable 
  for crafting. After spending the normal amount of time 
  required to salvage the item, the gearhead must make a 
  DC 10 Intelligence check, with a bonus to the check equal 
  BURRIGUN ROSTREN, 
  GEARHEAD: PNEUMATIC ENGINEER
  Artwork by Mates Laurentiu
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  to one-half his level. This DC increases by +5 for every 
  requirement the gearhead currently lacks to normally craft 
  the item. If the check succeeds, the gearhead salvages the 
  item successfully. If the check fails, the gearhead fails to 
  yield any scrap and the item is destroyed in the process. 
  Magic items cannot be salvaged.
  Swift Engineering (Ex): Starting at 4th level, the gearhead 
  can create, salvage, dismantle, and repair mechanical 
  objects faster than normal. The time required for a gearhead 
  to craft or repair a mundane or technological item is reduced 
  by half (when determining progress, treat the item’s cost 
  as 50% less than normal). Likewise, the time required for 
  a gearhead to salvage a mundane or technological item is 
  also reduced by half (when determining the time required, 
  treat the item’s market value as 50% less than normal). 
  Furthermore, the gearhead can perform any Disable Device 
  check in half the normal amount of time: Simple devices 
  require a standard action, Tricky devices require 1d2 rounds, 
  Difficult and Extreme devices require 1d3+1 rounds.
  Innovations (Ex): At 5th level, and then again every 
  five levels thereafter, a gearhead makes a technological 
  innovation, improving upon his contraptions and 
  engineering expertise. Unless otherwise noted, a gearhead 
  cannot select an individual innovation more than once.
  Simplified Contraptions: While most contraptions normally 
  feature confusingly numerous amounts of buttons, dials, 
  and readouts that only he can comprehend, the gearhead has 
  discovered a way to simplify his contraptions so that anyone 
  can use them. The gearhead’s contraptions can now be 
  activated with either an Intelligence check or a Knowledge 
  (engineering) check. In addition, a creature trained in 
  Knowledge (engineering) may take 10 on its checks to 
  activate the contraption, even if threatened or under duress.
  Miniaturized Contraptions: The gearhead has discovered 
  new ways to make his contraptions more portable and 
  compact without sacrificing efficiency. When constructing 
  a contraption, the gearhead may decide whether to make it 
  miniaturized or not. 
    Miniaturized hand-held contraptions are one-handed 
  devices sized for the gearhead. A one-handed contraption 
  weighs half as much as normal, requires only one hand to 
  activate it, and can be activated while grappled or swallowed 
  whole, but has hardness 5 and 5 hit points. Miniaturized 
  hand-held gadgets are more easily concealed, granting the 
  gearhead a +2 bonus on Sleight of Hand checks made to 
  conceal the gadget on his body.
    Miniaturized worn contraptions also weigh half as much 
  as normal and only occupy 1/2 of a body slot, allowing two 
  miniaturized contraptions, or one miniaturized contraption 
  and one technological or magic device, to occupy the same 
  body slot. A gearhead must be at least 10th level before 
  selecting this innovation.
  Ectoplasmic-Frequency Contraptions (Su): The gearhead’s 
  contraptions become tuned to both the physical and spiritual 
  realms of reality, allowing their effects to manifest in both 
  realities simultaneously. Incorporeal creatures now take 
  half damage (50%) from the gearhead’s contraptions; 
  effects that do not cause damage now have a 50% chance 
  of affecting incorporeal creatures. If the gearhead is trained 
  in Knowledge (religion), his contraptions instead have full 
  effect on any incorporeal creature whose HD is equal to or 
  less than the number of ranks in Knowledge (religion) the 
  gearhead possesses. This functionality of a contraption is 
  supernatural in nature. While within an area that suppresses 
  or negates magic, or if subjected to a similar effect, the 
  gearhead’s contraptions cannot harm or affect incorporeal 
  creatures. In addition, while subjected to antimagic 
  effects, the gearhead’s contraptions deal only half damage 
  (50%) to corporeal creatures and effects that do not cause 
  damage only have a 50% chance of affecting corporeal 
  creatures. Whenever a gearhead constructs a contraption, 
  he can choose whether that contraption is an ectoplasmic-
  frequency contraption or a normal contraption.
  Power Diversion: As a full-round action, the gearhead can 
  “split” an unspent activation charge of any contraption level 
  he knows to gain two activation charges of a contraption 
  level that is two levels lower than the activation charge split. 
  For example, a 5th level gearhead can split an unspent 3rd 
  level contraption activation charge to gain two 1st level 
  activation charges. An activation charge gained through 
  splitting cannot be split itself. An activation charge must 
  be of at least 3rd level to be split. These split charges last 
  for 24 hours, or until the gearhead’s power source has been 
  refreshed through maintenance. This ability can be used a 
  number of times per day equal to the gearhead’s Intelligence 
  modifier.
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  Calibration Feat: A gearhead that selects this innovation 
  gains a bonus calibration feat (see Feats). He must meet the 
  prerequisites of this feat as normal. This innovation may be 
  taken multiple times.
  Instant Engineering (Ex): At 18th level, the gearhead can 
  construct or dismantle mechanical devices with inhuman 
  efficiency. The time required for a gearhead to craft or 
  repair a mundane or technological item is reduced by three-
  fourths (when determining progress, treat the item’s cost 
  as 75% less than normal). Likewise, the time required for 
  a gearhead to salvage a mundane or technological item is 
  also reduced by three-fourths (when determining the time 
  required, treat the item’s market value as 75% less than 
  normal). Furthermore, he can perform any Disable Device 
  check with almost supernatural speed: Simple devices 
  require a swift action, Tricky devices require a standard 
  action, Difficult and Extreme devices require 1d2 rounds.
  GEARHEAD SCHEMATICS
  Gearheads gain access to a variety of schematics.
  0-Level Gearhead Effect Schematics—beacon, chemical 
  burn, chill, hydrate, illuminate, lift, scald, soak, spark
  1st-Level Gearhead Effect Schematics—acid burn, 
  alacrity, attraction, burn, dehydrate, detect constructs, 
  detect fauna and flora, detect humanoids, detect undead, 
  electromagnetic deflection, fade, glide, hydrant, scare, 
  shock, simple order, tracker
  2nd-Level Gearhead Effect Schematics—accelerate, 
  corrosive acid, disappear, decelerate, detect anomalistic 
  creatures, detect mystical creatures, discordant note, 
  energy resistance, frigid cold, hover, kinetic burst, reveal 
  hidden, sense thoughts, shatter
  3rd-Level Gearhead Effect Schematics—blaze, complex 
  order, dimensional hop, heat lightning, radiance, soar, 
  suppress, time lapse
  4th-Level Gearhead Effect Schematics—caustic acid, 
  clinging ice, sonic blast, terrify
  5th-Level Gearhead Effect Schematics—concealment 
  field, crush will, dimensional jump, kinetic blast
  6th-Level Gearhead Effect Schematics—amped lightning, 
  energy immunity, negation field, unfetter
  7th-Level Gearhead Effect Schematics—bio-hazardous 
  cloud, destructive acoustics, dimensional shift, horrify
  8th-Level Gearhead Effect Schematics—incinerate, 
  thunder strike
  9th-Level Gearhead Effect Schematics—halt time, 
  repulse
  SCIENTIFIC SPECIALTIES
  The following descriptions detail each scientific specialty 
  and its corresponding abilities.
  PNEUMATIC ENGINEER
  Few things are more awe-inspiring than the unbridled 
  power of water, as people come from all around to view 
  crashing waterfalls and surging rivers. The pneumatic 
  engineer simply takes that observation and awed respect 
  to its natural conclusion, finding ways to use heated water 
  and the energy it produces in marvelous ways.
  Specialty Schematic Sources: Combustion and hydrology.
  Scalding Steam (Ex): Starting at 1st level, whenever 
  the gearhead constructs a contraption that has the fire 
  descriptor, he can alter the contraption so that all fire 
  effects instead manifest as superheated steam. This 
  alteration persists until the contraption is dismantled. 
  The altered contraption is treated as if it had the water 
  descriptor, in addition to its other descriptors, and works 
  normally underwater. Unlike fire, the steam cannot ignite 
  objects or set creatures on fire. As the contraption still 
  deals fire damage, fire resistance or immunity still applies 
  to the contraption’s effects. 
  In addition, whenever the gearhead uses a contraption that 
  deals damage with steam, he deals additional fire damage 
  equal to 1/2 his gearhead’s level (minimum of +1). This 
  bonus damage is not increased by calibration feats or 
  similar effects, and applies only once per contraption 
  activation, not once per effect schematic.
  Steam Bleed (Ex): At 1st level, as a standard action that 
  provokes an attack of opportunity, the gearhead may 
  expel steam from his contraptions and power source. 
  The gearhead can “lose” a daily activation charge of 
  any contraption level of at least 1st to shroud himself 
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  in a steamy mist for 1 round per level of the activation 
  charge lost. This steamy mist fills the gearhead’s space, 
  granting him partial concealment (20%), and remains 
  centered on the gearhead as he moves. Whenever the 
  gearhead spends at least 1 round in the same square, 
  or only takes a 5-foot step from his previous turn’s 
  square, this ability creates a cloud of mist, similar 
  to the obscuring mist spell, that persists while the 
  gearhead is bleeding steam, and for 1 minute after. If 
  a strong wind disperses the cloud of mist, it reforms 
  again at the next viable opportunity. While underwater, 
  this cloud of mist cannot form, and the gearhead only 
  gains partial concealment while he remains stationary.
   
  This bled steam can also help propel the gearhead 
  during a jump, while in mid-air, or while under water. 
  While jumping, flying, or swimming, and while he 
  continues to bleed steam, a gearhead’s speed increases 
  by 5 feet per level of the activation charge lost, and he 
  gains a +2 competence bonus per level of the activation 
  charge lost when making the appropriate Acrobatics, 
  Fly, or Swim skill checks.
  Pneumatic Armor (Ex): At 3rd level, the gearhead’s 
  constant tinkering yields him a free suit of pneumatically 
  powered armor (see the table below). This pneumatic 
  armor usually has an appearance similar to banded 
  mail; made up of overlapping strips of metal, fastened 
  to a leather backing. The gearhead is considered to be 
  proficient with this suit of armor. While the gearhead 
  wears his pneumatic armor, the armor is powered by 
  the gearhead’s power source, yielding the statistical 
  attributes listed below. If another individual wears a 
  gearhead’s pneumatic armor without a proper power 
  source, the armor functions as a normal suit of banded 
  mail armor, without any pneumatic enhancements. 
  Starting at 3rd level, the armor provides its wearer 
  with a +1 enhancement bonus to one physical ability 
  score (Strength, Dexterity, or Constitution) of the 
  gearhead’s choice. At 6th level, and then every three 
  levels thereafter, the gearhead may choose to have the 
  pneumatic armor either grant a +1 enhancement bonus 
  to a different physical ability score, or to increase an 
  existing enhancement bonus granted by the pneumatic 
  armor by +1, to a maximum of +6. Once a selection is 
  made, it cannot be changed unless the gearhead spends 
  at least one week modifying his armor. At 20th level, 
  all ability score enhancement bonuses provided by the 
  armor increase by +2, up to the maximum of +6.
  A suit of pneumatic armor also features a pair of gauntlets 
  (so the gearhead is always considered armed), and both 
  the suit of armor and the pair of gauntlets are always 
  of masterwork quality. These gauntlets can be upgraded 
  to masterwork spiked gauntlets by paying the difference 
  in cost and making the appropriate Craft skill checks. 
  A suit of pneumatic armor may be upgraded (with 
  enhancement bonuses or other gadgetry) or reforged (to 
  be constructed of a different material) like any other suit 
  of armor, using the same rules and processes.
  Due to the constant hissing of steam and firing of pneumatic 
  pistons, pneumatic armor imposes a -5 penalty to Stealth 
  checks on top of the armor’s existing armor check penalty.
  ELECTRICAL ENGINEER
  Some say, when the first child shocked its sibling after 
  creating friction with its foot across a rough floor, the first 
  electrical engineer was born. These pioneers in the use of 
  electricity are no mere children, however, but savvy and 
  confident builders intent on pushing the bounds between 
  positive and negative charges.
  TABLE 2-5: PNEUMATIC ARMOR
  Armor
  Cost*
  Armor 
  Bonus
  Maximum Dex 
  Bonus
  Armor Check 
  Penalty
  Arcane 
  Spell Failure 
  Chance
  Speed
  Weight
  30 ft.
  20 ft.
  Light Armor
      Pneumatic Armor
  $800
  +7
  +3
  –3
  35%
  30 ft.
  20 ft.
  35 lbs.
  * Includes modifiers for masterwork quality. This cost is listed only for the purposes of upgrading, repairing, or reforging a suit of pneumatic 
  armor. If a suit of pneumatic armor is ever sold off, it base value is considered to be $400, or the cost of masterwork banded mail.
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  Specialty Schematic Sources: Electromagnetic and kinetic.
  Livewire (Ex): Whenever the gearhead uses a contraption 
  or weapon (that he personally crafted) that deals electricity 
  or force damage, he deals additional damage of the same 
  type equal to 1/2 his gearhead’s level (minimum of +1). 
  This bonus damage is not increased by calibration feats 
  or similar effects, and applies only once per contraption 
  activation, not once per effect schematic. In addition, 
  whenever an enemy confirms a critical hit against the 
  gearhead or sunders one of his contraptions, and the 
  enemy did so with a melee weapon composed mostly of 
  metal, an unarmed attack, its body, or a natural melee 
  weapon, that enemy takes electricity damage equal to 
  1/2 the gearhead’s level + his Intelligence modifier. This 
  damage cannot be dealt to the same creature more than 
  once per round.
  Electrical Diffusion (Ex): A gearhead’s contraptions 
  absorb and diffuse electrical energy throughout the 
  gearhead’s power source. Each time the gearhead would 
  receive electricity damage, that damage is reduced by 
  a number of points equal to twice the gearhead’s level 
  before being applied to his hit points or his equipment.
  If this absorption would reduce the electricity damage 
  taken to 0 or below, the gearhead suffers no ill side 
  effects that accompanies the electricity damage and the 
  gearhead regains one previously expended contraption 
  activation charge of any contraption level he knows. This 
  activation charge is regained only after the electricity 
  attack or effect is resolved. If one of the gearhead’s 
  contraptions was the cause of the electricity attack or 
  effect, this ability has no effect. The gearhead cannot 
  regain more than one activation charge per encounter 
  through this ability.
  Amped (Ex): Starting at 6th level, as a swift action, the 
  gearhead can “lose” an unspent activation charge of 
  any contraption level he knows to temporarily increase 
  his effective constructor level by an amount equal to the 
  activation charge lost. This temporary increase in constructor 
  level lasts until the gearhead activates a contraption, or until 
  the end of his next turn, whichever happens first.
  PHYSICIST
  Unfettered by squabbles between competing engineers 
  over which energy source is the best, physicists adopt 
  a more holistic approach to the problems of their craft. 
  Their homes, when they can even remember where to find 
  them, are covered in impossible to decipher formulae and 
  the newest prototypes fresh off the workbench.
  Fundamentals (Ex): Anytime the gearhead uses a 
  contraption or weapon (that he personally crafted) that 
  deals energy damage, he deals an additional amount of 
  energy damage of the same type equal to his Intelligence 
  modifier. This bonus damage is not increased by 
  calibration feats or similar effects, and applies only once 
  per contraption activation, not once per effect schematic. 
  At 3rd level, whenever the gearhead applies a calibration 
  feat to a contraption, increase the contraption’s DC 
  by +1. This bonus does not stack with itself and does 
  not apply to contraptions modified by the Intensified 
  Contraption feat.
  Calibration Expert (Ex): At 8th level, the gearhead 
  can apply any one calibration feat that he knows to a 
  contraption that he is about to either build or activate. 
  This does not alter the level of the contraption or the 
  activation time. The gearhead can use this ability once 
  per day at 8th level and one additional time per day for 
  every two gearhead levels he possesses beyond 8th. Any 
  time the gearhead uses this ability to apply a calibration 
  feat that increases the contraption level by more than 
  1, he must use an additional daily usage for each level 
  above 1 that the feat adds to the contraption. Even 
  though this ability does not modify the contraption’s 
  actual level, he cannot use this ability to build or activate 
  a contraption whose modified contraption level would 
  be above the level of the highest-level contraption that 
  he is capable of building.
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  arChetypes
  FUMIGANT
  ALCHEMIST
  The alchemist has successfully blended the modern 
  scientific field of chemistry with the ancient art of alchemy. 
  Alchemy is now at the forefront of weapons development, 
  medicine, and vehicle construction. The alchemical engine 
  is the direct result of blending modern engineering with 
  alchemical reagents. Every alchemist archetype is making 
  new discoveries and formulas that push back the envelope 
  of the impossible and the inconceivable.
  FUMIGANT
  A Fumigant is an alchemist that specializes in toxic gasses 
  and chemical warfare. Bombs crafted by her hands often 
  emit blistering agents, choking gasses, burning oils, 
  contagions, and other lingering effects. Fumigants are 
  easily recognized by the gas masks they habitually wear as 
  well as the rubberized clothing or environmentally sealed 
  armor used to protect their skin from poison vapors.
  Chemical Warfare (Ex): Fumigants are trained in the use 
  of poison and starting at 1st level, and cannot accidentally 
  poison themselves when applying poison to a weapon. In 
  addition, a fumigant begins play with a gas mask, 1 gas 
  mask filter, and three doses of small centipede poison. This 
  ability replaces Brew Potion and poison use.
  Toxin Bombs (Ex): A fumigant utilizes poisonous 
  substances as a catalyst for his bombs, affecting all those 
  unfortunate enough to be with its blast vicinity. On a direct 
  hit, a fumigant’s bomb inflicts 1d4 points of acid damage 
  + additional damage equal to the fumigant’s Intelligence 
  modifier, and the target is subject to fumigant poison (see 
  below). The damage of a fumigant’s bomb increases by 1d4 
  points at every odd-numbered alchemist level (this bonus 
  damage is not multiplied on a critical hit or by using feats 
  such as Vital Strike). 
  Poison is used as the liquid catalyst for a fumigant’s bombs; 
  a toxin bomb is typically made with fumigant poison, but 
  the fumigant can supply a dose of a different, more potent 
  inhaled, injury, or contact poison that he has available at the 
  time the bomb is created and thrown. A fumigant creates 
  a number of doses of fumigant poison catalyst at the start 
  of the day equal to the total number of bombs they can 
  create in that day. Due to the nature of fumigant poison, 
  however, the substance is not toxic enough to be used as 
  a standard poison outside of toxin bombs, and multiple 
  doses of fumigant poison cannot be combined to heighten 
  its potency. It is not until the poison is mixed with explosive 
  chemicals and a bit of alchemist magic that fumigant poison 
  becomes lethal. If another poison is used in the creation of a 
  toxin bomb, fumigant poison is so docile that it is overtaken 
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  by the substitute poison; therefore fumigant poison does not 
  stack with other poisons. 
  Different types of poison have different methods of 
  affecting targets of a toxin bomb. Toxin bombs that employ 
  injury poison apply their poison to the target of a direct hit, 
  as well as any target that fails its Reflex save to reduce the 
  splash damage of a toxin bomb. Toxin bombs that employ 
  contact poison apply their poison to any creature damaged 
  by the toxin bomb, whether on a direct hit or splash damage; 
  even if the Reflex save to reduce the splash damage of a 
  toxin bomb was successful. Toxin bombs that employ 
  inhaled poison fill an area equal to twice the bomb’s splash 
  radius with their poison until the end of the fumigant’s turn, 
  affecting all creatures within the area. Despite a poison’s 
  actual Fortitude DC, when used in the creation of a toxin 
  bomb the poison’s DC becomes 10 + 1/2 the fumigant’s 
  level + the fumigant’s Intelligence modifier. A fumigant 
  can infuse his toxin bomb with multiple doses of the same 
  poison (except fumigant poison), up to a number of doses 
  equal to his Intelligence modifier.
  This ability is identical in all other ways to an alchemist’s 
  bomb ability, and supplements that ability.
  Fumigant Poison (Ex): Bomb—inhaled; save Fort DC 
  10 + 1/2 the fumigant’s level + the fumigant’s Intelligence 
  modifier; frequency instantaneous; effect 1 Constitution 
  damage; cure 1 save.
  Poison Conversion: At 1st level, the fumigant gains the 
  poison conversion discovery, but he can only use the 
  discovery to convert injury or contact poisons into inhaled 
  poisons. At 6th level, the fumigant is no longer restricted 
  when converting poisons; he can convert any one type of 
  poison into any other type, as per the normal rules of the 
  discovery. This ability replaces mutagen.
  Lingering Miasma (Su): At 10th level, a fumigant becomes 
  adept at creating lingering poison clouds. Areas hit with an 
  inhaled poison-infused bomb are enshrouded by a sickly 
  poisonous cloud. This cloud functions as fog cloud, filling 
  an area equal to twice the bomb’s splash radius for 1 round 
  per level, except that each creature is immediately subject to 
  the infused inhaled poison, and then again on the fumigant’s 
  turn each round it is within the cloud. This ability replaces 
  persistent mutagen.
  Discoveries: The following discoveries complement the fumigant 
  archetype: acid bomb, concentrate poison, delayed bomb, plague 
  bomb, poison bomb, smoke bomb, and stink bomb.
  MOONSHINER
  Ostensibly for the good of the people, most centralized 
  governments of the day heavily regulate commerce and 
  science. Some of the most explicit restrictions are placed 
  on mind- and body-altering liquids. Ulleran hillfolk have 
  rebellion in their bones, however, and many make it their 
  business to distill and deliver the goods to anyone who 
  wants a taste—free of taxes and pesky ingredient guidelines. 
  Using hand scrawled recipes and unorthodox methods, 
  moonshiners create wondrous effects in the form of potent 
  liquids which affect the imbiber. Years of ‘taste-testing’ 
  allow the moonshiner to metabolize and employ their brew 
  in interesting ways. Tales are told of moonshiners breathing 
  fire to spook lawmen, and brewing potions allowing them 
  to double in size or harden their skin. They get their name 
  by largely employing their craft ‘by the light of the moon’ 
  to avoid legal entanglements. Harmonia is home to the 
  majority of moonshiners, but anywhere the law restricts the 
  imbibed substances, a moonshiner is sure to be close.
  Moonshine Stupor (Ex): A moonshiner’s body and mind 
  handles alcohol differently from other people, mixing with 
  his innate magical energy to astounding effect. As a move 
  action, that does not provoke an attack of opportunity, the 
  moonshiner can drink a tankard of ale or similar quantity 
  of alcohol to enter into an intoxicated state for a number of 
  rounds per encounter equal to 3 + his Intelligence modifier. 
  At 2nd level, and every two levels thereafter, the duration of 
  the moonshine stupor increases by 1 round. Upon entering 
  into a moonshine stupor, the moonshiner gains a +2 dodge 
  bonus to his AC and may apply a +4 alchemical bonus to his 
  Strength, Dexterity, or Constitution, at the cost of a penalty 
  to a mental ability score. He may apply the full bonus to one 
  ability score or may split the bonus between several scores 
  in increments of +2. If the moonshiner applies a bonus to his 
  Strength, a –2 penalty applies to his Intelligence. If he applies 
  a bonus to his Dexterity, a –2 penalty applies to his Wisdom. 
  If he applies a bonus to his Constitution, a –2 penalty applies 
  to his Charisma. Temporary penalties to Intelligence, such as 
  those gained from the moonshiner’s intoxicated state, do not 
  decrease the total number of rounds that a moonshiner can 
  remain in his intoxicated state. At 8th level, and again at 15th 
  level, the dodge bonus of a moonshine stupor increases by +1 
  and the alchemical bonus increases by +2.
  While in a moonshine stupor, the moonshiner can drink a 
  potion, an extract, or a tankard of ale or similar quantity of 
  alcohol, as a move action that does not provoke attacks of 
  opportunity. A potion or extract has its normal effect, while 
  an alcoholic drink allows the moonshiner to maintain his 
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  stupor that round without expending a round of moonshine 
  stupor for the encounter (instead of the alcohol’s normal 
  effects). For each alcoholic drink consumed while in a 
  moonshine stupor (including the drink that initiated the 
  stupor), the moonshiner is sickened for a number of rounds 
  equal to 2 times the number of rounds spent in the stupor. 
  If the moonshiner enters into a moonshine stupor while 
  sickened, the sickened condition is suppressed for the 
  duration of the stupor, but then the moonshiner becomes 
  nauseated instead of sickened after the stupor ends. The 
  moonshiner cannot enter into an inebriated state while 
  nauseated. This ability replaces mutagen.
  Signature Brew (Ex): Starting at 2nd level, when the 
  moonshiner creates an extract he can infuse a bit of alcohol 
  with the extract. When consumed, a signature brew is treated 
  as both an extract and an alcoholic drink. When creating 
  a signature brew, one tankard of ale or similar quantity of 
  alcohol is consumed in the process. This ability replaces 
  poison use.
  Tempered Resilience (Ex): At 3rd level, a moonshiner 
  gains a bonus on all saving throws against disease equal 
  to his alchemist class bonus against poison. When he gains 
  the poison immunity alchemist class ability, he becomes 
  immune to disease as well. This ability replaces persistent 
  mutagen.
  Good for What Ails You (Ex): Starting at 6th level, 
  while in a moonshine stupor, the moonshiner who takes a 
  drink of alcohol may attempt a new saving throw against 
  one of the following conditions that may be affecting him: 
  blinded, confused, dazzled, deafened, exhausted, fatigued, 
  frightened, nauseated, panicked, shaken, or sickened. If 
  he succeeds at the save, the effect is suppressed for the 
  duration of the stupor. He also may attempt a new saving 
  throw if poisoned; a successful save counts against those 
  required for a cure, but a failed save has no ill effect. This 
  ability replaces swift poisoning.
  Moonshiner Discoveries: The following discoveries are 
  only available to the moonshiner archetype.
  Intoxicating Bomb*: When the moonshiner creates a bomb, 
  he can choose to infuse it with strongly intoxicating alcohol 
  instead of dealing damage. Creatures that take a direct hit 
  from an intoxicating bomb are staggered and sickened for 1 
  round per damage die of the bomb. A Fortitude save negates 
  the staggered condition, but the creature is still sickened for 
  1 round. Creatures in the splash area that fail their saves 
  are sickened for 1 round; those who make this save are not 
  sickened at all. Creatures with the scent ability take a -2 
  penalty to their saving throw to resist this bomb.
   
  Liquid Courage: While in a moonshine stupor, the 
  moonshiner ignores the penalty to Will saves while taking 
  a Wisdom penalty from his stupor. Furthermore, he gains a 
  +1 morale bonus on saving throws against mind-affecting 
  and fear effects for each alcoholic drink he consumes during 
  his stupor (including the drink that initiated the stupor), to a 
  maximum of +1 per four moonshiner levels.
   
  Noxious Belch: While in a moonshine stupor, the 
  moonshiner may expend 2 rounds of his stupor to expel 
  noxious fumes from his stomach into an adjacent opponent’s 
  face. The target must make a Fortitude save (DC 10 + 1/2 
  the moonshiner’s level + his Intelligence modifier), or 
  be nauseated for 1d4+1 rounds. If the save succeeds, the 
  creature is instead sickened for 1 round.
   
  Staggering Stupor: While in a moonshine stupor, a 
  moonshiner may move 5 feet as a swift action. This 
  movement does not count against the moonshiner’s ability to 
  make a 5-foot step. Furthermore, he gains a +1 dodge bonus 
  to AC against attacks of opportunity for each alcoholic 
  drink he has consumed during his stupor (including the 
  drink that initiated the stupor), to a maximum of +1 per four 
  moonshiner levels.
   
  Social Drinker: Whenever the moonshiner would be able 
  to enhance a physical ability score when entering into a 
  moonshine stupor, he can instead choose to enhance his 
  Charisma ability score. If he does, the –2 penalty for the 
  moonshine stupor applies to his Constitution ability score.
  Discoveries: The following discoveries complement the 
  moonshiner archetype: breath weapon bomb, combine 
  extracts, staggering stupor, intoxicating bomb, precise 
  bombs, social drinker, spontaneous healing.
  BARBARIAN
  Barbarians are a vanishing breed. As civilized society 
  expands into the untamed wilderness, it brings with it the 
  goods, medicines, and conveniences that lure the noble 
  savage away from his traditions. Compounded with the 
  virulent disease, herd declines, integration projects, and 
  land portioning, few tribes can claim to be untouched by 
  civilization. A tribal barbarian may be the last of his people 
  trapped in a world turning progressively alien. Of course 
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  there is the counter culture; some people intentionally 
  dispense with socialization and choose to live as revers and 
  bohemians. Others over indulge in alcohol, stimulants, or 
  aberrant behavior and lose all decorum and self-restraint.
  CIVIL BEDLAMITE
  Once a common citizen, each civil bedlamite was an 
  unremarkable and inconsequential cog in a greater 
  machine. Unknown to his coworkers, neighbors, and family, 
  he was a powder keg ready to explode at the right trigger. 
  The civil bedlamite has succumbed to barbarism. His rage 
  is not fuelled by tribal warrior traditions, but the result 
  of work stress, grief, or mental upheaval that has turned 
  the character into an outcast and rebel. Perhaps he is a 
  shell-shocked soldier, a backyard brawler, a teenage thrill 
  seeker, an overworked postal drone, or a mercury-poisoned 
  haberdasher. Whatever the genesis, civil bedlamites now 
  delight in motorized violence and gunplay. Unlike other 
  barbarians, they have no wilderness skills and instead have 
  an urban/suburban skill set. Civil bedlamites intuitively use 
  firearms and vehicles, and are alert, nimble pilots.
  Weapon and Armor Proficiency: A civil bedlamite is not 
  proficient with medium armor.
  Skills: A civil bedlamite does not gain Handle Animal 
  (Cha), Knowledge (nature) (Int), or Survival (Wis) as class 
  skills; instead, he gains Knowledge (engineering) (Int), 
  Knowledge (local) (Int), and Profession (Wis) as class 
  skills.
  Nothing to Lose (Ex): Starting at 1st level, a civil bedlamite 
  gains a +1 bonus on saves against fear This bonus increases 
  by +1 for every four levels beyond 1st. This ability replaces 
  fast movement.
  Shooting Spree (Ex): When a civil bedlamite rages, instead 
  of taking a normal rage he goes on a shooting spree. While 
  on a shooting spree, a civil bedlamite takes a –2 penalty to 
  AC, but he may make one additional ranged attack with a 
  firearm each round when making a full-attack action. If he 
  chooses to make this extra attack, all of his attack rolls that 
  round take a -2 penalty. Furthermore, when on a shooting 
  spree, a civil bedlamite can reload a single barrel of a one-
  handed or two-handed firearm as a swift action each round, 
  but the misfire chance of his firearm increases by 2. If he has 
  the Rapid Reload feat or is using an alchemical cartridge (or 
  both), he can reload a single barrel of the firearm as a free 
  action once per round instead.
  When the civil bedlamite gains greater rage, he can reload 
  up to two barrels of a single one-handed or two-handed 
  firearm as a swift action each round. If he has the Rapid 
  Reload feat or is using an alchemical cartridge (or both), 
  he can reload up to two barrels of a single one-handed or 
  two-handed firearm as a free action once per round instead. 
  Furthermore, reloading a firearm during a shooting spree no 
  longer provokes attacks of opportunity.
  When the civil bedlamite gains mighty rage, he can make 
  two additional ranged attacks with a firearm when making 
  a full-attack action during a shooting spree. Furthermore, 
  the misfire chance of the bedlamite’s firearms is no longer 
  increased by 2 when quickly reloaded during a shooting 
  spree.
  If a civil bedlamite’s hit point total drops to 0 or lower, 
  but he is not dead, he may act as if disabled rather than 
  dying (as if he possessed the Diehard feat). However, the 
  bedlamite can use his actions only to draw a firearm, reload 
  a firearm, or attack with a firearm. If he has the Diehard 
  CIVIL BEDLAMITE
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  feat, his shooting spree also allows him to add half his 
  barbarian levels to his Constitution score for the purpose 
  of determining the negative hit point total at which he dies.
  When on a shooting spree, a civil bedlamite may use 
  Intelligence-, Dexterity-, and Charisma-based skills, but 
  cannot use any ability that requires patience or concentration. 
  This ability otherwise follows the normal rules for rage.
  Barnstormer (Ex): A civil bedlamite takes daring risks and 
  bold maneuvers for kicks when driving a vehicle. At 3rd 
  level, the civil bedlamite gains a +2 bonus to all driving 
  checks and to the driven vehicle’s CMB checks. The civil 
  bedlamite also grants a +1 bonus to the driven vehicle’s 
  AC and CMD. These bonuses increase by +1 every three 
  barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th 
  level).This ability replaces trap sense.
  Rage Powers: The following rage powers complement the 
  civil bedlamite archetype: boasting taunt, deadly accuracy, 
  lethal accuracy, no escape, sharpened accuracy, surprise 
  accuracy.
  BARD
  There are no fewer exploits worthy of heraldry in the age of 
  steam than in medieval times. In fact, heroes of Ullera tend 
  to face greater odds due to the technological prowess of 
  their foes. Bards, therefore, have their work cut out for them, 
  spinning tales of greatness both past and present. Bards in 
  Ullera are diverse, making use of modern instruments and 
  gadgets to perform marvelous acts and escape danger.
  GYPSY
  Gypsies are traveling performers and notorious 
  swindlers. They have no land or homes other than their 
  colorful wagons and tents, and are often scorned by most 
  civilized communities.  Gypsies are only loyal to their 
  own and have no qualms with corrupting, deceiving, or 
  humiliating “townies“.  Gypsies have their own culture, 
  morals, traditions, and secret language (gypsy cant) that 
  insolates and isolates gypsies from the rest of the world. 
  All gypsy camps are deeply immersed in performance, but 
  especially music, storytelling, and dancing.  It is through 
  street performance that gypsies earn most of their coin.  
  Additionally, gypsies often ply the trades of tinker, tattooist, 
  smuggler, poacher, pamphleteer, anarchist, juggler, 
  counterfeiter, carpet bagger, coquette, pickpocket, card 
  sharp, curse breaker, and herbalist.  Gypsies lack some 
  of the formal education of the classic bard and instead 
  are adept in thievery.  Even though gypsies are generally 
  held in contempt, some of the largest and most successful 
  traveling circuses and sideshows in Ullera are owned and 
  staffed by gypsies.
  Skills: A gypsy’s class skills are Acrobatics (Dex), Appraise 
  (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), 
  Intimidate (Cha), Knowledge (geography) (Int), Knowledge 
  (history) (Int), Knowledge (local) (Int), Knowledge (nature) 
  (Int), Linguistics (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight 
  of Hand (Dex), Stealth (Dex), and Survival (Wis).
  Weapon Proficiency:  A gypsy is proficient with all simple 
  weapons, plus the bladed scarf, kukri, rapier, sap, star 
  knife, war razor, and whip. A gypsy is not proficient with 
  shields. These replace the bard’s normal weapon and shield 
  proficiencies. 
  Tarot Reading (Su): By spending 10 minutes performing 
  a tarot reading, a gypsy may affect her allies as if she had 
  performed inspire courage as a bard of her gypsy level. 
  The reading’s effects last for 10 minutes. The gypsy must 
  spend 4 rounds of bardic performance for each creature 
  to be affected. At 3rd level, the gypsy may instead affect 
  her allies as if she had performed inspire competence as 
  a bard of her gypsy level. At 7th level, performing a tarot 
  reading requires 5 minutes instead of 10. At 9th level, the 
  gypsy may instead affect her allies as if she had performed 
  inspire greatness as a bard of her gypsy level. At 13th level, 
  performing a tarot reading requires 1 minute instead of 5. 
  Lastly, at 15th level, the gypsy may instead affect her allies 
  as if she had performed inspire heroics as a bard of her 
  gypsy level. This ability replaces inspire courage, inspire 
  competence, inspire greatness, and inspire heroics.
  Gladhanding (Ex): A gypsy earns double the normal 
  amount of money from Perform checks. As a standard 
  action, she may use a Bluff check in place of a Diplomacy 
  check to improve a creature’s attitude for 1 minute, after 
  which its attitude becomes one step worse than originally. 
  This ability replaces countersong.
  Streetwise Magpie (Ex): Don’t let a gypsy’s colorful 
  dress and lack of etiquette fool you.  Gypsies can easily 
  blend into any crowd with a simple change of clothes, a 
  change of language, and a change of manners.  All gypsies 
  gain Gypsy Cant (Romany) as an additional language.  In 
  addition, a gypsy gains a bonus equal to half her level on 
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  Bluff, Disguise, Knowledge (local), and Sleight of Hand 
  checks, Diplomacy or Intimidate checks made to influence 
  crowds, and Diplomacy checks to gather information 
  (minimum +1). This replaces bardic knowledge. 
  Gypsy Prank (Ex): There is no such thing as a “fair fight” 
  with a gypsy as they will employ any stratagem to win 
  a conflict, inflicting low blows and sucker punches with 
  verve and joy. Starting at 2nd level, a gypsy selects either 
  Perform (act), Perform (comedy), or Perform (dance). 
  She may use her bonus in the chosen Perform skill in 
  place of her combat maneuver bonus when performing 
  a disarm, dirty trick, or steal combat maneuver. When 
  substituting in this way, the gypsy uses her total Perform 
  skill bonus, including class skill bonus, in place of her 
  combat maneuver bonus. If the gypsy gains bonuses on 
  combat maneuver checks from any feats, spells, magic 
  items, or similar effects, they are added to the Perform 
  bonus when using the appropriate combat maneuver. This 
  ability replaces versatile performance.
  Gypsy Intuition (Su): At 2nd level, once per day as an 
  immediate action, a gypsy may receive a glimpse of the 
  immediate future and predict the results of a specific 
  action as if she had cast an augury spell. The caster level 
  of this spell is equal to the gypsy’s bard class level. This 
  ability replaces well-versed.
  Quick Change (Ex): At 5th level, a gypsy can don a 
  disguise as a standard action by taking a –5 penalty on her 
  check. She can take 10 on Bluff and Disguise checks and 
  use Bluff to create a diversion to hide as a swift action. 
  She can take 20 on a Bluff or Disguise check once per 
  day, plus one time per six levels beyond 5th. This ability 
  replaces lore master.
  FIGHTER
  A fighter is anyone who trains his mind and body in martial 
  combat. Unlike drafted soldiers and penal conscripts, the 
  fighter has chosen a life of battle for himself. Fighters are 
  the core of a nation’s military and many eventually become 
  officers. Other fighters look for glory in sports, wealth 
  as bodyguards, civic service as watchmen, or trophies as 
  monster slayers. A few simply derive joy by spreading chaos 
  and destruction wherever they go.
  PUGILIST
  Despite the advent of firearms and ‘gentlemen’s duels,’ there 
  are still those who thrive on the rush of adrenaline and the crack 
  of knuckle on bone. In the ring, without the crutches of weapons 
  and armor, none is more deadly than the pugilist. Outside the 
  ring, he wears his bruises and scars as badges of honor. The 
  pugilist knows how and where to strike hard to bring pain to 
  his foe. 
  Weapon and Armor Proficiency: A pugilist is not 
  proficient with martial weapons, light armor, medium 
  armor, heavy armor, or shields. Instead, a pugilist gains the 
  Float like a Butterfly class feature (see below), and he gains 
  DR/— equal to half his fighter level (minimum of 1) against 
  nonlethal damage or damage taken while he is grappled.
  Boxing Style: At 1st level, a pugilist gains Improved 
  Unarmed Strike as a bonus feat. While fighting unarmed 
  in each hand, the pugilist gains Two-Weapon Fighting 
  as a bonus feat, even if he doesn’t meet the feat’s 
  prerequisites, and he may apply his full Strength bonus on 
  damage rolls for all his off-hand unarmed strikes. At 6th 
  level, while fighting unarmed in each hand, the pugilist 
  gains Improved Two-Weapon Fighting as a bonus feat, 
  even if he doesn’t meet the feat’s prerequisites. At 11th 
  level, while fighting unarmed in each hand, the pugilist 
  gains Greater Two-Weapon Fighting as a bonus feat, 
  even if he doesn’t meet the feat’s prerequisites.
  In order to benefit from his boxing style, the only 
  unarmed strikes a pugilist can make are with his fists, 
  or (although rather unsportsmanlike) be wielding brass 
  knuckles or cestus. A pugilist can make unarmed strikes 
  like normal (with knees, head, elbows, feet, etc.), but 
  gains no bonus to damage (see below), and cannot make 
  such attacks while using the Two-Weapon Fighting feat 
  chain. 
  Although a pugilist’s unarmed strikes deal lethal damage, 
  he can choose to deal nonlethal damage instead with no 
  penalty on his attack roll. He has the same choice to deal 
  lethal or nonlethal damage while grappling. Furthermore, 
  a pugilist’s unarmed strike (his fist) is treated as both 
  a manufactured weapon and a natural weapon for the 
  purpose of spells and effects that enhance or improve 
  either manufactured weapons or natural weapons.
  A pugilist also deals more damage with his unarmed 
  strikes than a normal person would. A Medium-sized 
  pugilist deals 1d6 damage with his unarmed strikes, 
  brass knuckles, and cestus, while a Small-sized pugilist 
  deals 1d4, and a Large-size pugilist deals 1d8. This 
  ability replaces the 1st-level fighter bonus combat feat.
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  Float like a Butterfly (Ex): Starting at 1st level, when a pugilist 
  is wearing no armor and is unencumbered, he adds 1 point of 
  Wisdom bonus (if any) per fighter class level as a dodge bonus 
  to his AC. If a pugilist gains the monk’s unarmored AC bonus 
  class feature, he uses that bonus to AC instead.
  Harsh Training (Ex): At 2nd level, a pugilist gains a 
  +1 bonus on saving throws against effects that cause the 
  exhausted, fatigued, or staggered conditions or temporary 
  penalties to ability scores. This bonus increases by +1 for 
  every four levels after 2nd (to a maximum of +5 at 18th 
  level). This ability replaces bravery.
  Dukes Up (Ex): A pugilist is skilled at fighting defensively, 
  using his hands to protect himself from incoming attacks 
  while exchanging blows in return. Starting at 3rd level, 
  the pugilist gains a +2 shield bonus to AC when fighting 
  defensively. Furthermore, the pugilist only takes a -2 
  penalty on attack rolls for fighting defensively. This ability 
  replaces armor training 1.
  Sting like a Bee (Ex): At 5th level, a pugilist gains a +1 
  bonus on attack rolls and a +3 bonus on damage rolls with 
  his unarmed strikes (fists), brass knuckles, and cestus. Both 
  of these bonuses increase by +1 for every four levels beyond 
  5th (to a maximum of +4 and +6 at 17th level). This ability 
  replaces weapon training 1.
  Feinting Jab (Ex): A pugilist can test his foes’ defenses and 
  then exploit their weaknesses with a follow-up jab. At 7th 
  level, the pugilist gains Two-Weapon Feint as a bonus feat 
  while fighting unarmed or while wielding brass knuckles 
  or cestus, even if he doesn’t meet the prerequisites. If the 
  pugilist already has Two-Weapon Feint, the feat is instead 
  replaced with Improved Two-Weapon Feint, even if he 
  doesn’t meet the prerequisites. If the pugilist already has 
  Improved Two-Weapon Feint, he can take any other combat 
  feat instead. In addition, whenever he uses the Bluff skill 
  to feint, he may instead use his total unarmed attack bonus 
  in place of his Bluff skill bonus, as if he were making an 
  unarmed strike. This ability replaces armor training 2 and 3.
  Rabbit Punch (Ex): The pugilist has mastered the art 
  of debilitating blows. At 9th level, he gains the monk’s 
  Stunning Fist class feature, treating his fighter level as his 
  monk level when determining the benefits of the ability, 
  and may use his Strength modifier in place of his Wisdom 
  modifier when determining the DC of a stunning attack. 
  If the pugilist already has the Stunning Fist feat, he may 
  select a different combat feat instead, but he must meet the 
  prerequisites of that feat as normal. This ability replaces 
  weapon training 2.
  Sucker Punch (Ex): At 13th level, when a pugilist strikes 
  a creature that is denied its Dexterity bonus to AC, he can 
  attempt a dirty trick or trip combat maneuver against that 
  target as an immediate action. This ability replaces weapon 
  training 3.
  Knock-Out Punch (Ex): A well-placed blow means 
  “lights out” for the pugilist’s opponent. At 17th level, as 
  a standard action, a pugilist can use his Stunning Fist to 
  knock the target unconscious for 1 minute. Even if the target 
  succeeds its saving throw against the stunning attack, it is 
  still staggered for 1d4+1 rounds. All damage dealt by this 
  stunning attack is nonlethal damage. This ability replaces 
  weapon training 4.
  T.R. BEAUCHAMP, PUGILIST
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  Sheer Toughness (Ex): At 19th level, a pugilist becomes 
  immune to nonlethal damage and the exhausted, fatigued, and 
  staggered conditions. This ability replaces armor mastery.
  Weapon Mastery (Ex): This ability applies to unarmed 
  strikes, brass knuckles, and cestus only.
  RUCTIONEER
  Wherever a fight breaks out for seemingly no reason a 
  ructioneer is sure to be found grinning. To them violence is art, 
  and they are the graffiti artists of their day. They often hire on 
  as “wasters” and “mixers,” known by their contemporaries 
  and the common folk alike as the best kind of toughs who waste 
  no time in mixing it up. With an abundance of attitude and hard-
  won (if not downright dirty) ingenuity, ructioneers more often 
  than not come out on top, even if that means ending up lying at 
  the bottom of the pile. 
  Weapon and Armor Proficiency: A ructioneer is only 
  proficient with simple weapons, firearms, and weapons from 
  the close weapon group. Furthermore, the ructioneer treats 
  the cestus and the knuckle axe as close weapons and he does 
  not suffer any penalties for using an improvised weapon. A 
  ructioneer is not proficient with heavy armor or tower shields.
  Raw Methods (Ex): Rather than through formulaic instruction, 
  many ructioneers have grown up or been forced to learn what 
  others know in unconventional and untested ways. These raw 
  methods still prove useful for sharpening the objects of their 
  violent art in the quick, dirty, and punishing spaces where it 
  thrives. Starting at 1st level, when qualifying for any combat 
  feat that has an ability score prerequisite (such as Combat 
  Expertise or Two-Weapon Fighting), the ructioneer may use 
  his Charisma score plus one-half his fighter level (minimum 
  of 1, maximum of 3), instead of the feat’s normal ability score 
  prerequisite. This ability replaces the 1st-level fighter 
  bonus combat feat.
  Dirty Maneuvers (Ex): At 2nd level, a ructioneer becomes 
  skilled at disrupting and discomfiting his opponents. The 
  ructioneer gains a +1 bonus on disarm, dirty trick, and trip 
  combat maneuver checks. The ructioneer also gains a +1 
  bonus to CMD when attacked with the disarm, dirty trick, 
  and trip combat maneuvers. These bonuses increase by +1 
  for every four levels after 2nd (to a maximum of +5 at 18th 
  level). This ability replaces bravery.
  Brutal Bravado (Ex): At 3rd level, the ructioneer’s 
  overbearing swagger and brutal confidence in combat 
  unnerves his enemies, leaving them rattled. The ructioneer 
  gains Dazzling Display as a bonus feat, even if he doesn’t 
  meet the feat’s prerequisites. If the ructioneer already has 
  the Dazzling Display feat, he can take any other combat 
  feat instead. Dazzling Display applies to any improvised 
  weapon or any weapon from the close weapon group.
  Whenever the ructioneer hits with a charge attack, 
  successfully performs a combat maneuver, successfully 
  feints against an enemy, deals maximum damage on a 
  weapon damage roll with an improvised or close weapon, 
  or hits an opponent with at least two attacks during his 
  turn while wielding an improvised or close weapon, the 
  ructioneer can use Dazzling Display as a swift action. When 
  making multiple attacks during his turn, the ructioneer 
  gains a +2 bonus on his Intimidate check for every attack 
  he hits with beyond the second.
  Whenever the ructioneer confirms a critical hit, is the first 
  person to damage an enemy during combat, or reduces an 
  CON GOODWIN, RUCTIONEER
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  enemy to 0 or fewer hit points, the ructioneer can use Dazzling 
  Display as an immediate action. If the ructioneer gains a special 
  effect on this critical hit from a critical feat, he gains a +2 bonus 
  on the Intimidate check. This ability replaces armor training 1.
  Savage Ingenuity (Ex): At 5th level, the ructioneer can pick 
  up an unattended object within his reach that he can use as an 
  improvised weapon as part of the attack action to melee with or 
  throw that item. Furthermore, the ructioneer gains a +1 bonus 
  on attack rolls and a +3 bonus on damage rolls with improvised 
  melee weapons and weapons in the close weapon group. Both 
  of these bonuses increase by +1 for every four levels after 5th 
  (to a maximum of +4 and +6 at 17th level).
  At 9th level, as a swift action, the ructioneer may alter the type 
  of damage dealt by an improvised weapon to bludgeoning, 
  piercing, or slashing damage. In addition, the ructioneer gains 
  Improvised Weapon Mastery as a bonus feat. If the ructioneer 
  already has the Improvised Weapon Mastery feat, he can take 
  any other combat feat instead. This ability replaces weapon 
  training 1, 2, 3, and 4.
  No Good, Lousy (Ex): Starting at 7th level, the galling effect 
  of the ructioneer’s behavior leaves foes reeling from his 
  unsuspecting blows. When the ructioneer hits a creature that 
  doesn’t recognize the ructioneer as an enemy, hits an enemy 
  that has not yet acted in a combat encounter, hits a flat-footed 
  creature, or hits an opponent that is denied its Dexterity bonus 
  to AC against him, and the ructioneer is wielding an improvised 
  weapon or a weapon from the close weapon group, he may 
  attempt a disarm, dirty trick, or trip combat maneuver as an 
  immediate action as part of the attack. This ability replaces 
  armor training 2.
  Not Your Man (Ex): As the mercenary’s mercenary, the 
  ructioneer brings an undeterred swagger and decisiveness of 
  action to every fight that others find hard to handle. Starting 
  at 11th level, when the ructioneer would be hit by a combat 
  maneuver, he can make an opposed Intimidate check against 
  the attacker’s combat maneuver check as an immediate action. 
  If his check succeeds, the ructioneer negates the combat 
  maneuver. The ructioneer can use this ability a number of times 
  per day equal to his Charisma modifier. The ructioneer must be 
  aware of his attacker to use this ability.
  At 15th level, this ability also applies when the ructioneer would 
  be subject to a rogue’s sneak attack or to precision damage from 
  attacks such as Vital Strike. The ructioneer makes an opposed 
  Intimidate check against the attacker’s attack roll. If his check 
  succeeds, the ructioneer negates any extra sneak attack or 
  precision damage, and any effect applied to the sneak attack 
  from rogue talents.
   
  At 19th level, this ability further applies when a foe confirms 
  a critical hit against the ructioneer. The ructioneer makes an 
  opposed Intimidate check against the foe’s confirmation roll. 
  If his check succeeds, the ructioneer treats the critical hit as a 
  normal hit, and negates any effects applied from critical feats. 
  This ability replaces armor training 3 and 4, and armor mastery.
  Weapon Mastery: This ability applies to improvised weapons 
  and weapons from the close weapon group only.
  MONK
  Modern society abandoned religion and mysticism long 
  ago. There are some, however, who hold to the ancient 
  knowledge of self-perfection. These monks incorporate 
  scientific discoveries and recent medical breakthroughs in 
  order to hone their martial and mental prowess.
  WIDOWMAN
  Even the most devoted law enforcer has limits. Family life, lust, 
  vices, and emotional scars provide a foundation of inherent 
  weakness that clever crooks can exploit. Widowmen are 
  Ullera’s answer to this inherent flaw in mankind. These monks 
  are trained at the mysterious Drevan Academy in Northeast 
  Keystone. Their official government title is Drevan Adherent, 
  but their aloofness, detachment from societal norms, and 
  lack of family or friends resulted in the commonfolk referring 
  to them as “widowmen,” a term which is almost universally 
  used now. Trained for federal service, widowmen candidates 
  are taken from orphanages before they reach one month of 
  age (supremely patriotic families have been known to give 
  their children to the government to be trained as widowmen). 
  Widowmen-in-training are chemically sterilized to preclude 
  sexual distractions from the other gender. They train for 
  decades with the goal of total mental and physical perfection. 
  The result is an individual totally devoted to the State and 
  undeterred by the offerings of society or nature. Widowmen 
  are rare, and are only used by Ulleran officials for the most 
  sensitive cases of espionage and organized crime investigation. 
  Less than 10% of all candidates become widowmen, and those 
  who wash out of training become dangerous individuals unable 
  to fold into society. Widowmen rarely use firearms, as several 
  misfiring by past federal agents have resulted in serious uproar 
  from citizens of the Federation. Instead, they perfect the art of 
  hand-to-hand combat, especially removing a criminal from 
  their weapon and binding them to be taken for questioning or 
  punishment.
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  Weapon Proficiency: Widowmen are proficient with the 
  widowman baton only. A widowman does not suffer a penalty 
  on his attack rolls when wielding an improvised weapon, and he 
  treats improvised weapons as monk weapons. In the hands of a 
  widowman, a widowman baton becomes the ultimate combat 
  tool. In melee combat, a widowman baton is utilized to lock an 
  opponent and target pressure points, granting the widowman a 
  +2 bonus on combat maneuver checks to disarm or grapple, and 
  allowing him to treat the baton as trip weapon. If the situation 
  so calls, a widowman baton can be thrown at no penalty with 
  a range increment of 10 feet. This replaces the normal monk 
  weapon proficiencies.
  Bonus Feat: A widowman replaces the normal monk bonus 
  feats with the following: Agile Maneuvers, Catch Off-Guard, 
  Combat Reflexes, Deflect Arrows, Dodge, Improved Disarm, 
  Improved Grapple, Nimble Moves, Throw Anything, and 
  Weapon Finesse. At 6th level, the following feats are also 
  available: Acrobatic Steps, Bodyguard, Improved Feint, 
  Improved Trip, Ki Throw, Mobility, Second Chance, and 
  Sidestep. At 10th level, the following feats are added: Disarming 
  Strike, In Harm’s Way, Snatch Arrows, Spring Attack, and 
  Tripping Strike.
  Pacify Suspect (Ex): At 1st level, as an immediate action, a 
  widowman can attempt a disarm or grapple combat maneuver 
  against a creature that the widowman threatens and that attacks 
  him. If the combat maneuver is successful, the attacker is 
  staggered for 1 round (Reflex DC = 10 + 1/2 the widowman’s 
  level + widowman’s Wisdom modifier to halve the duration), 
  plus 1 additional round at 4th level and for every four levels 
  afterward (to a maximum of 6 rounds at 20th level). The 
  widowman gains a +2 bonus on the disarm or grapple combat 
  maneuver check and the save DC for pacify suspect increases 
  by 2 if the attacker is using Power Attack or is charging when 
  attacking him. The benefit increases to a +4 bonus and an 
  increase of the saving throw by 4 if both apply.
  At 4th level, a widowman can use pacify suspect against an 
  opponent that the widowman threatens and that attacks an ally 
  with a melee attack. At 8th level, a widowman can make both 
  a disarm and grapple maneuver, as part of a single immediate 
  action with this ability. At 12th level, a widowman can use 
  pacify suspect against any opponent that attacks him in melee, 
  even if the widowman is not threatening the opponent who 
  attacks him. A widowman can use this ability once per day 
  per monk level, but no more than once per round. This ability 
  replaces stunning fist.
  Restraining Technique (Ex): At 3rd level, a widowman takes 
  no penalties to Dexterity or on attack rolls while grappled, and 
  retains his Dexterity bonus to AC while pinning an opponent. 
  The widowman can make attacks of opportunity even when 
  grappled and even against creatures attempting to grapple 
  him if the opponent has the Improved Grapple feat or the grab 
  ability. This ability replaces fast movement.
  Subdue Expert (Ex): Starting at 4th level, when the widowman 
  makes an attack with a monk weapon, he takes no penalty on 
  the attack roll when he is attempting to make an attack that 
  deals nonlethal damage. In addition, the widowman gains a +2 
  bonus to damage rolls on attacks he makes that deal nonlethal 
  damage. At 8th level, and every four levels thereafter, this 
  bonus increases by +2, to a maximum of +10 at 20th level. This 
  ability replaces slow fall.
  GERARD CAFFREY, WIDOWMAN
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  Elusive Target (Ex): At 5th level, as an immediate action, a 
  widowman may spend 2 points from his ki pool to attempt a 
  Reflex save opposed by an attacker’s attack roll to halve damage 
  from that attack. At 11th level and above, the widowman suffers 
  no damage on a successful save, or half damage on a failed 
  save. If the attacker is flanking the widowman, the flanking 
  opponent who is not attacking becomes the target of the attack. 
  Use the same attack roll, and if the attack hits the new target, 
  that creatures takes half damage (or full damage if the attack 
  is completely avoided). Any associated effects from the attack 
  (such as bleed, poison, or spell effects) apply fully even if the 
  attack deals only half damage. This ability replaces purity of 
  body and diamond body.
  Surveillance (Ex): At 5th level, a widowman adds half his 
  level to all Perception and Sense Motive checks. In addition, 
  he may take 10 on Perception and Sense Motive checks, even 
  under adverse conditions. By spending 1 point from his ki pool 
  as an immediate action, a widowman gains a +10 bonus on 
  either Perception checks or Sense Motive checks (his choice) 
  for 1 round. This ability replaces high jump.
  Battle Calculus (Ex): The Drevan Academy teaches that 
  everything is finite—including battle tactics. “Mankind,” the 
  trainers say, “isn’t quite as creative as he tells himself.”  After 
  years of service, the widowman has seen virtually every martial 
  application, and knows how to counter each and every foe 
  effortlessly. At 19th level, as a free action once per round, a 
  widowman may force one opponent to reroll any one roll and 
  take the lower result. A widowman can use this ability a number 
  of times per day equal to his Wisdom modifier. This ability 
  replaces empty body.
  RANGER
  Rangers perform the same tasks as they always have in society. 
  They are still trailblazers, war scouts, and huntsmen, but 
  their weapons and tools have vastly improved. Black powder 
  weapons have joined the arsenal of the ranger, as well as 
  mechanized transport, precision instruments, and high speed 
  communication. A patriotic ranger not only serves a country on 
  the battlefield, but also leads expeditions to the arctic, into the 
  depths of the oceans, below ground, and into the deep jungle 
  to fill out blank spaces on maps and secure vital resources. A 
  sentinel ranger guards the borders to defend the sovereignty 
  and safety of community and property. The rapid devastation 
  caused by clear-cutting and open pit mining has galvanized 
  some rangers into picketing treasured environs from further 
  poaching and plundering. The modern ranger hunts more 
  than food or treasure and may pursue rare orchids, scientific 
  knowledge, missing persons, or wanted criminals.
  BLOCKADE RUNNER
  The blockade runner is skilled at smuggling cargo, people, or 
  information across hostile borders and security checkpoints. 
  Many still pilot boats, while others now captain airships, 
  augurs, submersibles, or souped-up steam wagons. Most 
  blockade runners own small nimble vehicles able to outrun 
  patrols while others rely on guile or subterfuge to pass through 
  security cordons. The runner’s allies consist of a handful of 
  adventurous types that follow their leader based on loyalty 
  and profit. Good aligned blockade runners may find work in 
  the navy: helping refugees or supplying humanitarian aid in 
  war zones. Neutral blockade runners are hired by spy rings, 
  smuggling cartels, revolutionaries, and bonded carriers. Evil 
  blockade runners may be involved in numerous illegal and 
  amoral activities including kidnapping, slavery, poaching, 
  narcotics, gun-running, or sabotage.
  Class Skills: A blockade runner adds Bluff, Diplomacy, 
  Disguise, Knowledge (local), and Linguistics to his list of 
  class skills and removes Handle Animal, Heal, Knowledge 
  (dungeoneering), Knowledge (nature), and Ride from his list 
  of class skills.
  Public Enemy (Ex): When the blockade runner selects a 
  creature type that is capable of humanoid social interaction 
  as his favored enemy, his favored enemy bonus against the 
  chosen creature type also applies to Diplomacy, Disguise, and 
  Intimidate skill checks. However, when selecting creature types 
  incapable of humanoid social interaction, such as animals, 
  constructs, or oozes, the blockade runner’s favored enemy 
  bonus is instead halved. This ability is identical in all other ways 
  to favored enemy, and supplements that ability.
  Wheelman (Ex): The blockade runner adds his level to drive 
  checks made to pilot a vehicle. This ability replaces wild 
  empathy.
  Rogue Talents: At 2nd level, a blockade runner gains a rogue 
  talent. He gains an additional rogue talent for every four levels 
  of blockade runner gained after 2nd level. Otherwise, this 
  works as the rogue’s rogue talent ability. This ability replaces 
  the blockade runner’s combat style feats.
  Contraband Smuggler (Ex): The blockade runner is an 
  expert in smuggling cargo or personnel. While knowingly 
  smuggling contraband with the blockade runner, or while being 
  smuggled by the blockade runner, the blockade runner’s allies 
  gain a circumstance bonus to all Bluff, Disguise, and Stealth 
  skill checks made to aid in the smuggling attempt. This bonus 
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  is equal to one-half the blockade runner’s total bonus in that 
  skill, and applies for as long as a blockade runner’s allies can 
  either see or hear him. Also, the Survival DC to track a blockade 
  runner and his allies while the blockade runner is attempting 
  to hide his trail during a smuggling attempt (and thus moving 
  at half speed) is increased by +10, instead of +5. This ability 
  replaces hunter’s bond. 
  Backroad Bypass (Ex): Starting at 8th level, when 
  determining the travel time between two destinations, and 
  the area in between is one for which the blockade runner 
  is familiar, his overland speed and that of his allies is 
  considered to be one-and-a-half times faster than normal. 
  Succeeding at a Diplomacy check to gather information 
  on an area and its backroad routes beforehand is sufficient 
  enough to consider the blockade runner familiar with the 
  area. In addition, the random encounter chance to come upon 
  humanoid patrols (such as border patrols, law-enforcement 
  personnel, raiding parties, etc.) while traveling through a 
  familiar area is lowered if the blockade runner wishes to 
  avoid such encounters (GM’s discretion, typically lowered 
  by 5-10%). This ability replaces swift tracker.
  Advanced Talent: At 10th level, and every four levels 
  thereafter, a blockade runner can choose an advanced rogue 
  talent in place of a rogue talent.
  ROGUE
  Rogues are found in every level of society. Rogues may 
  pursue different goals, but share the same pool of talents. 
  Each rogue archetype has its unique abilities and each has 
  its own niche in civilized society. They can be government 
  agents, specialists, mercenaries, radicals, fanatics, or 
  criminals. The can follow strict morals, a professional 
  code, or utter recklessness.
  Rogue Talents: The following new rogue talents can be 
  taken by any rogue who meets the prerequisites. Note that 
  rogue talents marked with an asterisk (*) in this list add 
  effects to a rogue’s sneak attack. Only one of these talents 
  can be applied to an individual attack, and the decision must 
  be made before the attack roll is made.
  Sneak Maneuver: Whenever the rogue attempts a combat 
  maneuver against a creature that he could sneak attack, 
  he gains a +1 bonus to his CMB for each die of his sneak 
  attack (e.g., 3d6 sneak attack dice equals a +3 bonus to 
  his CMB).
  CLYDESMAN
  In a world where everything in that “collective machine” 
  hurtles toward advancement at an ever rapid pace, there 
  are those who are the gears, and those whose job it is to 
  get caught up in the gears and not get crushed in the doing. 
  These are the so-called airship mules or drifters, the bottom 
  feeders, hooligans—the “clydes” that society has to offer—
  not always because they hail from such circles, but because 
  they are the only ones “dumb enough” to risk life and limb 
  to take on the dangerous jobs; to traverse locales others 
  fear or deem impractical to tread, just to get the job done.
  Precarious Positioning (Ex): A clydesman is at the top of 
  her game while on the move, performing dangerous stunts. 
  Whenever the clydesman makes a charge that starts 10 or 
  CLYDESMAN
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  more feet above her target, or makes an Acrobatics or Climb 
  skill check to move at least 10 feet before making an attack 
  (including to soften a fall), the attack deals sneak attack damage 
  as if the target was flat-footed, and the clydesman uses d8s to 
  roll this sneak attack damage instead of d6s. For all other sneak 
  attacks, she uses d4s instead of d6s. If the clydesman makes 
  more than one attack this turn, this ability only applies to the 
  first attack. Foes with uncanny dodge are immune to this ability, 
  and must be sneak attacked normally. This ability is identical 
  in all other ways to sneak attack, and supplements that ability.
  Hard Knocks (Ex): Life on the fringes of society teaches a 
  clydesman that, in order to survive, you must learn from your 
  mistakes and past experiences. Starting at 1st level, whenever 
  a clydesman fails a skill check or saving throw, she gains a +1 
  insight bonus. As a free action, the clydesman can spend this 
  insight bonus to modify any future skill check or saving throw 
  she would make this encounter. If a skill check or saving throw 
  modified by this insight bonus results in failure, the bonus is not 
  expended, and instead increases by +1 (up to a maximum equal 
  to twice the base insight bonus). This insight bonus expires at 
  the end of this encounter, and cannot be gained more than once 
  per encounter. At 4th level, and every three levels thereafter, 
  this insight bonus increases by +1, to a maximum of +7 at 19th 
  level. This ability replaces trapfinding.
  Never Out of Reach (Ex): With extreme effort, the clydesman 
  can hustle for a limited time, granting her greater athletic ability 
  and speed. Starting at 3rd level, the clydesman can hustle 
  for a number of rounds per day equal to 3 + the clydesman’s 
  Constitution modifier (if positive). At each odd level after 3rd, 
  she can hustle for 2 additional rounds. The clydesman can hustle 
  as a free action. The total number of rounds of this hustle per 
  day is renewed after resting for 8 hours, although these hours do 
  not need to be consecutive.
  While hustling, the clydesman gains a +2 bonus on all 
  Acrobatics, Climb, and Swim skill checks, and her base speed 
  increases by +10 feet. At 8th level, and every five levels 
  thereafter, the bonus to skill checks increases by +2 and her 
  base speed increases by an additional +10 feet (to a maximum 
  bonus of +8 and a maximum speed bonus of +40 feet at 18th 
  level).
  The clydesman can end his hustle as a free action and is fatigued 
  after the hustle for a number of rounds equal to the number of rounds 
  spent in the hustle. The clydesman cannot hustle while fatigued or 
  exhausted but can otherwise hustle multiple times during a single 
  encounter or combat. If the clydesman falls unconscious, her hustle 
  immediately ends. This ability replaces trap sense.
  Traversing the Works (Ex): At 4th level, a clydesman 
  becomes more adept at traversing treacherous terrain. She 
  retains her Dexterity bonus to AC while using Acrobatics to 
  move on narrow surfaces or uneven ground, while balancing, 
  and while climbing. In addition, as long as the clydesman gets 
  a running start (moves at least 10 feet) before entering difficult 
  terrain, she may ignore difficult terrain for the remainder of her 
  movement, and may benefit from her precarious positioning 
  ability at the end of his movement.
  At 8th level, the clydesman is no longer required to move in a 
  straight line when charging, and she can move into or through 
  a narrow space unhindered, treating the space as if it were 1 
  square instead of 2. This ability replaces uncanny dodge and 
  improved uncanny dodge.
  Clydesman Talents: The following rogue talent is available 
  only to the clydesman archetype.
  Tumbling Descent (Ex): A clydesman can use her Acrobatics 
  skill to attempt a rapid descent from an elevated surface, 
  ricocheting against another surface and then diving through an 
  opening (such as a balcony or window) directly below. So long 
  as she has at least two surfaces no farther than 10 feet apart 
  to bounce against, she can ricochet her body back from one to 
  the next, descending great distances with a single check. The 
  DC is 10 + 5 for every additional 10-foot increment descended 
  beyond the initial 10 feet dropped. If she fails, she falls the full 
  distance unless she can catch herself with a Climb check.
  Rogue Talents: The following rogue talents complement the 
  clydesman archetype: expert leaper, fast getaway, ledge walker, 
  peerless maneuver, nimble climber, terrain mastery, tumbling 
  descent, and wall scramble.
  Advanced Talents: The following advanced rogue talents 
  complement the clydesman archetype: defensive roll, fast 
  tumble, improved evasion, and skill mastery.
  GREASE RAT
  Grease rats are at home amongst gears and tools. Never 
  acquiring formal schooling, they learn the language of 
  repair by trial-and-error. In a pinch, none is better than 
  he to keep a damaged device limping along. Grease rats 
  tend to have a variety of skills; sometimes these skills 
  are similar to an engineer’s, but a grease rat’s forte is 
  repair done in the heat of action, when there is little time 
  to craft a formal solution to a technical problem. Dirty, 
  blistered hands and a sense of adrenaline set the grease 
  rat apart from other mechanical savants. 
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  Weapon Proficiency: In addition to the normal rogue weapon 
  proficiencies, a grease rat is proficient with the light hammer 
  and the warhammer. 
  Demolishing Blow (Ex): Constant trial-and-error while 
  tinkering with mechanical devices, objects, and vehicles has 
  given the grease rat a knack for their destruction, lending insight 
  into weak points in their construction and the perfect location 
  to ‘toss in a wrench’. When sundering an object or attacking a 
  vehicle (including a vehicle’s engine), the grease rat deals his 
  sneak attack damage. When he makes a sneak attack against a 
  construct creature, an object, or a vehicle, he uses d8s to roll sneak 
  attack damage instead of d6s. For sneak attacks against all other 
  creatures, he uses d4s instead of d6s. This ability is identical in all 
  other ways to sneak attack, and supplements that ability.
  Crack Mechanic (Ex): At 2nd level, the grease rat can make 
  any Craft check untrained when repairing an object or vehicle, 
  and adds half his rogue level to all skill checks made to repair 
  objects or vehicles, and to all Disable Device checks. If the 
  grease rat has the trapfinding class feature, he adds his full 
  rogue level to Disable Device checks made to disable traps. 
  Furthermore, the grease rat gains Vehicle Mechanic as a bonus 
  feat, even if he does not meet the feat’s prerequisites. This 
  ability replaces evasion.
  Jury-Rig (Ex): At 4th level, the grease rat gains Field Repair 
  as a bonus feat, even if he does not meet the feat’s prerequisites. 
  In addition, the grease rat can make temporary repairs to broken 
  technology on the fly. Jury-rigging a broken object (including a 
  vehicle’s driving devices or engines) has a Craft DC equal to the 
  Disable Device DC to disable a device of the same complexity, 
  and requires the same amount of time; the Craft skill for this 
  check must be relevant to the object being jury-rigged. If 
  the check is successful, the object is relieved of the broken 
  condition for up to 5 minutes. If a jury-rigged object takes any 
  damage, it regains the broken condition. A jury-rigged object 
  cannot benefit from this ability again until it has been repaired. 
  This ability replaces uncanny dodge.
  Master Mechanic (Ex): At 8th level, the grease 
  rat becomes fully experienced in the art of quick 
  repairs and mechanical tinkering, even under 
  pressure. The grease rat can always take 10 on 
  his jury-rig check or when using Disable Device, 
  even when under adverse conditions. In addition, 
  the grease rat can make repairs or disable a device 
  with masterful speed. He can make repairs on an 
  object or vehicle in half the normal amount of 
  time (repairing double the normal amount of 
  damage per day of work). Furthermore, Simple 
  devices can be disabled as a standard action, 
  Tricky can be disabled in 1d2 rounds, and 
  Difficult and Extreme devices can be disabled in 
  1d4+1 rounds. A grease rat with the Fast Picks 
  rogue talent can open a simple lock as a swift 
  action, a tricky lock as a standard action, and a 
  difficult or extreme lock as a full-round action. 
  This ability replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents 
  complement the grease rat archetype: combat 
  trick, fast picks, firearm training, getaway 
  artist, quick disable, and quick trapsmith.
  Advanced Talents: The following advanced 
  rogue talents complement the grease rat 
  archetype: feat, frugal trapsmith, getaway master, improved 
  evasion, and skill mastery.
  KALLEN T. ROPERT, GREASE RAT
  Artwork by Mates Laurentiu
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  TABLE 3-1: CLASS AC BONUS
  Class Level
  Class AC Bonus
  No Armor Proficiency
  Light Armor Proficiency
  Light and Medium 
  Armor Proficiency
  Light, Medium, and Heavy 
  Armor Proficiency
  1st
  +0
  +2
  +3
  +5
  2nd
  +0
  +2
  +3
  +5
  3rd
  +1
  +3
  +4
  +6
  4th
  +1
  +3
  +4
  +6
  5th
  +1
  +3
  +4
  +6
  6th
  +2
  +4
  +5
  +7
  7th
  +2
  +4
  +5
  +7
  8th
  +2
  +4
  +5
  +7
  9th
  +3
  +5
  +6
  +8
  10th
  +3
  +5
  +6
  +8
  11th
  +3
  +5
  +6
  +8
  12th
  +4
  +6
  +7
  +9
  13th
  +4
  +6
  +7
  +9
  14th
  +4
  +6
  +7
  +9
  15th
  +5
  +7
  +8
  +10
  16th
  +5
  +7
  +8
  +10
  17th
  +5
  +7
  +8
  +10
  18th
  +6
  +8
  +9
  +11
  19th
  +6
  +8
  +9
  +11
  20th
  +6
  +8
  +9
  +11
  VARIANT RULE: CLASS AC BONUS
  With this variant, every character gains a class bonus to 
  AC, however, it does not stack with the character’s armor 
  bonus. A character wearing armor gains either his armor 
  bonus to AC (including any enhancement bonuses) or his 
  class bonus to AC, whichever is higher. This class bonus 
  to AC is determined by a character’s class level and class’ 
  armor proficiencies (see below). 
  Taking an Armor Proficiency feat does not improve 
  a character’s class bonus. Armor proficiencies gained 
  through class features, however, do increase a character’s 
  class bonus to AC. 
    
  This class bonus stacks with all other bonuses to AC, 
  including the character’s shield bonus, natural armor 
  bonus, and so forth. A character loses this class bonus 
  to AC when he is immobilized or helpless, or when he 
  carries a medium or heavy load. 
  This class bonus does not apply to a character’s flat-footed 
  AC. Whenever a character is wearing light or no armor, 
  and is applying this class bonus to AC, this class bonus 
  also applies to his touch AC. 
  A multiclass character takes the highest class bonus to 
  AC among each of his possessed classes. Monsters only 
  gain this class bonus if they possess levels in a playable-
  character class or an NPC class, and their total class 
  bonus is determined by their level in those classes, not 
  by their total HD.
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  Feats
  CALIBRATION FEATS
  As a contraption builder’s engineering knowledge grows, 
  he can learn to make tweaks and modifications to his 
  contraptions that cause them to operate in ways slightly 
  different from the norm. Performing these modifications 
  without damaging the integrity of the contraption or risking 
  a mishap is quite difficult but, thanks to calibration feats, it 
  is at least possible. There are two ways to utilize calibration 
  feats: during a contraption’s construction or during a 
  contraption’s activation.
  During Construction: When a calibration feat is utilized 
  during a contraption’s construction, the effects of the 
  calibration feat apply every time the calibrated contraption is 
  activated, until it receives maintenance or is salvaged. This 
  process of utilizing a calibration feat causes the calibrated 
  contraption to occupy a higher level contraption slot than 
  normal (and thus requiring the use of higher level activation 
  charges than normal). This does not change the actual level 
  of the contraption, however, so the DC for saving throws 
  against it does not increase, nor does this change the 
  contraption’s maximum schematic level. When applying 
  calibration feats during a contraption’s construction, 
  the constructor may apply as many calibration feats he 
  knows, each feat adjusting the contraption’s effective level 
  accordingly.
  During Activation: When a calibration feat is utilized 
  during a contraption’s activation, the effects of the 
  calibration feat apply to that individual activation, and last 
  for that activation’s duration. Utilizing a calibration feat in 
  this spontaneous manner requires the use of a higher level 
  activation charge than normal. This does not change the 
  actual level of the contraption, however, so the DC for saving 
  throws against it does not increase. When spontaneously 
  applying calibration feats during a contraption’s activation, 
  the activator may apply any one calibration feat that he 
  knows. This manner of utilizing a calibration feat is much 
  more difficult than normal, requiring more time to activate. 
  If the contraption’s activation time is normally a standard 
  action, activating a spontaneously calibrated version of the 
  contraption is instead a full-round action. For a contraption 
  with a longer activation time, it takes an extra full-round 
  action to activate a spontaneously calibrated version of the 
  contraption. After a spontaneously calibrated contraption 
  has been activated, it gains the broken condition and it 
  cannot be modified by a calibration feat again until it has 
  received maintenance.
  FEAT DESCRIPTIONS
  Recent advancements in training, technique, philosophy, 
  and technology have spawned a profusion of new character 
  feats.
  BROADENED CONTRAPTION (CALIBRATION)
  You can expand your contraptions’ area of effect.
    Benefit: These calibrations alter the burst, emanation, 
  or spread-shaped (cone or line) effect of a contraption 
  to increase its area. Any numeric measurements of the 
  contraption’s effect area increase by 100%. A broadened 
  contraption is constructed and activated as a contraption 
  three levels higher than its actual level. Contraptions that do 
  not have an area of one of these four sorts are not affected
  by this calibration.
  CRAFT ARMATURES (ITEM CREATION)
  You can create construct creatures like armatures.
    Prerequisites: 
  Engineering 
  level 
  5th, 
  Craft 
  Revolutionary Item, Craft Technological Arms and 
  Armor.
    Benefit: You can create any armature whose 
  prerequisites you meet. The act of animating an armature 
  takes one day for each $1,000 in its market price. To create 
  an armature, you must use up raw materials costing half of 
  its base price. A newly created armature has average hit 
  points for its Hit Dice.
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  CRAFT TECHNOLOGICAL ARMS AND ARMOR 
  (ITEM CREATION)
  You can create technological armor, shields, and 
  weapons.
    Prerequisite: Engineering level 5th.
    Benefit: You can create technological weapons, 
  armor, or shields. Enhancing a weapon, suit of armor, 
  or shield takes 1 day for each $1,000 in the price of its 
  technological features. To enhance a weapon, suit of 
  armor, or shield, you must use up raw materials costing 
  half of this total price. See the technological item creation 
  rules in Technological Items for more information.
    The weapon, armor, or shield to be enhanced must 
  be a masterwork item that you provide. Its cost is not 
  included in the base market value of the item when 
  determining the time required to enhance the item.
    You can also mend a broken technological weapon, 
  suit of armor, or shield if it is one that you could make. 
  Doing so costs half the raw materials and half the time it 
  would take to craft that item in the first place.
  CRAFT REVOLUTIONARY ITEM (ITEM CREATION)
  You can create revolutionary items, a type of 
  technological item.
    Prerequisite: Engineering level 3rd.
    Benefit: You can create a wide variety of technological 
  items. Crafting a revolutionary item takes 1 day for 
  each $1,000 in its price. To create a revolutionary 
  item, you must use up raw materials costing half of its 
  base price. See the technological item creation rules in 
  Technological Items for more information.
    You can also mend a broken revolutionary item if it 
  is one that you could make. Doing so costs half the raw 
  materials and half the time it would take to craft that 
  item.
  EFFICIENT CRAFTSMAN
  You know how to optimize the use of raw materials 
  while performing your craft.
    Prerequisite: Craft (any) 5 ranks.
    Benefit: You receive a +2 bonus on checks with the 
  chosen Craft skill. In addition, whenever you create or 
  repair an item using the chosen Craft skill, use the item’s 
  dollar ($) value as its dime (¢) value when determining 
  your progress (do not multiply the item’s dollar ($) cost 
  by 10 to determine its dime (¢) cost).
    Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a different Craft skill.
  EXPERT SURGEON
  You are well practiced in modern surgical practices.
    Prerequisites: Heal 3 ranks, Medical Practitioner.
    Benefit: You can use the treat deadly wounds task of the 
  Heal skill 1 additional time per creature per day, and you only 
  expend one use of a healer’s kit when treating deadly wounds, 
  instead of two. Whenever you exceed the DC to treat deadly 
  wounds by 5 or more, you add your Wisdom modifier (if 
  positive) plus the number of ranks in Heal that you possess to 
  the amount of hit points restored. 
    Normal: Without this feat, you can only use the treat deadly 
  wounds task of the Heal skill 1 time per creature per day, and 
  you expend two uses of a healer’s kit when performing the 
  task. Whenever you exceed the DC to treat deadly wounds by 
  5 or more, you normally only add your Wisdom modifier (if 
  positive) to the amount of hit points restored.
  EXTRA ELOCUTIONARY TALENT
  Your supple mind and tongue leave lawyers envious.
    Prerequisite: Elocutionary talent class feature.
    Benefit: You gain one additional elocutionary talent. You 
  must meet all of the prerequisites for this elocutionary talent.
    Special: You can gain Extra Elocutionary Talent multiple 
  times.
  EXTRA GRAVITAS
  Your expansive repertoire grants added verbal ammunition 
  during a crisis.
    Prerequisite: Gravitas class feature.
    Benefit: You can use your gravitas ability two additional 
  times per day.
    Special: You can gain Extra Gravitas multiple times. Its 
  effects stack.
  FIRE LANCE STYLE (COMBAT)
  You have been trained in the use of the fire lance, making it 
  both a deadly ranged and melee weapon.
    Prerequisites: Base Attack Bonus +1 or monk level 1, 
  flurry of blows class feature, proficient with fire lance.
    Benefit: You may treat the fire lance as a quarterstaff with 
  the fragile weapon property. Only one end of a fire lance (the 
  end opposite of the barrel) may be modified or enchanted by 
  melee technological or magic weapon special abilities. You 
  threaten all creatures within your reach with a fire lance, even 
  if you used the weapon to make a ranged attack in the same 
  round. Furthermore, when you would spend 1 ki point to make 
  an extra attack at your highest base attack bonus during a flurry 
  of blows, you can instead make a ranged attack with a fire lance 
  at you highest base attack bonus.
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  INFERNO LANCE (COMBAT)
  Your mastery of the fire lance style culminates in keen 
  accuracy and quick loading.
    Prerequisites: Fire Lance Style, Smoldering Lance, Base 
  Attack Bonus +6 or monk level 6.
    Benefit: When making a ranged attack with a fire lance 
  against a target within the weapon’s first range increment, the 
  attack is resolved against the target’s touch AC, as normal for 
  early firearms. In addition, you may spend 1 ki point to reload 
  a fire lance as a move action. If you possess the Rapid Reload 
  (fire lance) feat, you may instead reload a fire lance as a swift 
  action.
  INTENSIFIED CONTRAPTION (CALIBRATION)
  You can heighten the effects of your contraptions.
    Benefit: These calibrations allow a contraption to 
  activate as if it were a higher contraption level than 
  normal (up to a maximum level equal to the highest level 
  contraption you can create based on your class). All effects 
  dependent on contraption level (such as saving throw DCs) 
  are calculated according to the contraption’s modified level. 
  An intensified contraption is constructed and activated as a 
  contraption of its effective level.
  IRRESISTIBLE CONTRAPTION (CALIBRATION)
  You can alter the potency of your contraptions, making 
  them more difficult to resist.
    Benefit: These calibrations cause the targets of an 
  irresistible contraption to roll their saving throws to resist 
  the effects of the contraption twice and take the worse result. 
  An irresistible contraption is constructed and activated as a 
  contraption three levels higher than its actual level.
  LASTING CONTRAPTION (CALIBRATION)
  You can extend the duration of your contraption’s effects.
    Benefit: These calibrations double a contraption’s 
  duration. A contraption with a duration of ‘concentration’, 
  ‘instantaneous’, or ‘permanent’ is not affected by this 
  calibration. A lasting contraption is constructed and 
  activated as a contraption one level higher
  than its actual level.
  MAGNIFIED CONTRAPTION (CALIBRATION)
  You can magnify the area effects of your contraptions onto 
  one target.
    Benefit: Upon activating a contraption that creates 
  a burst (not an emanation) or cone-shaped effect, these 
  calibrations allow you to select one creature within the area 
  that you can see. This target is selected before saving throws 
  are made. The selected target’s saving throw DC to resist 
  the magnified contraption’s effects is increased by 2, while 
  the saving throw DC for all other creatures affected by 
  the magnified contraption is decreased by 2. A magnified 
  contraption is constructed and activated as a contraption two 
  levels higher than its actual level. Contraptions that do not 
  require a saving throw to resist or lessen the contraption’s 
  effects do not benefit from this calibration.
  MASTERFUL ELOCUTION
  You are an unflappable and accomplished speaker.
    Prerequisite: Gravitas 3d6 class feature, Elocutionary 
  talent class feature.
    Benefit: You can apply two elocutionary talents to an 
  individual use of gravitas at a time, but doing so expends 
  one additional use of your gravitas ability.
  MEDICAL MIRACLE
  Your masterful skill of the medical field allows you to 
  accomplish medical wonders.
    Prerequisites: Heal 9 ranks, Medical Practitioner.
    Benefit: You can attempt to save a creature that has 
  recently died. If you are able to administer aid within 1 
  round of the creature’s death, you can make a DC 30 Heal 
  check to attempt to revivify the creature. If the check is 
  successful, the creature regains 2 hit points per level of 
  the creature plus an additional number of hit points equal 
  to the number of ranks in Heal that you possess. If the 
  treated creature’s new hit point total is at a negative amount 
  less than its Constitution score, it comes back to life and 
  stabilizes at its new hit point total. If the creature’s new hit 
  point total is at a negative amount equal to or greater than 
  its Constitution score, the creature remains dead. Creatures 
  brought back to life through this feat gain a temporary 
  negative level that lasts for 1 day. This temporary negative 
  level cannot become permanent.
    A creature who has been killed by a death effect, negative 
  levels, or a Constitution-penalty, -damage, or -drain, can’t 
  be raised by this feat. This feat cannot bring back a creature 
  that has died of old age or natural causes.
    To perform this task, you must spend a full-round action 
  and expend three uses from a healer’s kit. You take a –2 
  penalty on your Heal skill check for each use from the 
  healer’s kit that you lack.
  MEDICAL PRACTITIONER
  You are well-learned on the most modern medical treatment 
  techniques, enabling you to treat multiple patients at once.
    Prerequisite: Heal 1 rank.
    Benefit: You may provide first aid to two people or treat 
  two people for poison as a standard action (make a separate 
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  Heal check for each creature). When using the Heal skill to 
  perform treatment tasks, such as treat wounds from caltrops 
  (and so on), treat deadly wounds, treat poison, treat disease, 
  or provide long-term care, you may treat double the normal 
  number of people you may normally treat at the same time.
    In addition, when you successfully provide long-term 
  care, and exceed the DC by 5 or more, you may add your 
  Wisdom bonus (if positive) to the total amount of hit points 
  or ability score points restored.
    Lastly, you may provide long-term care for yourself.
  MEDICAL TOXICOLOGIST
  You are trained in recognizing the signs and properties of 
  toxic substances and creatures.
    Prerequisites: Heal 2 ranks, Wisdom 13.
    Benefit: By making a DC 15 Heal check, you can 
  determine whether a creature, object, or area has been 
  poisoned or is poisonous. You can determine the exact type 
  of poison with a DC 20 Wisdom check. If you are trained 
  in the Craft (alchemy) skill, you may try a DC 20 Craft 
  (alchemy) check if the Wisdom check fails, or may try the 
  Craft (alchemy) check prior to the Wisdom check. This 
  check is made as a knowledge skill check.
  MEDICAL TRIAGE
  You are skilled at evaluating the immediate needs of a patient.
    Prerequisites: Medical Practitioner.
    Benefit: When using the Heal skill to provide long-term 
  care, you can choose to treat only one patient. If you do, that 
  patient recovers both hit points and ability score points while 
  resting. Amount of hit points the patient recovers from this 
  specialized care is at three times the normal rate, instead 
  of twice the normal rate: 3 hit points per level for a full 8 
  hours of rest in a day, or 6 hit points per level for each full 
  day of complete rest. If you have 10 or more ranks in Heal, 
  you can provide this specialized care to up to two patients 
  simultaneously. 
    Normal: Without this feat, a patient under your care can 
  only recover either hit points or ability score points while 
  resting, not both, successfully providing long-term care only 
  allows a patient to recover hit points at twice the normal rate: 
  2 hit points per level for a full 8 hours of rest in a day, or 4 hit 
  points per level for each full day of complete rest. 
  OPTIMIZED CONTRAPTION (CALIBRATION)
  You can calibrate your contraptions to operate at maximum 
  efficiency.
    Benefit: These calibrations maximize all variable, 
  numeric effects of a contraption. Saving throws and 
  opposed rolls are not affected, nor are contraption effects 
  without random variables. An overcharged, optimized 
  contraption gains the separate benefits of each calibration: 
  the maximum result plus half the normally rolled result. 
  An optimized contraption is constructed and activated as a 
  contraption three levels higher than its actual level.
  OVERCHARGED CONTRAPTION (CALIBRATION)
  You can empower the effects of you contraptions.
    Benefit: These calibrations increase all variable, 
  numeric effects of a contraption by half, including bonuses 
  to those dice rolls. Saving throws and opposed rolls are 
  not affected, nor are effects without random variables. An 
  overcharged contraption is constructed and activated as a 
  contraption two levels higher than its actual level.
  PERSISTENT CONTRAPTION (CALIBRATION)
  You can cause your contraptions with an instantaneous 
  effect to briefly linger in reality.
    Benefit: These calibrations cause a contraption that 
  creates an instantaneous area effect to persist until the 
  beginning of your next turn. Those already in the area suffer 
  no additional harm, but other creatures or objects entering 
  the area are subject to its effects. An effect with a visual 
  manifestation obscures vision, providing concealment (20% 
  miss chance) beyond 5 feet and total concealment (50% 
  miss chance) beyond 20 feet. A persistent contraption is 
  constructed and activated as a contraption one level higher 
  than its actual level.
  PIECEMEAL ARMOR MASTERY (COMBAT)
  You are skilled at arranging your piecemeal armor to best 
  protect your vital areas.
    Benefit: When using piecemeal armor, you are 
  considered to be wearing a suit of armor as long as you are 
  wearing two or three armor pieces, gaining the +1 to armor 
  bonus but still taking the +5% chance of arcane spell failure 
  if the pieces are mixed.
    Normal: When using piecemeal armor, you are 
  considered to be wearing a suit of armor as long as you are 
  wearing three armor pieces.
  QUICK TREATMENT
  You can treat an injured patient faster than normal.
    Prerequisite: Heal 3 ranks.
    Benefit: You may choose to use the Heal skill to provide 
  quick treatment to a subject. Providing quick treatment 
  increases the normal Heal check DC by 5, and can only ever 
  be performed on one creature at a time. As a move action, 
  you provide first aid, treat a wound, or treat poison. Quickly 
  treating a disease or tending to a creature wounded by a 
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  spike growth or spike stones spell takes you 5 minutes of 
  work. Quickly treating deadly wounds takes you 30 minutes 
  of work.
    Restriction: You cannot use this feat in conjunction 
  with the Medical Practitioner feat. 
    Normal: Without this feat, providing first aid, treating 
  a wound, or treating poison is a standard action, treating a 
  disease or tending a creature wounded by a spike growth 
  or spike stones spell takes 10 minutes of work, and treating 
  deadly wounds takes 1 hour of work.
  RANGE-FINDING CONTRAPTION (CALIBRATION)
  You can extend the range of your contraptions.
    Benefit: These calibrations increase a contraption’s 
  range to a higher range category, using the following order: 
  close, medium, and long. A range-finding contraption 
  is constructed and activated as a contraption of one level 
  higher than its actual level for each increase in range 
  category. For example, a range-finding contraption with a 
  range of ‘close’ increased to a range of ‘long’ is constructed 
  and activated as a contraption two levels higher than its 
  actual level. Contraptions that do not have a range of close 
  or medium do not benefit from this calibration.
  RESUSCITATE
  You provide a little extra healing to patients at death’s 
  door.
    Prerequisites: Medical Practitioner.
    Benefit: When you successfully use the Heal skill 
  to administer first aid to a dying creature, the creature 
  stabilizes and regains 1 hit point per level of the creature 
  plus an additional number of hit points equal to the 
  number of ranks in Heal that you possess. A creature can 
  never benefit from this extra healing more than once per 
  day.
  SMOLDERING LANCE (COMBAT)
  Your prowess with the fire lance style improves, 
  utilizing every aspect of the fire lance and maximizing 
  its efficiency.
    Prerequisites: Fire Lance Style, Base Attack Bonus 
  +3 or monk level 3.
    Benefit: Until the start of your next turn after making 
  a ranged attack with a fire lance, your melee attacks 
  with the barrel-end of the fire lance deal 1d4 extra fire 
  damage. This fire damage does not cause combustible 
  materials to ignite. In addition, the misfire chance of fire 
  lances you wield are reduced by 2 (minimum of 0).
  SOLEMNITY
  You manifest your gravitas ability with greater sobriety 
  of demeanor.
    Prerequisite: Gravitas class feature.
    Benefit: When bestowing temporary hit points or to 
  inflicting nonlethal damage with your gravitas ability, 
  you treat all rolls of 1s on each gravitas dice as 2s. If 
  your gravitas ability is 6 gravitas dice or more, you 
  instead treat all rolls of 1s and 2s on each gravitas dice 
  as 3s.
  VEHICLE MECHANIC
  You are gifted at patching up vehicle damage.
    Prerequisite: Craft (any) 3 ranks.
    Benefit: When making an appropriate skill check to 
  repair a vehicle, you repair 5 additional points of damage 
  for every 5 points your skill check result exceeds the 
  vehicle’s repair DC.
  VERSATILE GRAVITAS
  Your words are double edged and target both friend and 
  foe.
    Prerequisite: Gravitas 2d6 class feature.
    Benefit: You can use gravitas to simultaneously 
  bestow temporary hit points to allies and inflict nonlethal 
  damage to enemies, but doing so expends one additional 
  use of your gravitas ability. When using this feat, the 
  number of gravitas dice you may roll is reduced by half. 
  For example, if you would normally roll 2d6 dice when 
  using gravitas, you only roll 1d6 when employing this 
  feat.
    When using an elocutionary talent that would 
  normally bestow a static value of temporary hit points 
  or deal a static value of nonlethal damage (talents which 
  don’t require you to roll gravitas dice), you must roll your 
  gravitas dice instead. For example, a 3rd level chaplain 
  (2d6 gravitas dice) using the aggression elocutionary 
  talent would normally bestow a number of temporary 
  hit points to affected allies equal to her chaplain level + 
  her Charisma modifier, and grant a competence bonus to 
  attack and damage rolls while the temporary hit points 
  persisted. When using the same elocutionary talent while 
  employing this feat, the same chaplain would instead 
  bestow 1d6 temporary hit points to affected allies and 
  deal nonlethal damage to affected enemies equal to the 
  same amount.
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  WEALTH AND MONEY
  What everyone wants, but never has enough of.
  CURRENCY
  In Ullera, the most common form of currency is the printed 
  dollar note ($), commonly referred to as a “buck” by the 
  people of Ullera. A one-dollar note is worth 10 dime coins 
  (¢). Each dime coin is worth 10 penny coins (¢¢). The 
  printed dollar comes in notes of $1, $5, $10, $20, $50, and 
  $100 denominations.
  The standard dollar note (regardless of denomination) 
  weighs about 1 gram (450 to the pound). The standard 
  dime coin weighs about 5 grams (90 to the pound), while 
  the standard penny coin weighs about 2.5 grams (180 to 
  the pound).
  The currency of Pure Steam otherwise mirrors that of the 
  Pathfinder Roleplaying Game; one dollar is equivalent to 
  one gold piece, one dime is equivalent to one silver piece, 
  and one penny is equivalent to one copper piece. The 
  prices listed in Pathfinder Roleplaying Game material for 
  weapons, armor, equipment, and so on, are unchanged in 
  the Pure Steam Campaign Setting unless otherwise stated.
  FIREARMS IN PURE STEAM 
  In the Pure Steam Campaign Setting, firearms are 
  commonplace with early firearms being the most readily 
  available. Instead of requiring the Exotic Weapon 
  Proficiency feat, all firearms are martial weapons. Early 
  firearms and their ammunition cost 25% of the amounts 
  listed in Pathfinder RPG: Ultimate Combat, but advanced 
  firearms and their ammunition are still rare and cost the full 
  price to purchase or craft. In the Federated States of Ullera, 
  however, advanced firearms are more common, costing 
  75% of the amounts listed in Pathfinder RPG: Ultimate 
  Combat to purchase or craft. 
  WEAPONS
  War is ever changing because weapons are ever evolving.
  Alchemist’s Blade, Gnome: Designed by Gentry Gnomes, 
  the alchemist’s blade resembles a thick, broad short sword 
  with a cylindrical chamber running the length of the blade’s 
  center. Extending out from this center chamber towards the 
  edge of the blade are several small grooves. The hilt of an 
  alchemist’s blade features a small device that allows you to 
  safely fill the blade’s chamber with alchemical substances, 
  such as alchemist’s fire. As a free action, you can release the 
  alchemical substance within the blade, causing the substance 
  to ignite across the blade. While the blade is sheathed in an 
  alchemical substance, you deal 1d4 extra damage of a type 
  relative to the substance stored within (alchemist fire, fire 
  damage; acid flask, acid damage; liquid ice, cold damage), 
  equipment
  TABLE 5-1: STARTING CHARACTER WEALTH
  Class
  Starting Wealth
  Average
  Chaplain
  2d6 x $10
  $70
  Gearhead
  5d6 x $10
  $175
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  until the start of your next turn. Filling an alchemist’s blade 
  with an alchemical substance is a full-round action that 
  provokes an attack of opportunity. Feats and abilities that 
  affect short swords apply to the alchemist’s blade.
  Arrow, Elven Fragmentation: The head of this arrow has 
  a small charge of powder that causes it to fragment upon 
  impact, scattering shrapnel throughout the wound. On a hit, a 
  fragmentation arrow deals damage as if it were one size larger 
  than it actually is, and has a 5% chance of igniting flammable 
  material. For instance, a Medium-sized fragmentation arrow 
  fired from a Medium-sized longbow deals 2d6 points of damage 
  instead of the 1d8 points of damage it would deal normally. A 
  creature that rolls a natural 1 when firing a fragmentation arrow 
  from a bow for which they are not proficient causes the arrow 
  to prematurely detonate, dealing 1d4 points of slashing damage 
  to the wielder and his bow and has a 5% chance of igniting any 
  flammable material on the wielder.
  TABLE 5-2: WEAPONS
  Simple Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  Light Melee Weapons
      Bosom/Boot Knife
  $2
  1d2
  1d3
  19-20/x2
  10 ft.
  --
  P or S
  --
  Ranged Weapons
      Slingshot
  $2
  1d3
  1d4
  19-20/x2
  50 ft.
  --
  B and P
  --
          Bullets, slingshot (10)
  1¢
  --
  --
  --
  --
  5 lbs.
  --
  --
  Martial Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  Light Melee Weapons
      Alchemist’s blade, gnome
  $20
  1d4
  1d6
  19-20/x2
  --
  3 lbs.
  P or S
  --
  One-Handed Melee Weapons
      Boarding axe, dwarven 
  $8
  1d4
  1d6
  x3
  --
  4lbs.
  S or P
  --
  Ranged Weapons
      Pneumatic bowgun, hand
  $75
  1d3
  1d4
  19-20/x2
  30 ft.
  3 lbs.
  P
  --
          Bolts (3)
  5¢
  --
  --
  --
  --
  0.5 lbs.
  --
  --
      Pneumatic bowgun, heavy
  $350
  1d8
  1d10
  19-20/x2
  120 ft.
  13 lbs.
  P
  --
          Bolts (5)
  $1
  --
  --
  --
  --
  1 lbs.
  --
  --
      Pneumatic bowgun, light
  $200
  1d6
  1d8
  19-20/x2
  80 ft.
  7 lbs.
  P
  --
          Bolts (5)
  $1
  --
  --
  --
  --
  1 lbs.
  --
  --
  Exotic Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  Light Melee Weapons
      Felidae knife, halfling
  $8
  1d2
  1d3
  19-20/x3
  --
  --
  S
  --
      Widowman baton
  $50
  1d4
  1d6
  x2
  --
  2 lbs.
  B
  blocking, monk, see 
  text
  One-Handed Melee Weapons
      Shillelagh club, halfling
  $5
  1d6
  1d8
  19-20/x2
  --
  3 lbs.
  B
  trip
      Maulaxe, dwarven
  $30
  1d6
  1d8
  x4
  --
  9 lbs.
  B or S
  --
  Two-Handed Melee Weapons
      Bang stick, orc
  $20
  1d4/1d4
  1d6/1d6
  x2
  --
  6 lbs.
  B
  double, see text
      Shillelagh staff, halfling
  $10
  1d6/1d4
  1d8/1d6
  19-20/x2
  --
  5 lbs.
  B
  double, trip
      Sledgeaxe, dwarven
  $50
  1d10
  1d12
  x4
  --
  14 lbs.
  B or S
  --
  Ranged Weapons
      Arrow, elven fragmentation
  $20
  see text
  see text
  --
  --
  --
  P and S
  see text
      Sling mine, halfling
  $20
  1d6
  1d6
  x2
  10 ft.
  --
  B and S 
  and Fire
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  Bang Stick, Orc: One of the few uniquely-orc inventions, 
  a bang stick is essentially a quarterstaff with a pistol muzzle 
  crudely grafted on each end. A creature may treat a bang stick 
  as a simple weapon to wield it as a quarterstaff, but takes a –1 
  penalty on attacks rolls when doing so due to the awkward 
  placement of the pistol barrels. Unlike other gunpowder 
  weapons, the muzzles of a bang stick are not designed to fire 
  bullets, imposing a –4 penalty on attacks rolls when doing 
  so. Instead, the muzzles are designed to fire only gunpowder 
  charges (1 dose of gunpowder per barrel), utilizing the muzzle 
  blast for the weapon’s desired effect. 
    Originally designed to frighten or disorient creatures in 
  the wild, many orcs have begun using bang sticks for more 
  clever and dirty purposes. The wielder may use the bang 
  stick to perform a dirty trick combat maneuver with a +3 
  circumstance bonus as a standard action. If the maneuver is 
  successful, the bang stick deals 1d4 points of fire damage 
  in addition to the desired dirty trick effect, while a failed 
  maneuver deals only half damage. This fire damage has a 5% 
  chance to ignite flammable material. 
    A wielder that possesses the Exotic Weapon Proficiency 
  (orc bang stick) feat may perform the dirty trick maneuver 
  with the weapon as an attack action instead of a standard 
  action, and, on a confirmed critical hit with the weapon, may 
  choose to turn their critical hit into a normal hit to make a 
  free dirty trick combat maneuver after the attack is resolved. 
  This dirty trick maneuver does not provoke an attack of 
  opportunity.
  Boarding Axe, Dwarven: Favored by sailors, the head of 
  this hand axe also features a backwards-pointing spike. The 
  boarding axe is commonly used to chop through hatches 
  or rigging, to drag burning debris off a ship, or as a melee 
  weapon. As a weapon, this hand axe deals either slashing 
  or piercing damage. Furthermore, the spike grants a +2 
  circumstance bonus on Climb checks on wooden surfaces. 
    Drague Dwarves trained in Profession (sailor) treat the 
  boarding axe as a simple weapon.
  Bosom/Boot Knife: Though it does little damage, it is 
  easily concealed (the wielder gets a +2 bonus on Sleight of 
  Hand skill checks made to conceal a bosom/boot knife on 
  her body) and can be thrown short distances.
  Bullet, Gnome Rocket: Instead of being propelled from a 
  firearm from explosive gunpowder, a rocket bullet propels 
  itself from the weapon with a controlled explosion from within 
  the bullet’s casing. Unlike conventional bullets that lose speed 
  once they leave the gun barrel, rocket bullets increase in speed 
  and velocity until it runs out of fuel, making the weapon more 
  accurate at extreme ranges than other firearms. To fire a rocket 
  bullet, a firearm must either have a rocket-rail or be chambered 
  specifically for the bullet. A rocket bullet increases a firearm’s 
  range increment by +20 feet and has a maximum of 10 range 
  increments instead of 5. A rocket bullet fired from a rocket-rail 
  does not benefit from the enhancement bonus of the firearm 
  from which it is fired. Loading a rocket bullet onto a rocket-
  rail requires one free hand and a move action that provokes 
  an attack of opportunity, while a rocket bullet loaded into the 
  barrel of a firearm is treated as an alchemical cartridge for the 
  purpose of determining load time. If the wielder possesses the 
  Quick Reload feat, the time required to load a rocket bullet is 
  reduced accordingly (a free action if loaded onto a rocket-rail). 
  A rocket bullet may be fired underwater.
    Because the rocket bullet requires time and space to reach 
  optimal speed, ranged attacks with a rocket bullet are resolved 
  normally when the target is within the first range increment 
  of the firearm, and resolved against touch AC when the target 
  is beyond the first range increment. A rocket bullet has a 1-3 
  misfire chance that is independent from the firearm from which 
  it is fired; a firearm’s misfire chance does not affect a rocket 
  bullet. An attack roll with a rocket bullet that results in a misfire 
  does not break the firearm, instead the rocket bullet’s flight path 
  goes awry, targeting a random creature within the immediate 
  vicinity of the wielder (including the wielder; GM’s choice). A 
  rogue rocket bullet has an attack bonus of +2, plus double any 
  enhancement bonus it may have.
  TABLE 5-3: FIREARMS
  Firearms
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  One-Handed Firearms
      Pistol, dwarven boarding
  $200
  1d6
  1d8
  x4
  20 ft.
  1 (5 ft.)
  1
  5 lbs.
  B and P
  --
      Pistol, gnome rocket
  $435
  1d6
  1d8
  x4
  20 ft.
  1 (5 ft.)
  2
  4 lbs.
  B and P
  --
          Bullet, rocket
  $35
  --
  --
  --
  see text
  see text
  --
  --
  B and P
  see text
  Exotic Firearms
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  Two-Handed Firearms
      Tunnel sweeper, dwarven
  $650
  2d4
  2d6
  x4
  30 ft.
  1-2 (10 ft.)
  1
  15 lbs.
  B and P
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  Felidae Knife, Halfling: Inspired by the claws of large 
  cats, this small, curved dagger has a metal loop at the 
  base of its handle allowing it to be secured with a pinky 
  or worn on a string tied in the hair. While relatively 
  small, its curved blade can create brutal wounds and 
  its unique design makes it difficult to disarm or sunder 
  (the wielder gets a +1 bonus to CMD against disarm and 
  sunder attempts). Its size and design, however, also make 
  it slightly more difficult to wield than a standard knife or 
  dagger. Easily concealed (the wielder gets a +2 bonus on 
  Sleight of Hand skill checks made to conceal a felidae 
  knife on her body), it is a favorite concealed weapon for 
  rogues and assassins. 
    Tenderfoot Halflings treat felidae knives as simple 
  weapons. For those that are proficient with the weapon, 
  a felidae knife is treated as a dagger in conjunction with 
  feats or abilities.
  Maulaxe, Dwarven: A scaled down version of the dwarven 
  sledgeaxe, and one of the few cultural weapons that both 
  Brey and Drague Dwarves commonly share, the dwarven 
  maulaxe is both a gruesome weapon and versatile tool. 
  Not only is the dwarven maulaxe a lethal weapon, it is 
  also commonly used during the construction of seafaring 
  vessels or land-based battlements. By utilizing the axe-head 
  for chopping lumber and the hammer-head for hammering, 
  those proficient with the dwarven maulaxe can use it as a 
  tool when making certain Craft skill checks. Although more 
  manageable than the sledgeaxe, other races still feel that the 
  dwarven maulaxe is oddly weighed for its size; thus, it is an 
  exotic weapon.
  Pistol, Dwarven Boarding: Favored by Drague sailors, 
  this pistol features a dwarven boarding axe at the end of 
  its barrel. The weapon can be used as both a pistol and a 
  boarding axe. It is considered a double weapon for purposes 
  of creating masterwork or technological versions of this 
  weapon. If this firearm gains the broken condition, both 
  the firearm component and the boarding axe are considered 
  broken. A dwarven boarding pistol uses either a bullet and 
  a single dose of black powder or an alchemical cartridge as 
  ammunition.
  Pistol, Gnome Rocket: This pistol has a rocket-rail atop 
  its barrel for which gnome rocket bullets may be loaded 
  and fired while also chambering and firing standard black-
  powder bullets from its barrel; both the barrel and the 
  rocket-rail can be fired independently as a separate action, 
  or both can be shot at once with the same action. If both 
  barrels are shot at once, they must both target the same 
  creature or object, and the pistol jumps, throwing off the 
  rocket bullet’s trajectory, imparting a –2 penalty on the 
  rocket shot. Because a rocket pistol launches a rocket bullet 
  from its top rocket-rail instead of its own barrel, a rocket 
  bullet relies on its own velocity to deal damage instead of 
  the pistol’s muzzle velocity, dealing damage as if fired from 
  a firearm one size smaller than it actually is.
  Pneumatic Bowgun, Hand: A hand pneumatic bowgun is 
  essentially a hand crossbow with the mechanical workings 
  of a repeating crossbow, except that the weapon’s reloading 
  lever is pneumatically cranked back into position after 
  each shot by steam-cell-powered mechanisms, instead of 
  (From left to right): dwarven tunnel sweeper, halfling sling mine, gnome rocket pistol, elven fragmentation arrow, orc bang stick
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  having to be pulled back by hand. If the weapon’s steam 
  cell is depleted, you must have a free hand to pull back the 
  weapon’s reloading lever manually (a swift action). It is 
  assumed that a character replenishes his steam cell whenever 
  possible between encounters. A GM may deem that a steam 
  cell becomes depleted at any time during instances where a 
  character does not have ample time or resources to replenish 
  his steam cells.
    A hand pneumatic bowgun holds 3 bowgun bolts. 
  Loading a new case of bolts is a move action that provokes 
  attacks of opportunity. You can fire a hand pneumatic 
  bowgun with one hand at no penalty. You can shoot a hand 
  pneumatic bowgun with each hand, but you take a penalty 
  on attack rolls as if attacking with two light weapons.
  Pneumatic Bowgun, Heavy: A heavy pneumatic bowgun 
  mirrors the design of the repeating crossbow, except that 
  the bowgun’s reloading lever is pneumatically cranked 
  back into position after each shot by steam-cell-powered 
  mechanisms, instead of having to be pulled back by hand. 
  If the weapon’s steam cell is depleted, you must use two 
  hands to pull back the weapon’s reloading lever manually 
  (a full-round action that provokes an attack of opportunity). 
  It is assumed that a character replenishes his steam cell 
  whenever possible between encounters. A GM may deem 
  that a steam cell becomes depleted at any time during 
  instances where a character does not have ample time or 
  resources to replenish his steam cells.
    A heavy pneumatic bowgun holds 5 bowgun bolts. 
  Loading a new case of bolts is a move action that provokes 
  attacks of opportunity. Normally, operating a heavy 
  pneumatic bowgun requires two hands. However, you can 
  shoot the weapon with one hand at a –4 penalty on attack 
  rolls. You can shoot a heavy pneumatic bowgun with each 
  hand, but you take a penalty on attack rolls as if attacking 
  with two one-handed weapons. This penalty is cumulative 
  with the penalty for one-handed firing.
  Pneumatic Bowgun, Light: A light pneumatic bowgun mirrors 
  the design of the repeating crossbow, except that the bowgun’s 
  reloading lever is pneumatically cranked back into position 
  after each shot by steam-cell-powered mechanisms, instead of 
  having to be pulled back by hand. If the weapon’s steam cell 
  is depleted, you must use two hands to pull back the weapon’s 
  reloading lever manually (a move action that provokes an attack 
  of opportunity). It is assumed that a character replenishes his 
  steam cell whenever possible between encounters. A GM may 
  deem that a steam cell becomes depleted at any time during 
  instances where a character does not have ample time or 
  resources to replenish his steam cells.
    A light pneumatic bowgun holds 5 bowgun bolts. Loading 
  a new case of bolts is a move action that provokes attacks of 
  opportunity. Normally, operating a light pneumatic bowgun 
  requires two hands. However, you can shoot the weapon with 
  one hand at a –2 penalty on attack rolls. You can shoot a heavy 
  pneumatic bowgun with each hand, but you take a penalty on 
  attack rolls as if attacking with two light weapons. This penalty 
  is cumulative with the penalty for one-handed firing.
  Shillelagh Club, Halfling: A halfling shillelagh club is 
  typically the length of a walking stick (and often used as 
  such in non-combat situations), often made of hardened and 
  lacquered wood, featuring a heavy knob protruding from 
  one end. This knob is usually hollowed out and filled with 
  sand, cement, or molten lead to give the club extra striking 
  power. The knobbed end of a shillelagh club is also uniquely 
  designed to act as sort of hook for tripping a foe. A halfling 
  shillelagh club counts as a club for the purpose of the spell 
  shillelagh. Those not proficient with the halfling shillelagh 
  club may treat it as a martial weapon that has the weapon 
  qualities equal to that of a heavy mace of its size. 
    Leatherfoot Halflings treat shillelagh clubs as simple 
  weapons.
  Shillelagh Staff, Halfling: A much longer version of the 
  shillelagh club, a halfling shillelagh staff is commonly used 
  by Leatherfoot Halflings to help them traverse rough terrain 
  as well as protect themselves in the wilds. Essentially, 
  the halfling shillelagh staff is a quarterstaff with a large, 
  heavy knob on the “hitting” end of the staff, whose unique 
  design also acts as sort of hook for tripping a foe. A halfling 
  shillelagh staff counts as a quarterstaff for the purpose of 
  the spell shillelagh. Those not proficient with the halfling 
  shillelagh staff can treat it as a martial weapon that has the 
  weapon qualities equal to that of a quarterstaff of its size. 
    Leatherfoot Halflings treat shillelagh staves as simple 
  weapons.
  Sledgeaxe, Dwarven: A dwarven sledgeaxe has both a large 
  axe-head and a dense, blunt-spiked hammer-head mounted 
  to a long, thick handle. Both heads provide added weight 
  and striking power to the other head, allowing the weapon 
  to deal either deadly cleaving chops or tremendous crushing 
  blows. Although the weight of both heads of this weapon 
  seem perfectly balanced to dwarves due to their lower center 
  gravity and broader body structure, other races find the 
  weapon unwieldy; thus, it is an exotic weapon.
  Sling Mine, Halfling: Similar in design to a naval mine, these 
  metal spheres are covered with pins that detonate a powder 
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  charge on impact. Sling mines can be flung from a sling like 
  a sling bullet or thrown like a splash weapon; in either case, a 
  sling mine has a misfire chance of 1-2, resulting in a dud sling 
  mine that fails to detonate. Whether flung or thrown, a sling 
  mine explodes on impact, dealing 1d6 points of bludgeoning, 
  slashing, and fire damage on a direct hit, and every creature 
  within 5 feet of the point where the mine hits takes 1d3 point 
  of slashing and fire damage from the splash (Reflex DC 15 
  halves). When flung from a sling, a sling mine acts like a sling 
  bullet that deals damage as if the sling were designed for a 
  creature one size category smaller than it actually is and the 
  wielder take a –1 penalty on attack rolls, but the sling mine 
  detonates as normal. Fire damage from a sling mine has a 5% 
  chance of igniting flammable material.
  Slingshot: A rather simple yet effective weapon, a 
  slingshot consists of a leather cup attached to a forked 
  piece of wood or metal by a pair of highly elastic strings. 
  Your Strength modifier applies to damage rolls when 
  you use a slingshot, just as it does for thrown weapons. 
  You need two hands to load and fire a slingshot. You 
  can fire a slingshot while mounted, but not while prone. 
  Loading a slingshot is a swift action that provokes attacks 
  of opportunity. If you possess the Quick Draw feat, you 
  may load a slingshot as a free action that does not provoke 
  attacks of opportunity, and you may fire it as many times 
  in a full-attack action as you could attack if you were 
  using a bow.
  Tunnel Sweeper, Dwarven: Designed by the Brey 
  Dwarves to be a more manageable version of the culverin, 
  the dwarven tunnel sweeper fires grapeshot in a 30-foot 
  cone. Firing a tunnel sweeper without support (such as 
  a wall, a window, or a stand) imparts a –2 penalty on 
  attack rolls and subjects its wielder to an immediate 
  bull rush attempt (+2 CMB), knocking the wielder 
  prone. Characters that possess either the Exotic Weapon 
  Proficiency (tunnel sweeper) feat or the stability racial 
  trait are not subject to a bull rush maneuver when firing 
  a sweeper without support, but it still packs a jarring 
  wallop. A tunnel sweeper uses 3 doses of black powder 
  and grapeshot.
  Widowman Baton: This baton resembles an L-shaped 
  policeman’s baton good for striking and blocking. A 
  hollow well inside the handle holds quartz, batteries, and 
  a gravitational actuator. These components are wired 
  internally to the magnetic ore at the tip of the baton, 
  granting you a +2 bonus on combat maneuver checks to 
  disarm a weapon comprised mostly of metal.
  ARMOR
  The age of shining knights is long past. A bullet shot at close 
  range rips through all but ballistic cloth armor. Nowadays, 
  men and women customize their armor to provide the 
  desired amount of protection versus mobility that best suits 
  their abilities. Heavy armor is still very useful for melee 
  combat, but often a liability in backstreet shoot-outs.
  Brigandine Armor: Brigandine armor consists of small 
  metal plates riveted between an inner and outer layer 
  of quilted cloth or treated leather. A suit of brigandine 
  armor primarily protects the most critical locations of the 
  body (torso, upper and lower arms, thighs, and shins), 
  leaving the joints (but often protected by a free-swinging, 
  molded metal plate) unhindered and free for maximum 
  flexibility. Brigandine armor’s unique composition allows 
  it to be constructed from several different special materials; 
  constructed from either darkleaf cloth or mithral, for 
  example.
  Jack of Plates: Also commonly referred to as a “jack”, this 
  shirt of heavily quilted cloth is reinforced with small metal 
  plates riveted between an inner and outer layer. A jack’s 
  unique composition allows it to be constructed from several 
  different special materials; constructed from either darkleaf 
  cloth or mithral, for example.
  PIECEMEAL ARMOR
  The rules for Piecemeal Armor variant system can be found 
  in Pathfinder RPG: Ultimate Combat. The following armor 
  pieces are available for the piecemeal armor system in the 
  Pure Steam Campaign Setting.
  SPECIAL MATERIALS
  Industrial experimentation has produced new options in 
  weapon and armor fabrication.
  ASBESTOS CLOTH
  Asbestos cloth will not catch on fire and armor constructed 
  from asbestos cloth provides resistance to fire and heat. 
  Asbestos clothing and cloth armor composed primarily of 
  TABLE 5-4: AVAILABLE PIECEMEAL ARMOR
  Armor Category
  Armor
  Light
  leahter, padded, quilted cloth, studded leather
  Medium
  chain, hide, scale
  Heavy
  agile plate, banded, plate, splint
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  rolls or increases the DC to reduce the electricity damage by +1. 
    Copper plated weapons that channel or that deal electricity 
  damage deal 1 extra point of electricity damage per electricity 
  damage die on a successful hit (this extra damage is multiplied 
  on a critical hit). For example, a magus channeling a 3d6 
  shocking grasp spell through his copper-plated longsword 
  via the spellstrike class feature, would deal 3 extra electricity 
  damage on a hit.
    Copper plated steel has the same statistics as normal steel.
  LEAD LINED
  Lead lined weapons hit with greater impact, gaining a 
  +1 bonus to damage rolls when dealing bludgeoning or 
  slashing damage (this extra damage is multiplied on a 
  critical hit). This bonus to damage is doubled for two-
  handed weapons. Lead lined clothing and armor grants its 
  wearer negative energy resistance 1 for light armor and 
  asbestos is immune to fire damage and is never at risk of 
  catching on fire. However, this property only imparts fire 
  resistance 5 to the wearer.
    Objects constructed from asbestos cloth cost twice 
  as much as their normal counterparts, but they take no 
  longer to make than ordinary objects of that type (double 
  all successful Craft results). Asbestos cloth has the same 
  statistics as normal cloth.
  STAINLESS STEEL
  Stainless steel is both rust resistant and splendidly shiny. 
  Steel objects electroplated with chromium are immune to 
  rusting effects, such as the rusting grasp spell or from a rust 
  monster’s touch. 
    To determine the price of a stainless steel item, use the 
  original weight but add $10 per pound to the price of that 
  item. Stainless steel has the same statistics as normal steel.
  COPPER PLATED
  Copper plated objects take half damage from acid effects. 
  Armor composed primarily of metal that is plated in copper 
  confers to its wearer acid resistance 1 for light armor, 3 for 
  medium armor and shields, and 5 for heavy armor. Copper 
  plated armor or shields render the wearer more vulnerable to 
  electricity attacks, however, either granting any attack against 
  the wearer that deals electricity damage a +2 bonus to attack 
  TABLE 5-7: COPPER PLATED ITEMS
  Item Type
  Item Cost Modifier
  Weapons
  +$300
  Light armor
  +$500
  Medium armor or shield
  +$1,000
  Heavy armor
  +$2,000
  Other objects
  +$10/lb.
  TABLE 5-6: ARMOR
  Armor
  Cost
  Armor 
  Bonus
  Maximum Dex 
  Bonus
  Armor Check 
  Penalty
  Arcane 
  Spell Failure 
  Chance
  Speed
  Weight
  30 ft.
  20 ft.
  Light Armor
      Jack of Plates
  $60
  +4
  +3
  –2
  15%
  30 ft.
  20 ft.
  20 lbs.
  Medium Armor
      Brigadine
  $100
  +5
  +3
  –2
  25%
  20 ft.
  15 ft.
  30 lbs.
  Piecemeal Armor
  Cost
  Armor 
  Bonus
  Maximum Dex 
  Bonus
  Armor Check 
  Penalty
  Arcane 
  Spell Failure 
  Chance
  Speed
  Weight1
  30 ft.
  20 ft.
  Medium Arm Armor
      Brigadine
  $20
  +0
  +4
  –2
  20%
  20 ft.
  15 ft.
  5 lbs.
  Medium Leg Armor
      Brigadine
  $20
  +0
  +4
  –1
  10%
  20 ft.
  15 ft.
  5 lbs.
  Medium Torso Armor
      Brigadine2
  $60
  +4
  +3
  –2
  15%
  20 ft.
  15 ft.
  20 lbs.
  1 Weight figures are for armor pieces sized to fit Medium characters. Armor pieces fitted for Small characters weigh half as much, and armor 
  pieces fitted for Large characters weigh twice as much.
  2 These armor pieces are considered to be one weight category lower when worn with no other armor pieces. A brigandine torso armor piece 
  worn alone is a jack of plates (light armor).
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  clothing, 3 for medium armor, and 5 for heavy armor. 
  However, the wearer takes a -1 penalty to all Dexterity- 
  and Strength-based skill checks due to the unusual weight.
    Lead lined objects weigh 1.5 times as much as their 
  normal counterparts. Otherwise, lead lined steel has the 
  same statistics as normal steel.
  VULCANIZED RUBBER
  Vulcanized Rubber has numerous uses in contemporary 
  arms and armor fabrication. Objects wholly constructed 
  from or objects completely coated in vulcanized rubber are 
  immune to electricity damage.
    Against a target wearing rubber-coated armor or rubber 
  clothing, electricity effects either receive a -10 penalty 
  to attack rolls, or the DC to resist or reduce the effects of 
  electricity attacks is lowered by 10. If an electricity effect 
  would deal reduced damage on a successful save, the target 
  wearing rubber-coated armor instead takes no electricity 
  damage. If an electricity effect would deal electricity 
  damage to a target wearing rubber-coated armor, the armor 
  confers to its wearer electricity resistance 10. Shields coated 
  in vulcanized rubber confer no additional protection to its 
  wielder.
    When using vulcanized rubber ammunition, a ranged 
  weapon inflicts nonlethal damage. Bludgeoning weapons 
  made primarily of vulcanized rubber also deal nonlethal 
  damage and are sometimes flexible enough to wrap beneath 
  clothes (+1 on Sleight of Hand checks made to conceal the 
  weapon). Typically, vulcanized rubber ammunition and 
  weapons deal no damage to any creature with an armor 
  bonus of +1 or higher or a natural armor bonus of +3 or 
  higher.
    Objects constructed primarily of vulcanized rubber 
  weigh half as much as their normal counterparts, have 10 
  hit points per inch of thickness, and hardness 3. Objects 
  coated in vulcanized rubber weigh 1.2 times as much as 
  their normal counterparts, but otherwise have the same hit 
  points and hardness of their base material.
  GOODS AND SERVICES
  RULES ADDENDUM
  Obsolete Technology: Certain standard items found in the 
  Pathfinder RPG Core Rulebook and Advanced Player’s 
  Guide are considered obsolete technology for the purposes 
  of value and pricing in the Pure Steam Campaign Setting. 
  This does not mean such items are any less prevalent or 
  popular in use, but that the cost of producing and thus 
  purchasing such items is reduced to 25% that of normal. 
  For example, a spyglass is considered obsolete tech in 
  Pure Steam, thus its cost is reduced to $250. For a full 
  list of what is considered obsolete, and thus needing an 
  adjustment in cost, refer below.
  Adventuring Gear: Flint and steel, hourglasses (all), 
  periscope, spyglass, water clock.
  Tools and Skill Kits: Compass, magnifying glass, sextant.
  MANUFACTURING SIGNATURES
  Each company below is known for producing items that 
  feature special qualities (“signatures”) unique to their 
  brands. When buying equipment, players may decide 
  which manufacturer’s signature they would like to 
  apply to a specific item upon purchase, if any (pending 
  GM approval). Each signature provides a choice of 
  one of two bonuses and a penalty or drawback, when 
  applicable, to the item in question. These bonuses  stack 
  with those inherent to the item itself. Manufacturers’ 
  signatures may not be added to a used item. In some 
  cases, the GM may rule that a given item is incompatible 
  with a manufacturer’s signature, or that the item does 
  not warrant any signature at all; for example, chewing 
  glue made by one company isn’t likely to function any 
  different from chewing glue made by another.
  TABLE 5-8: LEAD LINED ITEMS
  Item Type
  Item Cost Modifier
  One-handed weapon or one head of a 
  double weapon
  +$300
  Two-handed weapon or both heads of a 
  double weapons
  +$600
  Light armor or clothing
  +$500
  Medium armor or shield
  +$1,000
  Heavy armor
  +$2,000
  TABLE 5-9: VULCANIZED RUBBER ITEMS
  Item Type
  Item Cost Modifier
  Ammunition or weapon (primarily rubber)
  Double
  Light armor (rubber coated)
  +$500
  Medium armor (rubber coated)
  +$1,00
  Heavy armor (rubber coated)
  +$2,000
  Other objects (primarily rubber)
  Double
  Other objects (coated)
  +$10/lb.
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  DAVRO DESIGNS DISPENSARY
  “A deft, dauntless design; it’s all in the Three Ds.”
  An innovator in the field of compartmentalization and 
  materials science, Davro Designs is known for taking 
  excess mass out of bulky merchandise to produce 
  versions that are lightweight or with recessed storage 
  capability. Items made by this manufacture either reduce 
  object weight by 20% (stacks with mithral or darkwood 
  construction), or can be used as a functional housing 
  to store inside itself another item less than half its size. 
  DDD products are particularly susceptible to the broken 
  condition after suffering only 10% hit point loss.
  HABERRATH INDUSTRIES
  “We know the sea.”
  This dwarven manufacturer is known for making devices 
  and equipment sea-ready. Haberrath items can be made 
  either waterproof (to a depth of 50 ft.), or rust resistant 
  (with a +2 circumstance bonus against rust effects). 
  The squared build and stiff jointing of Haberrath items 
  imposes a -4 penalty on Sleight of Hand checks to 
  conceal them.
  MAYRBRONNE LIMITED
  “Undeterred by danger.”
  Known for their rugged design and thorough stress tests 
  owning to strict factory standards, Mayrbronne products 
  are among the least likely to breakdown over time or 
  suffer impact trauma. Items of this brand can either 
  reroll a failed saving throw when one must be made, or 
  enjoy a +2 circumstance bonus on Craft checks for repair 
  purposes. Mayrbronne products are notoriously imposing 
  and unattractive, however, and impose a -2 penalty on 
  all Charisma-based checks (except Intimidate).
  RACCWEAR
  “Nature outfitted for you.”
  This specialty clothiers and sporting goods company 
  manufactures items based on animal motifs and often 
  from animal remains (i.e. pelts, bones, etc.). These 
  items are generally used for their convenience outdoors, 
  or because they are small and easy to conceal. Items 
  made by RaccWear provide either a +2 circumstance 
  bonus on Sleight of Hand checks made to conceal the 
  item, or Stealth checks when using the item in a given 
  environment (i.e. temperate forests, deserts, etc.). Those 
  carrying or using RaccWear products suffer a -4 penalty 
  on Handle Animal checks.
  SAVIG
  “Brilliance is bliss!”
  Savig’s is a high-concept science bureau renowned 
  for producing precision instruments that provide sharp 
  resolution and accurate readings. Equipment bought from 
  this manufacturer are ensured a +2 circumstance bonus on 
  either Perception checks, or a specific Knowledge check 
  associated with the item’s use. Delicate and fragile as 
  they are, Savig merchandise will immediately suffer the 
  broken condition if the user rolls a natural 1 on a skill 
  check involving use of the item.
  ULLERAN MILITARY BARRACKS OUTFITTERS (UMBO)
  This manufacturer was formed out of Ullera’s historically 
  war-filled past, with licensed surplus retailers dealing 
  directly to the public across the country. Built for the 
  battlefront, UMBO gear enjoys either a +1 bonus to 
  its hardness and +2 bonus to hit points, or simply a +2 
  bonus to its hardness. This added durability comes at a 
  cost; UMBO gear also weighs 10% more than normal 
  (minimum +1 lb. per item).
  Drogue Wing Backpack
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  ADVENTURING GEAR
  Barbwire: Barbwire is a quick and cheap way to fence in 
  a property and keeps livestock off the roads. It marks the 
  beginning of the end of open range ranching. Barbwire 
  can be dangerous to off-road drivers and unwary riders on 
  horseback. Vehicles or creatures that share the same space 
  with it are subject to a +8 attack against their CMD, inflicting 
  1d4 damage per wire and potentially causing entanglement 
  (50% chance of the entangled condition).
  Backpack, Drogue Wing: Drogue wings ensure the 
  safe descent of their wearer through a set of cellophane 
  seraphim wings. This effect is similar to the spell feather 
  fall, and lasts for 5 rounds. The wings deploy from the 
  pack with a single yank of a ripcord (immediate action). 
  Drogue wings are ripped to pieces by the descent and 
  can only be used once, converting the item into a regular 
  backpack afterward.
  Beeswax: Beeswax is a valuable byproduct harvested when 
  collecting honey. It is used in facial cosmetics, preserving 
  cheese, mustache wax, hair pomades, candles, shoe polish, 
  phonograph cylinders, mold making, lip balm, and water 
  repellent. Fresh beeswax can also be used to create an arma-
  fungal, arma-bacterial seal on porcelain and glass containers 
  doubling the lifespan of preserves.
  Binoculars, Hidden: These function much like the standard 
  model described below except they are smaller and use 
  unreflective lenses. The smaller size reduces its magnifying 
  power to only three times normal (-1 penalty on Perception 
  checks per 30 feet of distance), though they also provide a 
  +1 circumstance bonus on Sleight of Hand checks to conceal 
  the binoculars. However, binoculars restrict the user’s field 
  of peripheral vision, imposing a -2 penalty on Perception 
  checks within the first 30-ft range.
  Binoculars, Standard: Binoculars function like a pair of 
  linked, high-powered spyglasses. Objects viewed through 
  binoculars are magnified to five times their size. Characters 
  using standard binoculars take a -1 penalty on Perception 
  checks per 50 feet of distance to the target (instead of -1 per 
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  10 feet), if the target is visible. However, binoculars restrict 
  the user’s field of peripheral vision, imposing a -2 penalty 
  on Perception checks within the first 50-ft range.
  Binoculars, Theater: A smaller, more stylish variety of the 
  standard model, these often come in a fitted case, mountable 
  on a holding rod, and constructed from pearl or porcelain 
  with gold or silver filigree and finely stenciled decoration. 
  The smaller size grants it three times normal magnification 
  (-1 penalty on Perception checks per 30 feet of distance), and 
  its stylish appeal grants the user a +1 circumstance bonus 
  of Charisma-based checks among polite society. However, 
  the binoculars restrict the user’s field of peripheral vision, 
  imposing a -2 penalty on Perception checks within the first 
  30-ft range.
  Camera, Ferrotype: The Collodion Spirit Imager 
  (sometimes “Col-Mag,” or simply “Imager”) is the leading 
  model of ferrotype camera, complete with an oversized 
  frame, aperture, diaphragm, and copper tubes. Ferrotype 
  photographers often work at fairs and carnivals providing 
  visitors with a black and white family picture within minutes 
  after the picture is taken. The collodion photographic 
  emulsion is stuck to a sheet of iron, hence the name, and 
  can be sealed with lacquer to protect the image. The camera 
  comes with a standing tripod for ease of use.
  Canned Food: Meat, fruits, vegetables, and milk can be 
  preserved for much longer by cooking it and sealing it 
  inside a tin can. One can is enough for a meal for a medium-
  sized adult and tastes far better than dry rations.  
  Chewing Glue: Chewing glue or gum (made from paraffin 
  wax, spruce gum, and other saps and synthetics) is a useful 
  breath freshener as well as a multipurpose adhesive when 
  merging small objects or attaching diminutive or smaller 
  items to a subject’s body without need for a specific means 
  of storage. A stick of chewing glue repairs damaged objects 
  after being chewed for 1 minute, restoring 1d4 hit points 
  to the object. If the object has the broken condition, this 
  condition is removed if the object is restored to at least 
  half its original hit points. Such a repair is only temporary, 
  lasting until the object suffers damage again. All pieces of 
  an object must be present for repair to occur, and magic 
  items cannot be repaired in this way.
  Flask, Whiskey: A whiskey flask is made of stainless steel 
  and far more robust than a common glass flask. It is often 
  monogramed or designed for concealment (+1 circumstance 
  bonus on Sleight of Hand). It holds one pint.  
  Gas Mask, Arma-Plague “Snout”: A gas mask with 
  plating fashioned to mimic the scutes found on an 
  armadillo’s hide. This type lasts twice as long as a 
  standard gas mask (24 hours) and covers the head, neck, 
  and sternum (+1 armor bonus to AC). The Snout occupies 
  the “head” slot (for purposes of magic and technological 
  item limitations). Replacing a gas mask filter requires a 
  move action.
  Gas Mask, Standard: The standard gas mask 
  provides breathable air for 12 hours of exposure 
  before the filter must be replaced. A functional gas 
  mask grants immunity to inhaled poisons and smoke 
  inhalation. A gas mask does not allow a creature 
  to breathe under water. Replacing a gas mask filter 
  requires a move action.
  Helmet, Lamp: A lantern-mounted full helmet. The oil 
  lamp burns like a hooded lantern in one 90-degree arc, 
  and the padded helmet provides DR 2/– versus falling 
  objects. The lamp helmet occupies the “head” slot (for 
  purposes of magic and technological item limitations).
  Gas Mask
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  Incandescent Bulb: Various of Ullera’s largest cities 
  commonly use these in street-lamps, but miniaturization 
  of this technology has only recently begun to make this 
  relatively new invention available to the public. These 
  bulbs can be installed in any standard lighting equipment in 
  place of its regular fuel reservoir (at twice the bulb’s cost), 
  making them free of cumbersome and ofttimes dangerous 
  fuel materials. The bulbs use a filament powered by a closed 
  circuit chemical charge to provide uninterrupted light as a 
  common lamp would, up to 24 hours per use. The bulbs are 
  fragile, however, and suffer a 5% chance to burn out each 
  time the housing device is turned on. Bulbs that have burned 
  continuously for 24 hours or which have burnt out must be 
  replaced (at standard cost). Replacing a bulb is a full-round 
  action.
  Lamp, Carbide: Carbide lamps produce light by burning 
  the gas released by mixing water and calcium carbide. 
  This lamp burns bright and hot and lasts as long as the 
  chemical reaction continues, or 12 hours. This version is 
  smaller and designed to be worn strapped on the head or 
  over a mining helmet. The lamp’s reflector creates normal 
  light in a 40-ft cone and increases the light level out to 
  an 80-ft cone (darkness becomes dim light and dim light 
  becomes normal light). The carbide lamp occupies the 
  “head” slot (for purposes of magic and technological item 
  limitations).
  Lantern, Carbide: Carbide lanterns function in the same 
  way as lamps do, but they are larger and designed to be 
  carried. The lantern’s reflector creates normal light in an 
  80-ft cone and increases the light level out to a 160-ft cone 
  (darkness becomes dim light and dim light becomes normal 
  light).
  Machine, Dictation: A dictation machine has three main 
  components: a wax recording cylinder, a sound stylus, and 
  speaking trumpet. It can record up to 5 minutes of sound on 
  a single wax cylinder and play it back. The gramophone, 
  phonograph, zonophone, and logophone are all competing 
  commercial designs of the same basic machine, but use 
  incompatible wax recordings. A clockwork motor keeps the 
  record spinning.
  Machine, Ether Ice: This device creates refrigeration 
  through the evaporation of ether. It can be used to create 
  ice or keep food, medicine, or volatiles at near freezing 
  temperatures for 3 days before needing to be serviced 
  (requiring a Craft DC 10 repair check and 4 hours or work).
  Oil, Whale: Blubber is rendered into oil on whaling ships 
  sailing the coasts of the Great Span. Whale oil is used in 
  perfumes and functions identically to oil, except that it 
  burns more stubbornly than comparable oils; 50% chance 
  of resisting attempts by adverse conditions at putting it out.
  Paper Drinking Straws: Servers usually provide a pair since 
  one rarely lasts through an entire beverage. Straws can be 
  used to make an improvised single-use blowgun, lightweight 
  framework models, or even as a breathing apparatus usable 
  for 5 minutes from just beneath the water’s surface.
  Portable Rampart: Developed for Ulleran drop troops, the 
  portable rampart is composed of four pieces of ballistic-
  grade sheet metal attached to a central weldment with strong 
  springs and a heavy-duty clasp. When deployed (a full-round 
  action), this piece of protective equipment serves as a short 
  wall and provides cover from one side. A prone character 
  gains improved cover from a portable rampart, and can shoot 
  firearms and crossbows normally through the slit in the 
  middle. Folding a portable rampart is also a full round action.
  Pouch, Tobacco: A cloth tobacco pouch holds dried tobacco 
  leaves that can be burning in a pipe or rolling papers.
  Rayon: Rayon is an artificial silk used in clothing, gas 
  bags, and parachutes. It is produced in Keystone by several 
  factories and sold in bolts. The color and pattern printed on 
  the rayon affects its wholesale price.
  Snuff Tin: Snuff is powdered tobacco inhaled through the 
  nose. The tin is usually very small to fit inside a waistcoat 
  pocket or clutch bag. The tin keeps the snuff dry and helps 
  measure out dosage. The tobacco can be combined with 
  other drugs to make potent and addictive blends.
  Portable Rampart
  Artwork by Mates Laurentiu
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  TABLE 5-10: GOODS AND SERVICES
  Adventuring Gear
  Item
  Cost
  Weight
  Barbwire
  $1 per 5 ft.
  1 lb. per 5 ft.
  Backpack, drogue wing
  $50
  10 lbs.
  Beeswax
  $10 per pound
  —
  Binoculars, hidden
  $800
  1 lb.
  Binoculars, standard
  $800
  2 lbs.
  Binoculars, theater
  $400 ($50 for the case, without which the 
  Charsima bonus is +1)
  1 lb.
  Camera, ferrotype
  $250
  12 lbs.
  Canned food
  $1 to $5 per can depending on scarcity and season
  1/2 lb.
  Chewing glue
  $5 per stick
  —
  Flask, whiskey
  $1
  2 lbs.
  Gask mask, arma-plague “Snout”
  $200 (filter $20)
  12 lbs. (filter 2 lbs.)
  Gas mask, standard
  $100 (filter $10)
  5 lbs. (filter 2 lbs.)
  Helmet, lamp
  $30 (fuel $1)
  5 lbs.
  Incandescent bulb
  $3
  —
  Lamp, carbide
  $10 (fuel $1)
  1 1/2 lbs.
  Lantern, carbide
  $15 (fuel $1)
  3 lbs.
  Machine, dictation
  $100 (recording blank $5)
  5 lbs.
  Machine, ether ice
  $1000 (refill ether tanks $200)
  120 lbs.
  Oil, whale
  $7 per quart
  —
  Paper drinking straws
  $5 for 100
  1 lb. for 100
  Portable rampart
  $150
  25 lbs.
  Pouch, tobacco
  $1
  1/2 lb.
  Rayon
  (minimum) $10 per square yard
  1/2 lb. per square yard
  Snuff tin
  $5
  1 lb.
  Soda
  1 dime
  1/2 lb.
  Teeth, false, gold
  $100 per tooth or $3200 smile
  —
  Tinderbox
  $4
  1/2 lb.
  Torch, foxfire
  $65
  1 1/2 lbs.
  Typewriter
  $90
  5 lbs.
  Tools and Skill Kits
  Item
  Cost
  Weight
  Babbage calculator
  $100
  10 lbs.
  Barber’s kit
  $5 (masterwork $55)
  2 lbs.
  Barometer
  $20
  1 lb.
  Boilermaker kit
  $80
  50 lbs.
  Chair, barber’s
  $90 ($140 with restraints)
  90 lbs.
  Compass, masterwork
  $50
  1/2 lb.
  Fishing kit
  $50
  5 lbs.
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  TABLE 5-11: GOODS AND SERVICES CONTINUED
  Tools and Skill Kits
  Item
  Cost
  Weight
  Physician’s kit
  $70
  4 lbs.
  Sextant, masterwork
  $175
  2 lbs.
  Sportsman’s kit
  $100
  Varies (5 to 25 lbs.)
  Thermometer, mercury
  $15
  —
  Watch, pocket
  $275
  1 lb.
  Clothing and Apparel
  Item
  Cost
  Weight
  Aviator’s outfit
  $4
  5 lbs.
  Coveralls
  $2
  3 lbs.
  Eyeglasses, glass lenses
  $10
  —
  Eyeglasses, smoked lenses
  $15
  —
  Eyeglasses, mirrored lenses
  $20
  —
  Sportsman’s outfit
  $3
  4 lbs.
  Wilderness outfit
  $12
  7 lbs.
  Underwater Survival Apparatus (U.S.A.)
  $1,000
  85 lbs.
      Airline with manual respirator (required)
  $200
  15 lbs.
  Transport
  Item
  Cost
  Weight
  Bicycle, penny-farthing
  $100
  60 lbs.
  Bicycle, standard
  $500
  50 lbs.
  Bicycle, velocipede
  $50
  40 lbs.
  Skates, ice
  $40
  4 lbs.
  Skates, roller
  $30
  4 lbs.
  Skies
  $50
  12 lbs.
  Accessories
  Item
  Cost
  Weight
  Brow quillons
  +$15
  +4 lbs.
  Head rotors
  +$30
  +7 lbs.
  Polarized visor
  +$10
  —
  Sliding mirrored-slat
  +$10
  +1/2 lb.
  Services
  Item
  Cost
  Weight
  Communication
  Brass tube
  Free
  —
  Pantelegraph
  Free to valued customers
  —
  Pneumatic mail tube
  $5 per object
  —
  Postage stamps
  15 cents per stamp
  —
  Telegraph
  1 cent per word per 10 miles
  —
  Ticker-tape machine
  $20 per month
  — (receiver 2 lbs.)
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  Soda: The health benefits of soda are widely touted and no 
  pharmacy would be complete without a soda bar.  Each drug 
  store has its own signature flavors of soda (sarsaparilla, 
  vanilla, lemon, orange, cherry, grape, or ginger) sold in 
  small glass bottles.
  Teeth, False, Gold: Gold is an excellent metal for teeth 
  since they will not rust and are a mark of prosperity. A 
  hollow tooth can hold a fine-sized object in its recess, but 
  any head trauma the subject suffers has a 3% chance per 
  hollow tooth to bend a tooth out of shape, thus giving the 
  tooth and any object hidden within the broken condition.
  Tinderbox: This airtight tin box holds 20 tindertwigs safe 
  from spoilage by water or accidental ignition.
  Torch, Foxfire: A foxfire torch is often used underground 
  because it generates light without flame or heat. Gas pockets 
  are a common hazard in caves and coal mines. Foxfire is a 
  bioluminescent fungus grown on cultivated wood to create 
  a green luminescence as bright as a common burning torch. 
  Typewriter: A typewriter creates legible documents much 
  faster than by hand writing or the printing press. Carbon 
  paper (5¢ per sheet) creates a duplicate of anything you type. 
  A typewriter may be incorporated into complex machines as 
  a control or communication system.
  TOOLS AND SKILL KITS
  Babbage Calculator: This device is an adding machine 
  made of steel gears. This ten pound machine is used by 
  artillery officers and accountants for speedy calculation of 
  quadratic equations. It gives a +2 circumstance bonus on 
  Profession (banker) and Profession (siege engineer) checks.
  Barber’s Kit: A barber’s kit has all the tools you need to 
  practice the profession of barber. A masterwork kit gives 
  you a +2 circumstance bonus on Profession (barber) checks 
  due to the quality of the straight razor and mustache wax.
  Barometer: A barometer is a scientific device used to measure 
  atmospheric pressure to help predict the weather. You gain a +2 
  circumstance bonus on Knowledge (nature) checks to predict 
  the hourly weather with this device. A barometer can also be 
  used to get an estimate of your altitude above or below sea level.
  Boilermaker Kit: Within a boilermaker kit are all the tools you 
  need to maintain and repair any steam engine. Tools in the kit 
  include: a monkey wrench, two pipe wrenches, a 5-lb sledge 
  hammer, large and small crescent wrenches, large and small pry 
  bars, pliers, tin snips, a dozen bull pins, and one pair of bolt cutters.
  Chair, Barber’s: This padded chair is used by barbers and 
  dentists to lift and recline the seated client. Torturers use a 
  similar device equipped with masterwork manacles.
  TABLE 5-12: GOODS AND SERVICES CONTINUED
  Services
  Item
  Cost
  Weight
  Telephone
  $100 per month
  — (receiver 2 lbs.)
  Entertainment
  Daguerreotype photo
  $25 per photo plate
  1/2 lb.
  Ferrotype photo
  $5 per photo plate
  1/2 lb.
  Kinescope
  $1 per viewing
  —
  Music box
  $10 per tune
  1/2 lb.
  Nickelodeon
  5 cents per song
  —
  Roller-coaster
  $1 per ride
  —
  Wax recording
  $5 per record
  —
  Garbage removal
  $10 per week
  —
  Periodicals
  Dime novel
  10 cents
  1 lb. for 10
  Mail order catalog
  Free
  —
  Newspaper
  5 cents
  1 lb. for 10
  Penny dreadful
  1 cent
  1 lb. for 100
  Traveler’s almanac
  $5
  1 lb.
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  Compass, Masterwork: A magnetic compass aligns with the 
  magnetic field encapsulating the planet and constantly points 
  toward magnetic north. It provides a +3 circumstance bonus 
  on Survival checks to avoid becoming lost and on Knowledge 
  (dungeoneering) checks to navigate underground. A compass 
  and pocket watch are vital for navigation without landmarks 
  or stars. It can also be used to detect intense magnetic fields, 
  indicating the strongest field within 10 feet.
  Fishing Kit: This tackle box is a collection of fish hooks, lures, 
  bait, cork floats, lead weights, fishing line, catch net, and has 
  space to hold a collapsible fishing pole. The standard kit enables 
  pole or fly fishing. A fishing kit adds a +2 circumstance bonus on 
  Profession (fisherman) and can be used 10 times before depleted.
  Physician’s Kit: This collection of bandages, herbs, and 
  surgeon’s tools provides a +3 circumstance bonus on Heal 
  checks, and counts as a healer’s kit. A physician’s kit is 
  exhausted after 10 uses. A physician’s kit can be replenished 
  by spending $5 after each use to keep it stocked, though it 
  can never have more than 10 uses.
  Sextant, Masterwork: A sextant is used to determine your 
  latitude. A sextant grants a +3 circumstance bonus on Survival 
  checks made to navigate while above ground under clear skies.
  Sportsman’s Kit: A commercial sportman’s kit provides legal 
  gear to play a specific sport (turfball, knattleikr, rugby, spears, 
  boxing, etc.). Add a +2 circumstance bonus on ability checks 
  and any pertinent Perform skill checks when playing the sport. 
  Clubs, sticks, mallets, and the like can be used as improvised 
  clubs. Thrown objects are designed to be nonlethal. The weight 
  of sporting gear depends on the sport. Additionally some teams 
  buy padded armor as uniforms for contact sports.
  Thermometer, Mercury: This sealed, glass pipette has a 
  drop of mercury inside. The mercury expands when heated 
  and condenses when cooled indicating the temperature of 
  an object or of the ambient air. Mercury is a toxic substance 
  (Type: ingested; save Fort DC 13; onset: 10 min.; frequency: 
  1/min. for 4 min.; effect: 1d4 Wisdom damage; cure: 1 save).
  Watch, Pocket: A good pocket watch will keep nearly perfect 
  time so long as it is maintained and wound (once daily for 2 
  rounds). It not only marks the passage of time, but is a vital 
  tool for sea navigation, and its stylish appeal grants the user a 
  +1 circumstance bonus of Charisma-based checks among polite 
  society. Clockwork mechanisms are incorporated into many 
  devices to measure time or provide kinetic energy through a 
  compressed mainspring.
  CLOTHING AND APPAREL
  Aviator’s Outfit: Aviators generally wear a pilot’s cap, a 
  heavily pocketed leather jacket, and thick-lined clothing to 
  fight wind shear.  Aviator clothing comes in a variety of 
  styles by nation or allegiance.
  Coveralls: Coveralls are usually made of denim, but rubber 
  is used by sanitation workers. They are designed to preserve 
  regular clothes from the filth of heavy labor, but some 
  Ullerans even enjoy them as daily wear.
  Eyeglasses, Glass Lens: Clear or colored glass can be 
  used to create ordinary spectacles, goggles, monocles, or 
  glass contact lenses. Clear glass lenses can be shaped to 
  correct minor defects in vision. Clear goggles protect eyes 
  from fumes, splinters, splashes, and improve underwater 
  vision for land creatures. A monocle affects only one eye 
  but costs half as much as spectacles. Bifocals combine 
  reading glasses with long range lenses. Tinted glasses 
  create a monochromatic perspective that hides or reveals 
  hidden messages written with colored ink. Glass contacts 
  also correct vision and tinted contacts will change eye color 
  for a disguise (+1 circumstance bonus on Disguise checks), 
  but are extremely uncomfortable and can only be worn for 
  one hour per Constitution modifier (if positive; minimum 1 
  hour), after which the wearer suffers the dazzled condition. 
  Eyeglasses occupies the “eyes” slot (for purposes of magic 
  and technological item limitations).
  Eyeglasses, Smoked Lens: Smoked lenses block out 
  80% of visible light and are used to protect eyes from 
  intense glare. They can be used in spectacles, goggles, 
  or glass contact lenses. All smoked lenses provide a +8 
  circumstances bonus on saves against visual effects, but 
  impose a -4 penalty on sight-based Perception checks, and 
  the wearer treats all opponents as having 20% concealment. 
  Eyeglasses occupies the “eyes” slot (for purposes of magic 
  and technological item limitations).
  Eyeglasses, Mirrored Lens: Mirrored lenses function as 
  one way mirrors and can be placed in any form of eyewear. 
  Mirrored lenses grant a 10% chance of negating a gaze 
  attack before a saving throw, but act like a blindfold in low 
  light environments. Eyeglasses occupies the “eyes” slot (for 
  purposes of magic and technological item limitations).
  Sportsman’s Outfit: A sportsman’s outfit is the uniform 
  worn on game day. Fans will often dress in support of their 
  favorite team or star player.
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  Underwater Survival Apparatus (U.S.A.): This imposing 
  yet cumbersome suit of metal and rubber creates a 
  watertight environment for underwater exploration. A 150-
  ft air line connects from a valve in the headpiece to an above 
  water manual respirator that must be worked by a second 
  individual to keep oxygen flowing to the suit. Any damage 
  to the suit breaks the watertight seal.
    The sheer weight of the suit would make it untenable for 
  movement if not for the pneumatic pistons and gear-spun 
  joints and ligatures that grant it a move speed of 15 feet (or 
  10 feet for slower creatures).
  Hardness: 7 
   
  Hit Points: 40
  Armor Bonus: +8  
  Maximum Dex Bonus: +0
  Armor Check Penalty: -7 
  Wilderness Outfit: While these outfits are derived from and 
  made of skin and fur components from a variety of wildlife 
  (e.g. badger, bear, boar, deer, fox, moose, etc.), the most 
  common is that of the raccoon. The outfits consist of full-body 
  dress and a hood or headpiece that provide a +2 circumstance 
  bonus on Stealth checks made in an environment native to the 
  animal from which the outfit is derived.
  TRANSPORT
  Bicycle, Penny-Farthing (“High Wheel”): The front 
  wheel of this bicycle is much larger than the rear wheel 
  and the rider is unable to touch the ground. The large front 
  wheel provides great speed but makes the bike top-heavy. 
  In the event of a crash the rider must leap clear (Reflex DC 
  8 or prone). It has a steel tube frame and solid rubber tires. 
  The penny-farthing doubles a rider’s foot speed. Difficult 
  maneuvers require an Acrobatics check (at a -5 penalty) to 
  stay mounted.
  Bicycle, Standard: This modern design has many features 
  to improve the safety of the rider. The steel tube frame of the 
  bike forms a diamond shape and both wheels are equal size. 
  The bike has rear wheel drive and gears to reduce pedaling 
  labor and brakes on both wheels. The inflated tires increase 
  shock reduction. A bicycle doubles the foot speed of the 
  rider.  Difficult maneuvers require an Acrobatics check to 
  stay mounted.
  Bicycle, Velocipede (“Boneshaker”): This primitive 
  design has a wrought iron frame and wooden wheels with 
  iron tires. It uses front wheel drive and provides a jarring 
  ride, but adds +50% to a character’s foot speed. Difficult 
  maneuvers while riding a velocipede require an Acrobatics 
  check to stay mounted.
  Skates, Ice: Ice skates add +20 feet to a character’s foot 
  speed on solid ice. Ice skates reduce a character’s CMD 
  against bull-rush and reposition attempts by -2.
  Skates, Roller: Roller skates add +10 feet to foot speed 
  (+20 feet when going downhill) on a hard, flat surface. 
  Roller skates reduce a character’s CMD against bull-rush 
  and reposition attempts by -4. 
  Skis: Skis add +20 feet to a character’s foot speed (+30 feet 
  when going downhill). Cross country skis only work on snow 
  or ice, whereas water skis require placid water and motorized 
  boats to function. Changes in direction and speed require an 
  Acrobatics check to stay upright. Skis reduce a character’s 
  CMD against bull-rush and reposition attempts by -2.
  ACCESSORIES
  Brow Quillons: Usable only with full helmets. These 
  downwardly curved metallic projections (1d2 piercing 
  damage (M); 1 piercing damage (S); x2 crit) permit 
  the wearer to make an automatic attack of opportunity 
  against a grappler at his highest base attack bonus. 
  However, the wearer cannot charge, hustle, or run 
  while wearing brow quillons without risking damaging 
  himself once per round.
  Head Rotors: Usable only with full helmets. These 
  head-mounted metallic blades (1d4 slashing damage 
  (M); 1d3 slashing damage (S); x3 crit), powered by a 
  clockwork motor (takes 2 rounds to wind), can be used 
  to make an additional attack for 2 rounds before needing 
  to be wound again. During any round in which the head 
  rotors are in use (a free action to activate once wound), 
  each attack the wearer makes (including primary and 
  off-hands, as well as the added attack from the head 
  rotors) suffers a -2 penalty. The head rotors are treated 
  as an exotic weapon.
  Polarized Visor: Usable only with goggles, full helmets, 
  and gas masks. This accessory reduces visual range to 
  30 ft., but provides a +2 circumstance bonus on Fort 
  saves versus light-based attacks, and negates the light 
  sensitivity weakness.
  Sliding Mirrored-Slat: Usable only with goggles, full 
  helmets, and gas masks. As a free action the wearer can 
  slide this accessory into place, rendering him blind but also 
  immune to gaze attacks.
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  COMMUNICATION
  Brass Tube: A system of brass tubes is used to carry orders 
  through many ships, fortifications, and homes. It does not 
  require electricity and is cheap to install.
  Pantelegraph: An early form of fax machine. An image 
  of your signature and your personal four digit code are sent 
  to the main office of a bank where the image is compared 
  to the master original. If they match, the bank branch is 
  authorized to release funds from your banking account.
  Pneumatic Mail Tube: A steam furnace creates a vacuum 
  that pulls message capsules throughout office buildings and 
  over multiple city blocks. This system has been embraced 
  by the public and the government, but cannot send an object 
  weighing more than half a pound.
  Postage Stamps: Stamps are a convenient way to send a 
  message or package by land, air, or sea. The number of 
  stamps needed depends on the weight and distance carried.
  Telegraph: The telegraph uses Ditdah Code (new 
  language) to transmit letters by wire. The telegraph system 
  is a government controlled monopoly.
  Ticker-Tape Machines: These use telegraph wires to 
  transmit stock quotes to all subscribers. The transmission 
  machine has 36 keys that correspond to a 36-character 
  alphanumeric letter wheel in each receiving machine. The 
  machine uses 4-letter acronyms for each company and does 
  not require knowledge of Ditdah Code to read. A receiver 
  comes free to each subscriber who pays the monthly fee.
  Telephone: Telephones are available only to the very 
  wealthy. All telephones pass through a switch board operator 
  who completes the phone line connection. Anyone can pick 
  up a phone and talk to anyone else hooked into the same line. 
  The telephone currently remains a luxury of the mega-rich.
  Elevators, Escalators, and Rolling Sidewalks: These 
  devices are commonly used in multistory luxury buildings. 
  An elevator operator ensures that the elevator stops aligned 
  with each floor, directing passengers and monitoring overall 
  weight in the car. Some patrons offer the elevator operator 
  tips (or bribes) for speedy service.
  ENTERTAINMENT
  Daguerreotype Photo: Primitive photograph made on a 
  silvered copper plate.
  Ferrotype Photo: Modern less expensive photograph made 
  on metallic plate through the collodion photographic emulsion 
  process.
  Kinescope: Displays a reel of celluloid film on a glass 
  screen. The viewer stands in front of the machine and can 
  see a 10 minute black and white motion picture.
  Music Box: Price varies according to the volume, complexity, 
  and length of the music. Music boxes use a clockwork engine.
  Nickelodeon: Plays up to a dozen different songs. Some use 
  automated musical instruments rather than a phonograph.
  Roller-coaster: Roller-coasters are the central attraction at 
  fairs and amusement parks.
  Wax Recordings: Tubes of wax that can be played on a 
  phonograph.
  PERIODICALS
  Dime Novel: Urban investigative stories, frontier tales, far-
  flung adventures, and romances are marketed to the middle 
  class and casual readers.
  Mail Order Catalog: A black and white booklet with brief sales 
  pitches of various articles shipped through the postal system.
  Newspaper: The size of the newspaper varies according 
  to venue. City papers have more stories and are thickened 
  by advertisements. Rural papers are often only a few 
  pages long. Newspapers provide the reader with a +2 
  circumstance bonus on Knowledge (local) checks for that 
  day in a particular city or municipality.
  Penny Dreadful (“Potboiler”): A lurid serial printed weekly or 
  monthly. The books are the equivalent of a single chapter of a horror 
  or salacious novel aimed at entertainment of the lower classes.
  Traveler’s Almanac: This is an annual publication that includes 
  information such as weather forecasts, a road map, tide tables, 
  and tabular information arranged according to the calendar 
  date. Astronomical data and various statistics are also found in 
  almanacs, such as the times of the rising and setting of the sun and 
  moon, eclipses, hours of full tide, holidays and festivals, terms 
  of courts, local customs, local cuisine, taxonomic key, historical 
  timelines, and more.  This can be a vital aid to a party traveling 
  through unfamiliar territory. An up-to-date almanac allows the 
  reader to make one untrained Knowledge check per day with a +5 
  circumstance bonus after spending at least 10 minutes of reading.
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  sCienCe
  Science has grown from a hobby for wealth eccentrics 
  to a national passion due to steam engineering. All the 
  nations of Ullera are now locked in an industrial race 
  for prestige and power to build the longest rail lines, 
  to create the largest factories, and to make the greatest 
  discoveries. Science has given us flight by airship, steam 
  driven carriages, and an ironclad sea trade. Telegraph 
  and rail lines allow the daily exchange of goods and 
  information between the gaslight cities of Ullera. 
  Science is also unlocking the mysteries of nature and 
  gives us verifiable truths about ourselves, our world, and 
  our universe. 
  Gearheads are at the forefront of scientific innovation 
  and their schematics lay the groundwork for further 
  technological development. Gearhead contraptions are 
  prototypes based on the latest scientific discoveries. 
  These prototypes are generally fickle devices that function 
  properly only for the creator. Technological devices are 
  refined machinery designed with universal engineering 
  conventions for reliability. 
  The Republic of Ullera currently leads the continent in 
  scientific progress due to free public education and its 
  immense metal and coal deposits. Founded by people 
  rebelling against the Atanak Empire which used magic 
  to enslave and subjugate, the Ulleran public views spell 
  casters with automatic suspicion. Scientific technology, 
  unlike magical items, can be built and used by the common 
  man, uses fuel instead of magical energy, doesn’t require 
  spell knowledge, and doesn’t require powerful spell casters 
  to create.
  FIELDS OF SCIENCE
  Almost every schematic contraption and technological 
  item belongs to at least one of the many fields of 
  science. A field of science is a group of related scientific 
  principles, applications, and theories. 
  ACOUSTICS
  Storing and replaying sound is now a possibility due to 
  the invention of wax records and other similar devices. 
  The field of Acoustics relies on recent and ancient 
  technologies to amplify, distort, and replicate sound. 
  Engineers can create contraptions that produce damaging 
  sound waves as well as auditory illusions.
  COMBUSTION
  The field of Combustion studies how the potential 
  energy stored in inflammable substances is harnessed 
  and utilized. Steam engines, for instance, harness 
  the heat energy produced by the exothermic chemical 
  reaction of boiling water to function. The application of 
  combustion by gearheads and engineers allows them to 
  create miniaturized steam engines, chemical explosives 
  or flares, or intense flames.
  CRYOGENICS
  Hibernation allows animals to slow their metabolisms to 
  survive the harshest of winters by reducing the need for 
  nourishment, circulation, and even respiration. The field 
  of Cryogenics attempts to mimic this ability in people 
  and food stuffs to increase longevity, slow illnesses, 
  and stave off decay with refridgeration. These studies 
  have also yielded other discoveries of what happens to 
  creatures or objects at extremely low temperatures, such 
  as harmful flash-freezing. 
  ELECTROMAGNETICS
  Once electricity and magnetism were thought to be 
  separate phenomena, but they are fundamentally linked. 
  The field of Electromagnetism yields devices that 
  generate electricity to deliver shocking jolts, to emit 
  radiation waves of varying frequencies, to manipulate 
  electromagnetic fields, or to power objects, buildings, or 
  even entire cities.
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  HYDROLOGY
  Hydrology is the study of fluids and hydrodynamics. 
  Within  the field of Hydrology, it is possible to manipulate 
  the acidity of a substance, alter a fluid’s surface tension 
  or viscoscity, and even create hydraulic pistons and high 
  pressure valves.
  OPTICS
  Everyting that can be visiually perceived is affected by 
  either the presence or absence of light radiation. While 
  the fields of Optics and Electromagnetics both study the 
  properties of electromagnetic waves and radiation, the 
  former is concerned solely on the behaviour of visible, 
  ultraviolet, and infrared light and the detection of varying 
  radiation waves. The field of Optics utilizes lenses within 
  telescopes and microscopes to focus incoming light to 
  view objects that are either far away or extremely small, 
  as well as crystalline prisms that splinter or focus light 
  for spectrum analysis, illumination, or illusion.
  POLYMERIZATION
  Polymerization is simply the creation of artificial, 
  molecular fibers (polymers) through chemical reactions. 
  Polymers are used to create industrial goods such 
  fireproof cloth, jewelry, cable insulation, adhesives, 
  ceramics, lubricants, unbreakable glass, pantyhose, and 
  parachutes. While more commonly utilized in the process 
  of industrial manufacturing, there are some gearheads 
  that specialize in the field of Polymerization, possessing 
  the ability to provide extraordinary traits such as energy 
  resistance or extreme frictionlessnous through spray-on 
  polymer coating.
  PSYCHOLOGY
  A clinical understanding of the mind has eluded mankind 
  for centuries. Only recently has a systematic study of 
  mental afflictions begun, unlocking the mysteries of 
  the mind. Through the field of Psychology, a gearhead 
  is able to tap into the subconscious terrors of mankind 
  and, through hypnosis and narcotics, generate phobias, 
  hallucinations, and neuroses in ordinarily healthy minds. 
  RELATIVITY
  The field of Relativity creates an appreciation of the 
  various forces impacting our universe. Gravity is just one 
  of these forces and affects weight, time, and scale. Gravity 
  can be harnessed in the form of kinetic energy to create 
  localized distortions in the fabric of space-time, producing 
  barriers, time-distortion, and concussive force. 
  CONTRAPTIONS
  Contraptions are complex mechanical devices made up of 
  various clockwork cogs, gears, pistons, springs, lenses and 
  other mechanical components. Their construction is directed 
  by a series of schematics, which define the parameters and 
  capabilities of the contraption.
  The effects a contraption produces are extraordinary in 
  nature. As such, a contraption’s effects cannot be dispelled 
  and are not subject to spell resistance. Effects that suppress 
  or negate magic have no effect on contraptions or their 
  effects. Furthermore, contraptions normally have no effect 
  on incorporeal creatures. Abilities, class features, or feats 
  that affect spells or magical effects do not function with 
  contraptions, despite any similar descriptors.
  Contraptions also tend to be quite bulky, featuring several 
  protruding lenses, wires, vents, and hoses. As such, 
  contraptions have weight and must be constructed to either 
  be worn on the body or be hand-held (chosen at the time of 
  the contraption’s construction.) 
  A hand-held contraption sized for the constructor weighs 
  10 lbs. if he is Medium-sized or 7 lbs. if he is Small-sized, 
  requires a move action to draw or stow, and requires two-
  hands to activate. A constructor can be disarmed of his held 
  contraptions. A hand-held contraption can also be sundered, 
  and has hardness 5 and 5 hit points.
  Worn contraptions must be worn on (or over) a particular part 
  of the body, known as a “slot,” similar to how magic/tech 
  items are worn. A worn contraption sized for the constructor 
  occupies one body slot. A constructor with a humanoid-
  shaped body is able to wear as many as 15 contraptions 
  sized for him at the same time. Some contraption body 
  slots mirror magic-/tech-item body slots. In this case, a 
  contraption cannot occupy the same body slot as a tech-
  device or magic item, and vice versa, even if the constructor 
  could wear multiple contraptions in that slot (like the wrist 
  slot or shoulders slot, for example). A constructor can wear 
  a contraption in the following body slots: back, belt, chest, 
  eyes (up to two), feet, hands (up to two), head, headband, 
  neck, shoulders (up to two), and wrists (up to two). A worn 
  contraption sized for the gearhead weighs 5 lbs. if he is 
  Medium-sized or 3.5 lbs. if he is Small-sized.
   
  A worn contraption requires a full-round action to put on 
  or remove, and may be worn over armor and clothing. 
  Worn contraptions may also be attached to armor, in which 
  case the contraption can only be donned or removed when 
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  the armor is donned or removed. Removing an attached 
  contraption to a suit of armor, without removing the armor 
  itself, requires a Disable Device check and is considered a 
  tricky device. A worn contraption requires at least one hand 
  to activate, and may be activated while grappled or while 
  swallowed whole.
  Contraptions and the Broken Condition: A contraption 
  can become damaged just like any other object. Any attacks 
  made with a broken contraption suffer a -2 penalty to 
  attack rolls and damage rolls. Furthermore, the save DC of 
  a broken contraption is lowered by 2 and every time the 
  contraption is activated, it has a 5% chance to malfunction 
  and cause a mishap (see below). 
  Contraption Mishaps: When a contraption malfunctions, 
  a mishap occurs, usually in a reversed or harmful manner. 
  The GM determines what sort of mishap occurs. As a 
  default, the contraption fails to activate and causes 1d4 
  points of damage per contraption level to the activator, 
  and ceases to function until it has received maintenance. 
  If the contraption deals energy damage, the damage 
  dealt from a mishap is of the same energy type(s). Other 
  possible outcomes include: 
    • If the contraption has a ranged target schematic, 
  then it activates, but it affects the activator, an ally, or a 
  random target within range instead of the intended target 
  or area.
    • If the contraption has a ranged target schematic, 
  then it activates as if it had a different, random target 
  schematic instead, affecting a random area or targets.
    • If the contraption has the burst target schematic, 
  then it activates, but it takes effect at some random 
  location within range.
    • The contraption fails to activate and causes 1d6 
  points of damage per contraption level to the activator, 
  and half that amount of damage to all creatures adjacent 
  to the activator. Creatures adjacent to the activator may 
  reduce this damage by half with a successful DC 15 
  Reflex save. The contraption ceases to function until it 
  has received maintenance when this mishap occurs.
    • The contraption simply fails to activate, without 
  causing harm to the activator. The contraption may 
  or may not cease to function until it has received 
  maintenance when this mishap occurs.
    • The contraption activates 1d4 rounds later than 
  intended, selecting a random target if it has a ranged 
  target schematic.
  CONSTRUCTING A CONTRAPTION
  Contraptions are constructed, repaired, calibrated, 
  maintained, and salvaged throughout a constructor’s 
  maintenance period. A typical maintenance period 
  requires at least 1 hour of dedicated, focused work. 
  In order for a constructor to effectively perform 
  maintenance on his contraptions, he must be well rested, 
  getting at least 8 hours of sleep beforehand. This 8-hour 
  period of rest is also crucial for a constructor’s power 
  source, which takes this time to fully recharge and 
  replenish itself.
  When constructing a contraption, follow these steps:
  STEP 1: DETERMINE CONTRAPTION LEVEL
  The first step in constructing a contraption is determining 
  the desired level of the contraption that the constructor can 
  create based on his constructor class level, his available 
  number of contraption slots for a given contraption level, 
  and the maximum level of contraption he has discovered. 
  For example, a 1st level gearhead can create and maintain up 
  to three 0-level contraptions and one 1st-level contraption 
  each day.
  STEP 2: CHOOSE A TARGET SCHEMATIC
  This schematic determines the range of a contraption, 
  how the effects of the contraption manifest, and what it 
  can affect. If the contraption has an area, it affects every 
  creature in the area defined by the target schematic. If 
  it has targets, it affects the specific targets described by 
  its schematic. A contraption can have only one target 
  schematic, unless specified otherwise by an effect 
  schematic.
  STEP 3: CHOOSE ONE OR MORE EFFECT SCHEMATICS
  Effect schematics determine what effect a contraption 
  produces when activated. They also determine from which 
  scientific sources they originate, the descriptors of the 
  contraption, and its duration and saving throw, if any. A 
  contraption can have more than one effect schematic, even 
  ones from different scientific sources. In this case, the 
  contraption counts as belonging to both scientific sources, 
  and as having the descriptors of each effect schematic. The 
  maximum level of the effect schematics contained within 
  a contraption depends on the unmodified level of the 
  contraption and the number of effect schematics arranged 
  in the contraption, as noted in the Effect Schematics 
  Combinations table below. For example, a 5th-level 
  contraption might include one 5th-level effect schematic, 
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  two 3rd-level effect schematics, or three 2nd-level effect 
  schematics. Alternatively, the contraption might include 
  one 4th-level effect schematic and one effect schematic of 
  up to 2nd-level, or one 3rd-level effect schematic and two 
  effect schematics of up to 1st-level. 
  If the desired effect schematic combination is not reflected 
  in the Effect Schematics Combinations table, first determine 
  which two contraption levels the desired contraption 
  would fall between, based on each contraption’s effect 
  schematic combination, and then take the higher of the two 
  contraptions. For example, a contraption constructed from 
  one 3rd-level effect schematic and one 2nd-level effect 
  schematic would fall between a 4th-level contraption (effect 
  schematic combination of 3/1) and a 5th-level contraption 
  (effect schematic combination of 4/2). Therefore, the desired 
  contraption’s level would be 5th, as that is the higher level 
  contraption of the two.
  A contraption typically cannot have more than one effect 
  schematic from the same scientific source, but there are 
  exceptions. A contraption can have more than one effect 
  schematic from the Optics source, but cannot have an effect 
  schematic from the Optics source and an effect schematic 
  from any other source, unless stated otherwise.
  Schematic Augmentation: Both target and effect 
  schematics have one or multiple augmentation effects, as 
  detailed in that schematic’s description, that the constructor 
  can use during a contraption’s construction to enhance that 
  schematic. Some augmented descriptions increase the level 
  of the effect schematic or target schematic, and can only 
  be used if the constructor is able to create contraptions of 
  a high enough level (according to his constructor level) to 
  accommodate the new schematic level. If a schematic has 
  more than one augmented description, the constructor can 
  choose which to use (but never more than one per schematic). 
  This augmentation can be applied to a contraption multiple 
  times—once to the target schematic and once for each effect 
  schematic.
  STEP 4: DETERMINE REMAINING STATISTICS
  After determining a contraptions level, range and targets, 
  refer to the contraptions effect schematics to determine the 
  contraptions scientific sources, descriptors, saving throws, 
  duration,  effects and damage.
  Contraption Sources and Descriptors: If a contraption 
  has more than one effect schematic, it can belong to more 
  than one scientific source or have multiple descriptors, 
  although it never benefits from effects based on source or 
  descriptors more than once (such as from the Scientific 
  Focus feat). It can, however, take penalties based on source 
  or descriptor more than once; for example, if a target has a 
  bonus on saving throws against enchantment and illusion 
  effects, that character would add both bonuses on the saving 
  throw if the contraption has both descriptors.
  Contraption Saving Throws: The base saving throw DC 
  for a contraption is equal to 8 + the contraption’s base level 
  + the constructor’s Intelligence modifier. The type of saving 
  throw for a contraption is determined by the highest-level 
  effect schematic used that allows a saving throw (or the 
  constructor’s choice if they are the same). If the save is 
  successful, it applies to both effect schematics, but the result 
  for each effect schematic can vary based on the individual 
  effect schematic. If the save fails, the target takes the full 
  effect of both effect schematics. 
  For example, if a 5th-level contraption contains a 2nd-level 
  effect schematic that allows a Reflex save for half and a 
  4th-level effect schematic that allows a Will save to negate, 
  targets of the contraption make a Will save with a DC of 
  13 + the constructor’s Intelligence modifier. If the save is 
  successful, the target takes half the normal effect from the 
  2nd-level schematic and negates the 4th-level schematic. If 
  the save fails, the target takes the full effect of both effect 
  schematics.
  Multiple Effect Schematics and Damage: If more 
  than one effect schematic causes the contraption to 
  deal damage, the total number of dice of damage 
  TABLE 6-1: EFFECT SCHEMATIC COMBINATIONS
  Contraption 
  Level
  Maximum Effect Schematic Level
  One 
  Schematic
  Two 
  Schematics
  Three 
  Schematics
  0
  0
  ---
  ---
  1st
  1
  ---
  ---
  2nd
  2
  0/0
  ---
  3rd
  3
  1/1 or 2/0 
  0/0/0
  4th
  4
  2/2 or 3/1
  1/1/1 or 2/0/0
  5th
  5
  3/3 or 4/2
  2/2/2 or 3/1/1
  6th
  6
  4/4 or 5/3
  3/3/3 or 4/2/2
  7th
  7
  5/5 or 6/4
  4/4/4 or 5/3/3
  8th
  8
  6/6 or 7/5
  5/5/5 or 6/4/4
  9th
  9
  7/7 or 8/5
  6/6/6 or 7/5/5
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  the contraption can deal can be no greater than the 
  contraption’s constructor level. The constructor can 
  decide which dice belong to which effect schematic, 
  in any combination, so long as the total number does 
  not exceed his constructor level and the number of dice 
  allocated to a specific effect schematic does not exceed 
  its maximum.
  For example, if a 10th-level constructor creates 
  a contraption with the burn and sonic blast effect 
  schematics, he gains 5d4 damage dice from the burn 
  effect schematic, and 10d6 damage dice from the sonic 
  blast effect schematic. Since the total number of damage 
  dice cannot exceed his constructor level (10 dice), and 
  since the number of damage dice from the burn effect 
  schematic cannot exceed the schematic’s maximum (5d4), 
  the constructor can either allocate the total number of 
  dice to 5d4 and 5d6, 2d4 and 8d6, 1d4 and 9d6, or any 
  combination in between. 
  Multiple Effect Schematics and Duration: If a contraption 
  has more than one effect schematic, the shortest of all 
  the effect schematics’ durations is used to determine the 
  duration of the contraption’s effects.
  ACTIVATING A CONTRAPTION
  Contraptions use the use-activation method, so activating 
  a contraption is usually a standard action that does not 
  provoke an attack of opportunity (unless the contraption 
  requires the activator to make a ranged attack). If the 
  schematic used to create the contraption has a longer 
  activation time than 1 action, however, it takes that long 
  to activate the contraption.
  NAMING A CONTRAPTION
  For player and GM identification purposes, a contraption is 
  named after the collection and sequence of its schematics 
  (target schematic + effect schematics). For example, a line 
  chill contraption reveals that it has the line target schematic 
  and chill effect schematic. Likewise, a burst(II) dehydrate 
  blaze contraption reveals that the contraption has the burst 
  target schematic (augment level II), and the dehydrate and 
  blaze effect schematics. 
  While this naming convention may look silly, it’s a 
  simple and easy way to identify contraption effects and 
  statistics, and aids the player when looking up the details 
  of a schematic. In-game, however, a gearhead may name a 
  contraption whatever he wishes!
  SCHEMATICS
  Schematics are the paper blueprints of a mechanism that 
  represents the mechanical implementation of a newly 
  discovered scientific concept. When arranged with other 
  schematics during the construction of a contraption, the 
  chosen series of schematics define how a contraption 
  operates. There are two different types of schematics: 
  target schematics, which define what a contraption 
  can affect, and effect schematics, which define what a 
  contraption does to those it affects.
  Each schematic has a level associated with it and, in 
  some cases, restrictions on what other schematics can 
  be arranged in a contraption with it. The level of a 
  schematic is also the minimum level of the contraption 
  that the constructor must have discovered before it can 
  be learned or used in the construction of a contraption. 
  For example, a 2nd-level schematic cannot be used in 
  the construction of a 1st-level contraption. Likewise, 
  a constructor cannot learn a 2nd-level schematic or 
  use that schematic in the construction of a contraption 
  until he has discovered how to construct 2nd-level 
  contraptions.
  TARGET SCHEMATICS
  Target schematics establish the way in which a contraption 
  determines its targets. Some effect schematics restrict the 
  type of target schematics that can be used in contraptions 
  that contain them. A contraption contains only one target 
  schematic. Target schematics use the following format.
    Name: This is the name of the target schematic. It is 
  used as part of the contraption’s complete title.
    Minimum Contraption Level: This line lists the 
  minimum required level for a contraption to contain this 
  target schematic. 
    Range: This line describes the range of a contraption 
  containing this target schematic.
    Target: This paragraph describes how a contraption 
  using this target schematic determines its targets or area 
  of effect. This could be a selection of targets by the caster 
  or the creation of an area of effect, in which case all the 
  creatures in the area are automatically targets of the spell. 
  It might also create an effect that has no specific targets, 
  instead just causing the effect schematic to occupy the listed 
  space.
    Augment: If the target schematic can be augmented, the 
  effects are listed here. The roman numeral after “augment” 
  denotes the augmentation level when determining the name 
  of the contraption.
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  BURST
  Minimum Contraption  Level 1
  Range close (25 ft. + 5 ft./2 levels)
  A contraption with this target schematic affects everything 
  it catches in a 10-foot-radius burst. Some effect schematics 
  that use the burst target schematic are instead emanations, 
  taking up the same area as the burst. 
      These effect schematics typically have a longer duration 
  and cannot be moved once created. They are noted by the 
  word “emanation” in parentheses after the burst target 
  restriction.
      Augment I: The contraption affects everything in a 
  20-foot-radius burst. Its range increases to medium (100 
  ft. + 10 ft./level). Augmenting this target schematic 
  increases its minimum contraption level requirement to 3.
      Augment II: The contraption affects everything in a 
  40-foot-radius burst. Its range increases to long (400 ft. + 
  40 ft./level). Augmenting this target schematic increases 
  its minimum contraption level requirement to 5.
  CONE
  Minimum Contraption Level 0
  Range 15 ft.
  A contraption with this target schematic affects everything 
  in a cone-shaped burst.
      Augment I: The range increases to 30 feet. Augmenting 
  this target schematic increases its minimum contraption 
  level requirement to 2.
     Augment II: The range increases to 60 feet. Augmenting 
  this target schematic increases its minimum contraption 
  level requirement to 4.
  LINE
  Minimum Contraption Level 1
  Range 30 ft.
  A contraption with this target schematic affects everything 
  in a 30-foot line.
     Augment I: The range increases to 60 feet. Augmenting 
  this target schematic increases its minimum contraption 
  level requirement to 2.
     Augment II: The range increases to 120 feet. 
  Augmenting this target schematic increases its minimum 
  contraption level requirement to 3.
  PERSONAL
  Minimum Contraption Level 0
  Range self
  A contraption with this target schematic only affects the 
  activator. Effect schematics that are restricted to this 
  schematic can be combined with other effect schematics, 
  but the activator is the only target, regardless of other 
  target possibilities.
      A contraption with this target schematic must be a worn 
  contraption.
  PROJECTED
  Minimum Contraption Level 0
  Range close (25 ft. + 5 ft./2 levels)
  A contraption with this target schematic requires a either 
  a melee or ranged touch attack that, if it hits, subjects a 
  single target to its effects. When arranged with this target 
  schematic, effect schematics do not allow a saving throw 
  to negate the contraption’s effects. The type of touch 
  attack is chosen during construction. 
     If the contraption requires a ranged touch attack, it fires 
  a projectile. If the contraption’s projectiles miss, they 
  are destroyed, preventing them from being returned to 
  the contraption and reused. An activator aims the ranged 
  touch attack from a contraption with this target schematic 
  as if using a ranged weapon, and follows the same rules 
  as ray attacks (Pathfinder RPG Core Rulebook: Magic: 
  Aiming a Spell).
     If the contraption requires a melee touch attack, then 
  this target schematic has a range of ‘touch’. If a melee 
  touch attack from a contraption with this target schematic 
  misses, the activator can hold the charge and try again 
  with subsequent attacks.
  SELECTIVE
  Minimum Contraption  Level 0
  Range close (25 ft. + 5 ft./2 levels)
  A contraption with this target schematic affects a single 
  target within range, forcing the target to make a saving 
  throw to resist the effects of a contraption.
     Augment I: Instead of one target, the contraption affects 
  up to one target per constructor level, no two of which can 
  be more than 30 feet apart nor targeted more than once. 
  The range increases to medium (100 ft. + 10 ft./level). 
  Augmenting this target schematic increases its minimum 
  contraption level requirement to 3.
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  EFFECT SCHEMATICS
  Effect schematics determine the overall outcome of a 
  contraption. A contraption can contain more than one 
  effect schematic, and it is possible for their effects 
  to counteract one another. Effect schematics use the 
  following format.
   Name: This is the name of the effect schematic. Each 
  schematic belongs to a group of similar schematics, noted 
  in parentheses. 
   Sciences: This entry lists the scientific sources that the 
  effects of the schematic are derived from, whether they 
  arefrom a scientific reaction, theory, or field of study.Unless 
  otherwise noted, an individual contraption cannot contain 
  two effect schematics from the same scientific source.
   Descriptors: This entry lists the descriptors associated 
  with the effects of a schematic, much like how the fireball 
  spell has the ‘fire’ descriptor and is a ‘fire effect,’ or the 
  cause fear spell has the ‘fear’ descriptor and is a ‘fear 
  effect’. 
   Level: This entry lists the classes that can learn the effect 
  schematic and what level the schematic is for members of 
  that class. Note that an individual contraption can contain 
  no schematics of a level higher than the contraption’s level.
   Duration: This line lists the duration of the effect 
  schematic. This is determined by the constructor’s level.
   Saving Throw: If the effect schematic allows a saving 
  throw, it is noted here along with the effect of a successful 
  save.
   Target Restrictions: Some effect schematics can 
  only be combined with specific target schematics when 
  constructingcontraptions. If this is the case, the specific 
  target schematics are noted here.
   Contraption Restrictions: Some effect schematics can 
  only be contained within specific types of contraptions, 
  either worn or hand-held. If an effect schematic must be in 
  a worn contraption that occupies a specific body slot, that 
  body slot is listed in parenthesis.
   Description: This paragraph describes the effects of the 
  schematic when arranged in a contraption.
   Augment: If the effect schematic can be augmented, the 
  effects are listed here.
   Constructor Level: The numerical effects of an effect 
  schematic are determined by the expertise of individual 
  building the contraption, known as the constructor. A 
  constructor’s effective constructor level is equal to the sum 
  of his class levels in contraption-building classes, such as 
  the gearhead class.
   Activator: The individual activating the contraption is 
  considered the activator. This individual may be different 
  from the constructor.
  ACCELERATE
  Sciences relativity; Level gearhead 2
  Duration 1 round/level
  Target Restrictions personal
  The activator of a contraption with this effect schematic 
  can take one additional move action each turn. This move 
  action can come before, after, or between other actions, 
  but not during a full-round action.
     This is a haste effect that stacks with the alacrity effect 
  schematic. Otherwise, multiple haste effects do not 
  stack. Accelerate counters decelerate. A contraption can 
  contain both this effect schematic and the alacrity effect 
  schematic.
      Augment I: If the activator takes a full-attack action, 
  it can, instead of taking an extra move action, make one 
  additional attack at its highest attack bonus. In addition, 
  the activator gains a +1 bonus on attack rolls and a +1 
  dodge bonus to AC and Reflex saves for the duration. 
  Augmenting this effect schematic increases its level by 1.
  ACID BURN
  Sciences hydrology; Descriptors acid; Level gearhead 1
  Duration instantaneous
  Saving Throw Reflex half
  Target Restrictions not selective
  A contraption with this effect schematic deals 1d4 points 
  of acid damage per constructor level (maximum of 5d4).    
      If successfully delivered as a ranged touch attack, this 
  effect schematic also deals 1 point of acid damage per 
  constructor level (maximum of 5) to all creatures adjacent 
  to the target. 
  ALACRITY
  Sciences relativity; Level  gearhead 1
  Duration 1 minute/level
  Target Restrictions personal
  This effect schematic increases the speed of all of 
  the activator’s modes of movement by 20 feet for the 
  duration, to a maximum of twice the activator’s normal 
  speed using that form of movement. This increase counts 
  as an enhancement bonus, and it affects the creature’s 
  jumping distance as normal for increased speed.
      This is a haste effect that stacks with the accelerate 
  effect schematic. Otherwise, multiple haste effects do not 
  stack. A contraption can contain both this effect schematic 
  and the accelerate effect schematic.
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  AMPED LIGHTNING
  Sciences electromagnetics; Descriptors electricity
  Level gearhead 6
  Duration instantaneous
  Saving Throw Reflex half, Fortitude negates (see text)
  A contraption with this effect schematic deals 1d6 points 
  of electricity damage per caster level (maximum 20d6). A 
  creature that takes damage from this effect schematic must 
  also make a Fortitude save or become stunned for 1 round.
  ATTRACTION
  Sciences psychology; Descriptors enchantment (charm), 
  mind-affecting; Level gearhead 1
  Duration 10 minutes/level
  Saving Throw Will negates
  Target Restrictions  selective
  The target of a contraption with this effect schematic treats 
  the activator as a trusted ally. The creature will defend the 
  activator and will not attack the activator’s allies while the 
  contraption persists. If the creature is attacked by the caster 
  or his allies, this effect immediately ends (though other 
  effects of the contraption may continue). A contraption with 
  this effect schematic only affects creatures of the humanoid 
  type; targets receive a +4 bonus on the saving throw if 
  a contraption with this effect schematic has its target 
  schematic augmented to affect more than one creature.
  BEACON
  Sciences electromagnetics; Level gearhead 0
  Duration 1 hour/level
  Target Restrictions personal
  When a contraption with this effect schematic is activated, 
  the exact location of the activator becomes a fixed point. 
  For the duration of this activation, the contraption always 
  displays the direction and distance to the point where it 
  was activated. This effect does not instruct the activator 
  on how to reach the point, but rather merely indicates the 
  direction to the point, even if that direction leads through 
  solid objects and other hazards.
      Only one point can ever be displayed at any one time. 
  If the contraption is activated again before a previous 
  activation has expired, the previous activation and point-
  tracking ends and is replaced by the new activation and 
  point-tracking.
  BIOHAZARDOUS CLOUD
  Sciences hydrology; Descriptors acid; Level gearhead 7
  Duration 1 round/level
  Saving Throw Fortitude half 
  Target Restrictions burst (emanation)
  A contraption with this effect schematic creates a cloud of 
  noxious green vapor that obscures vision. Creatures caught 
  in the cloud take 1d6 points of acid damage per constructor 
  level (maximum 20d6) and are fatigued. Creatures caught 
  in the cloud receive a Fortitude save to halve the damage 
  and to negate the fatigued effect. Creatures that remain in 
  the cloud take a cumulative –2 penalty on the save each 
  round they remain in the cloud, but spending just 1 round 
  outside the cloud’s area resets this penalty. Creatures in the 
  cloud that are fatigued become exhausted on a failed saving 
  throw. A strong wind disperses this cloud immediately.
  BLAZE
  Sciences combustion; Descriptors fire; Level gearhead 3
  Duration instantaneous
  Saving Throw Reflex half
  A contraption with this effect schematic deals 1d6 points 
  of fire damage per constructor level (maximum 10d6). This 
  fire damage causes combustibles and targets that either 
  fail their saving throw or that are not allowed a saving 
  throw, to catch on fire (Pathfinder RPG Core Rulebook: 
  Environment). The DC to avoid catching on fire or to put 
  out a fire caused by this effect schematic is equal to the 
  contraption’s saving throw DC. This effect schematic does 
  not function under water.
      Augment I: This effect schematic’s maximum damage 
  increases to 15d6. Augmenting this effect schematic 
  increases its level by 2.
  BURN
  Sciences combustion; Descriptors fire; Level gearhead 1
  Duration instantaneous
  Saving Throw Reflex half
  Target Restrictions not selective
  A contraption with this effect schematic deals 1d4 points 
  of fire damage per constructor level (maximum 5d4). This 
  fire damage causes combustibles and targets that either 
  fail their saving throw or that are not allowed a saving 
  throw, to catch on fire (Pathfinder RPG Core Rulebook: 
  Environment). The DC to avoid catching on fire or to put
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  out a fire caused by this effect schematic is equal to the 
  contraption’s saving throw DC. This effect schematic 
  does not function under water.
      Augment I: This effect schematic’s fire damage dice 
  increases to 1d6 points of fire damage per constructor 
  level (maximum 5d6). Augmenting this effect schematic 
  increases its level by 1.
  CAUSTIC ACID
  Sciences hydrology; Descriptors acid; Level gearhead 4
  Duration instantaneous
  Saving Throw Reflex half and partial (see text)
  Target Restrictions not selective
  A contraption with this effect schematic deals 1d6 points 
  of acid damage per constructor level (maximum 10d6). 
  Targets that fail their saving throw or that are not allowed 
  a saving throw become sickened for 1 round per two 
  constructor levels (maximum of 5 rounds). Targets that 
  succeed on their saving throw are still sickened for 1 round. 
       If successfully delivered as a ranged touch attack, this 
  effect schematic also deals 1 point of acid damage per 
  constructor level (maximum of 10) to all creatures adjacent 
  to the target. In addition, all creatures adjacent to the target 
  become sickened for 1 round. If the ranged touch attack is a 
  confirmed critical hit, the primary target is instead sickened 
  for 1 minute.
  CHEMICAL BURN
  Sciences hydrology; Descriptors acid; Level gearhead 0
  Duration instantaneous
  Saving Throw Reflex half
  A contraption with this effect schematic deals 1d3 points 
  of acid damage. 
     If successfully delivered as a ranged touch attack, this 
  effect schematic also deals 1 point of acid to all creatures 
  adjacent to the target.
  CHILL
  Sciences cryogenics; Descriptors cold; Level gearhead 0
  Duration instantaneous
  Saving Throw Reflex half
  Target Restrictions not selective
  A contraption with this effect schematic deals 1d4 points 
  of cold damage. 
  CLINGING ICE
  Sciences cryogenics; Descriptors cold; Level gearhead 4
  Duration instantaneous
  Saving Throw Reflex half
  Target Restrictions not selective
  A contraption with this effect schematic deals 1d6 points 
  of cold damage per constructor level (maximum 10d6). A 
  target that fails its saving throw or that is not allowed a 
  saving throw is entangled by ice for 1d4 rounds.
  COMPLEX ORDER
  Sciences psychology; Descriptors enchantment (compulsion), 
  language-dependent, mind-affecting; Level  gearhead 3
  Duration 10 minutes/level
  Saving Throw Will negates
  Target Restrictions selective
  The target of a contraption with this effect schematic must 
  follow the activator’s instructions. The activator must be 
  able to convey the orders within 1 round and the actions 
  must be possible to complete within the contraption’s 
  duration. The instructions cannot include anything that 
  is obviously dangerous or harmful to the target. The 
  instructions do not have to take the entire duration, and 
  once completed, a contraption with this effect schematic 
  ends. If the instructions are not completed by the time the 
  duration expires, the target is under no compulsion to finish 
  enacting them.
  CONCEALMEANT FIELD
  Sciences optics; Descriptors illusion (glamour); Level gearhead 5
  Duration 1 minute/level
  Saving Throw Will negates (harmless)
  Target Restrictions personal
  The activator of a contraption with this effect schematic, and all 
  creatures and objects within 10 feet of the activator, becomes 
  invisible as per the invisibility spell for the effect’s duration 
  and as long as they remain within 10 feet of the activator. If 
  a creature affected by this effect attacks or otherwise takes an 
  offensive action (as defined in the invisibility spell), this effect 
  ends on that individual. If the effect ends on the activator, it 
  also ends for all others affected.
      Augment I: This effect schematic functions as above, 
  except those affected by the contraption do not become 
  visible if they attack or take an offensive action. Augmenting 
  this effect schematic increases its level by 2.
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  CORROSIVE ACID
  Sciences hydrology; Descriptors acid; Level gearhead 2
  Duration 1 round + 1 round per three levels
  Saving Throw Reflex half and negates (see text)
  Target Restrictions not selective
  A contraption with this effect schematic deals 2d4 points 
  of acid damage. For every three constructor levels the 
  constructor possesses, the acid, unless neutralized, lasts 
  for another round (to a maximum of 6 additional rounds at 
  18th level), dealing 2d4 acid damage again in each round 
  if the target failed its initial saving throw or is not allowed 
  a saving throw. 
  CRUSH WILL
  Sciences psychology; Descriptors enchantment (compulsion), 
  language-dependent, mind-affecting; Level gearhead 5
  Duration 1 round/level
  Saving Throw Will negates
  Target Restrictions selective
  The target of a contraption with this effect schematic 
  obeys any commands given by the activator. These 
  commands are sent through a mental link that does not 
  require speech. The target ignores any commands that 
  are suicidal or self-destructive. A contraption with this 
  effect schematic only affects creatures of the humanoid 
  type; targets receive a +2 bonus on the saving throw 
  if a contraption with the effect schematic has its target 
  schematic augmented to affect more than one creature.
  DISAPPEAR
  Sciences optics; Descriptors illusion (glamour); Level gearhead 2
  Duration 1 minute/level
  Saving Throw Will negates (harmless)
  Target Restrictions personal
  The activator of a contraption with this effect schematic 
  becomes invisible, as per the invisibility spell, for the 
  effect’s duration. If the target attacks or otherwise takes 
  an offensive action (as defined in the invisibility spell), 
  this effect ends.
      Augment I: This effect schematic functions as above, 
  except the activator does not become visible if it attacks 
  or takes an offensive action. Augmenting this effect 
  schematic increases its level by 2.
  DECELERATE
  Sciences relativity; Level gearhead 2
  Duration 1 round/level
  Saving Throw none
  Target Restrictions burst (emanation)
  A contraption with this effect schematic creates a 
  zone of decelerated time. Creatures within the area 
  are staggered as long as they remain within the area. 
  Projectiles or missiles fired through or out of the area 
  automatically miss. Projectiles or missiles fired at 
  creatures within the area receive a –4 penalty to their 
  attack roll. This is a slow effect. Multiple slow effects 
  do not stack. Decelerate counters accelerate.
      Augment I: Additionally, affected creatures take a –1 
  penalty on attack rolls, AC, and Reflex saves, and move 
  at half its normal speed (round down to the next 5-foot 
  increment), which affects the creature’s jumping distance 
  as normal for decreased speed. Augmenting this effect 
  schematic increases its level by 1.
  DEHYDRATE
  Sciences combustion; Level  gearhead 1
  Duration instantaneous
  Saving Throw Fortitude half and negates (see text)
  Target Restrictions projected (melee only), burst, cone, 
  line, selective (single target only)
  A contraption with this effect schematic removes the 
  water from a creature or object through convection 
  heating. If used on up to one cubic feet of food, this effect 
  schematic can create one day’s worth of trail rations. 
  Creatures that naturally contain water within their bodies 
  are dealt 1d6 nonlethal damage per constructor level 
  (maximum of 5d6) and are fatigued for 1d4 rounds. This 
  damage is lethal against creature comprised entirely of 
  water (such as oozes or water elementals). If allowed 
  a saving throw, a successful Fortitude save reduces this 
  damage by half and negates the fatigued condition.
  DESTRUCTIVE ACOUSTICS
  Sciences acoustics; Descriptors sonic; Level gearhead 7
  Duration instantaneous, 1 round/level, see text
  Saving Throw Fortitude half and negates
  Target Restrictions cone or line
  This effect schematic deals 1d6 points of sonic damage 
  per constructor level (maximum 15d6) and causes the 
  targets to become deafened for 1 round per level. A 
  successful Fortitude save halves the damage and negates 
  the deafened condition.
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  DETECT ANOMALISTIC CREATURES
  Sciences optics; Level gearhead 2
  Duration concentration, up to 10 minutes/level
  Saving Throw none
  Target Restrictions cone (see text)
  Contraption Restrictions worn (eye), hand-held
  A contraption with this effect schematic functions 
  like detect fauna or flora (including its augments), 
  except it detects creatures of the aberration or ooze 
  type, or creatures of a specific outsider subtype that 
  the constructor has previously encountered or studied.
  DETECT CONSTRUCTS
  Sciences optics; Level gearhead 2
  Duration concentration, up to 10 minutes/level
  Saving Throw none
  Target Restrictions cone (see text)
  Contraption Restrictions worn (eye), hand-held
  A contraption with this effect schematic functions like 
  detect fauna or flora (including its augments), except it 
  detects creatures of the construct type.
  DETECT FAUNA OR FLORA
  Sciences optics; Level gearhead 1
  Duration concentration, up to 10 minutes/level
  Saving Throw none
  Target Restrictions cone (see text)
  Contraption Restrictions worn (eye), hand-held
  Regardless of the size of cone target schematic used, a 
  contraption with this effect schematic detects a particular 
  species of animal, vermin or plant that the constructor 
  has previously encountered or studied in a 60-foot cone 
  emanating out from you in whatever direction you face. 
  The species of animal, vermin or plant can be changed 
  each round. The amount of information revealed depends 
  on how long you search a particular area or focus on a 
  specific species of animal, vermin or plant.
      1st Round: Presence or absence of that species of animal, 
  vermin or plant in the area.
      2nd Round: Number of individuals of the specified kind 
  in the area and the condition of the healthiest specimen.
     3rd Round: The condition (see below) and location of each 
  individual present. If an animal, vermin or a plant is outside 
  your line of sight, then you discern its general location.
  Conditions: For purposes of this effect schematic, the 
  categories of condition are as follows. If a creature falls 
  into more than one category, the contraption indicates the 
  weaker of the two.
      Normal: Has at least 90% of full normal hit points, free 
  of disease.
      Fair: 30% to 90% of full normal hit points remaining.
       Poor: Less than 30% of full normal hit points remaining, 
  afflicted with a disease, or suffering from a debilitating 
  injury.
     Weak: 0 or fewer hit points remaining, afflicted with a 
  disease that has reduced an ability score to 5 or less, or 
  crippled.
  Each round you can turn to detect a species of animal, 
  vermin or plant in a new area. The contraption can penetrate 
  barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it.
      Special: Augmenting the cone target schematic of a 
  contraption with this effect schematic does not alter this 
  effect schematic’s area of detection. Instead, it doubles 
  or triples (respectively) this effect schematic’s ability to 
  penetrate barriers.
      Augment I: The effect schematic no longer requires 
  concentration to reveal information. Upon activation, the 
  contraption reveals the location and condition of each 
  individual present in the area. Augmenting this effect 
  schematic increases its level by 2. 
  DETECT HUMANOIDS
  Sciences optics; Level  gearhead 1
  Duration concentration, up to 10 minutes/level
  Saving Throw none
  Target Restrictions cone (see text)
  Contraption Restrictions worn (eye), hand-held
  A contraption with this effect schematic functions like 
  detect fauna or flora (including its augments), except it 
  detects humanoid creatures of a specific subtype that the 
  constructor has previously encountered or studied.
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  DETECT MYSTICAL CREATURES
  Sciences optics; Level  gearhead 2
  Duration concentration, up to 10 minutes/level
  Saving Throw none
  Target Restrictions cone (see text)
  Contraption Restrictions worn (eye), hand-held
  A contraption with this effect schematic functions like 
  detect fauna or flora (including its augments), except 
  it detects creatures of the dragon, fey, magical beast, 
  or monstrous humanoid type that the constructor has 
  previously encountered or studied.
  DETECT PARANORMAL
  Sciences optics; Level  gearhead 1
  Duration concentration, up to 10 minutes/level
  Saving Throw none
  Target Restrictions cone (see text)
  Contraption Restrictions worn (eye), hand-held
  A contraption with this effect schematic functions like 
  detect fauna or flora (including its augments), except it 
  detects creatures of the undead type.
  DIMENSIONAL HOP
  Sciences relativity; Descriptors teleportation; Level gearhead 3
  Duration instantaneous
  Saving Throw Will negates (harmless)
  Target Restrictions personal
  A contraption with this effect schematic teleports the 
  activator to another location within line of sight of the 
  activator and within long range (400 ft. + 40 ft./ 2 levels).
    After activating this contraption, the activator can’t 
  take any other actions until his next turn. He can bring 
  along objects as long as their weight doesn’t exceed his 
  maximum load. He may also bring one additional willing 
  Medium or smaller creature (carrying gear or objects up to 
  its maximum load) or its equivalent per three constructor 
  levels. A Large creature counts as two Medium creatures 
  creatures, a Huge creature counts as two Large creatures, 
  and so forth. All creatures to be transported must be 
  in contact with one another, and at least one of those 
  creatures must be in contact with the activator.
      If the activator arrives in a place that is already occupied 
  by a solid body, the activator and each creature traveling
  with him take 1d6 points of damage and are shunted to a  
  random open space on a suitable surface within 100 feet of 
  the intended location.If there is no free space within 100 
  feet, the activator and each creature traveling with him 
  take an additional 2d6 points of damage and are shunted 
  to a free space within 1,000 feet. If there is no free space 
  within 1,000 feet, the activator and each creature traveling 
  with him take an additional 4d6 points of damage and the 
  activation simply fails.
      Due to the complexity of this effect schematic, it cannot 
  be combined with other effect schematics.
  DIMENSIONAL JUMP
  Sciences relativity; Descriptors teleportation; Level gearhead 5
  Duration instantaneous
  Saving Throw Will negates (harmless)
  Target Restrictions personal
  A contraption with this effect schematic functions as the 
  dimensional hop effect schematic, except the destination 
  may be any location within 100 miles per constructor 
  level that the activator has visited in the past.
     The activator must have some informational calculation 
  of the location and layout of the destination. The more 
  accurate the activator’s calculation, the more likely the 
  teleportation works.
      To see how well the teleportation works, roll d% and 
  consult the table at the end of this effect schematic. Refer 
  to the following information for definitions of the terms 
  on the table.
    Familiarity: “Very familiar” is a place where the 
  activator has been very often and where he feels at home. 
  “Studied carefully” is a place the activator knows well, 
  either because he can currently physically see it or he 
  has been there often. “Seen casually” is a place that the 
  activator has seen more than once but with which he is not 
  very familiar. “Viewed once” is a place that the activator 
  has seen once, possibly in a picture or on a postcard.
     On Target: The activatorand anyone else teleporting 
  with him appear where they want to be.
     Off Target: The activatorand anyone else teleporting 
  with him appear within 1 to 100 miles away from the 
  destination in a random direction. 
      Similar Area: The activatorand anyone else teleporting 
  with him wind up in an area that’s visually or thematically 
  similar to the target area. Generally, they appear in the
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  closest similar place within range. If no such area exists 
  within the contraption’s range, the activation simply fails 
  instead.
      Mishap: The activator and anyone else teleporting 
  with him have gotten “scrambled.” They each take 1d10 
  points of damage, and then reroll on the chart to see where 
  they wind up. For these rerolls, roll 1d20+80. Each time 
  “Mishap” comes up, the characters take more damage and 
  must reroll.
  Familiarity
  On 
  Target
  Off 
  Target
  Similar 
  Area
  Mishap
  Very familiar
  01-97
  98-99
  100
  ---
  Studied carefully
  01-94
  95-97
  98-99
  100
  Seen casually
  01-88
  89-94
  95-98
  99-100
  Viewed once
  01-76
  77-88
  89-96
  97-100
  Due to the complexity of this effect schematic, it cannot 
  be combined with other effect schematics.
      Augment I: This effect schematic has no range 
  restriction and teleportation can no longer result in a 
  similar area or a mishap. If teleportation would result off 
  target, the variance in distance is limited to 1 to 100 feet 
  in a random direction. Augmenting this effect schematic 
  increases its level by 2.
  DIMENSIONAL SHIFT
  Sciences relativity; Descriptors teleportation; Level gearhead 7
  Duration instantaneous
  Saving Throw Will negates (harmless)
  Target Restrictions personal
  A contraption with this effect schematic functions as the 
  dimensional jump effect schematic, except the destination 
  may be any location on the same plane of existence 
  that the activator has visited in the past. In addition, a 
  teleportation can no longer result in a similar area or a 
  mishap, and if it results off target, the variance in distance 
  is reduced to 1 to 100 feet in a random direction.
  The teleportation table differs as follows:
  Familiarity
  On Target
  Off Target
  Very familiar
  01-99
  100
  Studied carefully
  01-97
  98-100
  Seen casually
  01-94
  95-100
  Viewed once
  01-88
  89-100
  Due to the complexity of this effect schematic, it cannot 
  be combined with other effect schematics.
  DISCORDANT NOTE
  Sciences acoustics; Descriptors sonic; Level gearhead 2
  Duration instantaneous
  Saving Throw Fortitude half and partial
  Target Restrictions not selective (multiple targets augment)
  This effect schematic deals 1d4 points of sonic damage 
  per constructor level (maximum 5d4) and causes the 
  targets to become staggered for 1 round. A successful 
  Fortitude save halves the damage and negates the 
  staggered condition.
  ELECTROMAGNETIC DEFLECTION
  Sciences electromagnetics; Level gearhead 1
  Duration 1 minute/level
  Saving Throw Will negates (harmless)
  Target Restrictions  personal
  The activator of a contraption with this effect schematic 
  receives a +2 deflection bonus to AC. If the activator 
  is attacked by a creature, weapon, or object that is 
  comprised mostly of metal, the deflection bonus to AC 
  increases by +2 against that attack.
    Augment I: The deflection bonus granted by this 
  effect schematic increases by +1 point for every four 
  constructor levels. If the activator has a great deflection 
  bonus from another source, this effect schematic instead 
  increases that deflection bonus by +1, or by +2 if the 
  activator is attacked by a creature, weapon, or object that 
  is comprised mostly of metal. Augmenting this effect 
  schematic increases its level by 2.
  ENERGY IMMUNITY
  Sciences electromagnetics or polymerization 
  Level gearhead 6
  Duration 1 round/level
  Saving Throw Will negates (harmless)
  Target Restrictions personal, projected (melee touch)
  The target of a contraption with this effect schematic 
  becomes either shielded by an element-neutralizing field 
  or coated in an element-immune polymer (depending on 
  the field of science), gaining immunity to one energy 
  type (acid, cold, electricity, or fire; chosen once during 
  construction). The target still suffers any other side 
  effects that might accompany the energy damage.
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  ENERGY RESISTANCE
  Sciences electromagnetics or polymerization 
  Level gearhead 2
  Duration 1 minute/level
  Saving Throw Will negates (harmless)
  Target Restrictions personal, projected (melee touch)
  The target of a contraption with this effect schematic 
  becomes either shielded by an element-resistant field or 
  coated in an element-resilient polymer (depending on 
  the field of science), gaining resistance 10 to one energy 
  type (acid, cold, electricity, or fire; chosen once during 
  construction). The target still suffers any other side 
  effects that might accompany the energy damage.
    Augment I: The target gains resistance 20 to one 
  energy type. This augment increases this effect 
  schematics level by 2.
  FADE
  Sciences optics; Descriptors illusion (glamour); Level gearhead 1
  Duration 1 round/level (up to 5 rounds)
  Saving Throw Will negates (harmless)
  Target Restrictions personal
  The activator of a contraption with this effect schematic 
  becomes invisible, as per the invisibility spell, for the 
  effect’s duration. If the target attacks or otherwise takes 
  an offensive action (as defined in the invisibility spell), 
  this effect ends.
      Augment: A contraption with this effect schematic 
  can be activated as an immediate action. In this case, the 
  effect lasts until the end of your next turn. This augment 
  cannot be used if the contraption includes another effect 
  schematic (unless that schematic can also be activated as 
  an immediate action). This augment increases this effect 
  schematic’s level by 1.
  FRIGID CLOUD
  Sciences cryogenics; Descriptors cold; Level gearhead 2
  Duration instantaneous
  Saving Throw Reflex half
  Target Restrictions not selective
  A contraption with this effect schematic deals 1d6 points 
  of cold damage per constructor level (maximum 5d6). A 
  target that fails its saving throw or that is not allowed a 
  saving throw is also staggered for 1 round. If made as an 
  attack, and the attack is a critical hit, the target is 
  staggered for 1 minute instead.
  GLIDE
  Sciences combustion; Level gearhead 1
  Activation immediate action
  Duration 1 round/level
  Target Restrictions personal
  A contraption with this effect schematiccauses the activator 
  to fall at a rate of 20 feet per round, and for every 5 feet 
  fallen in this way, the activator can move horizontally 20 
  feet, up to a maximum of 80 feet per round. Regardless of 
  the circumstances, the activator can never gain elevation 
  with this effect, and this effect immediately ends the next 
  time the activator lands on a solid surface. If the effect 
  ends while the activator is still gliding, he falls as normal.
  HALT TIME
  Sciences relativity; Level gearhead 9
  Duration instantaneous
  Target Restrictions personal
  Time around the activator of a contraption with this 
  effect schematic comes to a halt, allowing the activator to 
  take 1d4 standard actions before time resumes. All other 
  creatures and objects are immune to the activator during 
  these additional actions. Other creatures cannot even be 
  targeted while time is stopped in this way. The activator 
  can activate contraptions, cast spells, and use items on his 
  person at the time of activation as normal.
  HEAT LIGHTNING
  Sciences electromagnetics; Descriptors electricity
  Level gearhead 3
  Duration instantaneous
  Saving Throw Reflex half
  A contraption with this effect schematic deals 1d6 points 
  of electricity damage per caster level (maximum 10d6). 
  The electricity damage of this effect schematic sets fire 
  to combustibles and can melt metals with a low melting 
  point, such as lead, gold, copper, silver, or bronze.
      If created as a burst, cone, or line, the electricity damage 
  of this effect schematic damages objects in its path. If the 
  damage caused to an interposing barrier shatters or breaks 
  through it, the burst, cone, or line may continue beyond 
  the barrier if the contraption’s range permits; otherwise, it 
  stops at the barrier just as any other effect schematic does.
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  HOVER
  Sciences combustion; Level gearhead 2
  Duration 1 minute/level
  Target Restrictions personal
  A contraption with this effect schematic causes the 
  activator to float in the air, rising or falling at a rate of 
  20 feet per round as a move action. Alternatively, the 
  activator may move horizontally at a rate of 10 feet per 
  round as a move action, or 10 feet vertically and 5 feet 
  horizontally per round as a move action. The activator can 
  end this effect prematurely as an immediate action.
     An activator that attacks with a melee or ranged weapon 
  while hovering finds himself increasingly unstable; the 
  first attack has a –1 penalty on attack rolls, the second 
  –2, and so on, to a maximum penalty of –5. A full round 
  spent stabilizing allows the activator to begin again at –1.
  HORRIFY
  Sciences psychology; Descriptors fear, mind-affecting
  Level gearhead 7
  Duration 1 round
  Saving Throw Will partial
  This effect schematic causes the target to take 10 points 
  of nonlethal damage per constructor level and the target 
  is panicked and cowering for 1 round (it does not flee). If 
  the save succeeds, the target instead takes 3d6 points of 
  nonlethal damage + 1 per constructor level and the target 
  is shaken for 1 round.
  HYDRANT
  Sciences hydrology; Descriptors water; Level gearhead 1
  Duration instantaneous
  Target Restrictions projected (ranged only)
  A contraption with this effect schematic sprays a strong 
  stream of water that knocks over and soaks one creature or 
  square. The activator can use this stream of water to make 
  a bull rush against any one creature or object. The CMB 
  for this bull rush is equal to the constructor’s constructor 
  level plus his Intelligence modifier. This bull rush does not 
  provoke an attack of opportunity. This effect schematic 
  extinguishes any normal fires on a creature, object, or in a 
  single 5-foot square which it is targeted against. Magical 
  fires are unaffected.
  HYDRATE
  Sciences hydrology; Descriptors water; Level gearhead 0
  Duration instantaneous
  Target Restrictions personal (see text)
  Contraption Restrictions worn or hand-held
  A contraption with this effect schematic creates a small 
  amount of water, up to 1 gallon per two constructor 
  levels, which is poured directly from the contraption. 
  Water weighs about 8 pounds per gallon. One cubic foot 
  of water contains roughly 8 gallons and weighs about 
  60 pounds. If poured out, 1 gallon of water is enough to 
  cover a 5-foot square area with a very thin layer.
  ILLUMINATE
  Sciences optics; Level gearhead 0
  Duration 10 minutes/level
  Target Restrictions personal (see text), cone, or burst 
  (emanation)
  A contraption with this effect schematic shines light like 
  a torch or lantern for the duration, shedding normal light 
  in the contraption’s area and increasing the light level 
  for an additional 20 feet by one step, up to normal light. 
  This effect schematic can be ended prematurely as an 
  immediate action.
    If the contraption has the personal target schematic, 
  the light radiates out in a 10-foot-radius burst from the 
  contraption itself. This effect schematic may be arranged 
  with other effect schematics. 
    Augment I: As a standard action, the activator can 
  prematurely end this effect schematic to create a bright 
  flash of light. Creating this flash of light gives this effect 
  schematic the light descriptor. This flash of light causes 
  all creatures in the contraption’s area (except for the 
  activator) to become dazzled for 1 minute unless they 
  make a successful Fortitude save. Sightless creatures, as 
  well as creatures already dazzled, are not affected by this 
  effect schematic.
       Alternatively, this bright flash of light can be generated 
  upon activating a contraption with this effect schematic. 
  This activation of the contraption has a duration of 
  instantaneous. Augmenting this effect schematic 
  increases its level by 1.
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  INCINERATE
  Sciences combustion; Descriptors fire; Level gearhead 8
  Duration instantaneous
  Saving Throw Reflex half
  Target Restrictions not selective
  A contraption with this effect schematic deals 1d8 points 
  of fire damage per constructor level (maximum 20d8). 
  This fire damage causes combustibles and targets that 
  either fail their saving throw or that are not allowed 
  a saving throw, to catch on fire (Pathfinder RPG Core 
  Rulebook: Environment). The DC to avoid catching on 
  fire or to put out a fire caused by this effect schematic is 
  equal to the contraption’s saving throw DC.
      This effect schematic does not function under water.
  KINETIC BLAST
  Sciences relativity; Descriptors force; Level gearhead 5
  Duration instantaneous
  Saving Throw Reflex half
  A contraption with this effect schematic deals 1d6 points 
  of force damage per constructor level (maximum 10d6).
  KINETIC BURST
  Sciences relativity; Descriptors force; Level gearhead 2
  Duration instantaneous
  Saving Throw Reflex half
  A contraption with this effect schematic deals 1d4 points 
  of force damage per constructor level (maximum 5d4).
  LIFT
  Sciences electromagnetics; Level gearhead 0
  Duration concentration (up to 1 round/level)
  Target Restrictions selective
  This effect schematic lifts and moves a nonmagical 
  objects weighing up to 5 pounds at a distance of up to 
  25 feet + 5 feet per two levels of the constructor. Objects 
  moved by this effect can be moved up to 15 feet per round 
  and cannot be used to make attacks.
  NEGATION FIELD
  Sciences electromagnetics; Level gearhead 6
  Duration 1 round/level
  Saving Throw none
  Target Restrictions burst
  A contraption with this effect schematic creates an area  
  in which contraptions, technological devices, and even 
  magic does not function. All contraption, technological, 
  and magic effects are suppressed while inside the area. 
  As a result, this schematic cannot be combined with other 
  effect schematics. Contraption, technological, and magic 
  effects cannot cross through the area. Time spent within 
  the field counts against the duration of the suppressed 
  effects. Objects still maintain their function while in the 
  area, so a weapon still cuts, even if it loses its technological 
  or magic properties.
  RADIANCE
  Sciences optics; Level gearhead 3
  Duration 10 minutes/level
  Target Restrictions personal (see text), cone, or burst 
  (emanation)
  A contraption with this effect schematic shines bright 
  light like a torch or lantern for the duration, shedding 
  shining white light in the contraption’s area and increasing 
  the light level for an additional 30 feet by one step, up to 
  bright light. Creatures that take penalties in bright light 
  take those penalties while in the contraption’s area, but it 
  is not true sunlight and does not damage or destroy creatures 
  vulnerable to real sunlight. This effect schematic can be 
  ended prematurely as an immediate action.
      If the contraption has the personal target schematic, 
  the light radiates out in a 10-foot-radius burst from the 
  contraption itself. This effect schematic may be arranged 
  with other effect schematics.
      Augment I: As a standard action, the activator can 
  prematurely end this effect schematic to create a blinding 
  flash of light. Creating this flash of light gives this effect 
  schematic the light descriptor. This flash of light causes 
  all creatures in the contraption’s area (except for the 
  activator) to become blinded for 1 minute unless they 
  make a successful Fortitude save. Targets vulnerable to 
  bright light that fail their saving throw are also stunned 
  for 1 round. Sightless or blind creatures are not affected 
  by this effect schematic.
      Alternatively, this blinding flash of light can be generated 
  upon activating a contraption with this effect schematic. 
  This activation of the contraption has a duration of 
  instantaneous. Augmenting this effect schematic 
  increases its level by 1.
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  REPULSE
  Sciences electromagnetics; Level gearhead 9
  Duration 1 round/level
  Saving Throw none
  Target Restrictions burst (emanation)
  This effect schematic creates an area of impossible 
  gravity, where all creatures and objects not securely 
  fastened to the ground fall away from the center of the 
  burst, to its exterior edge. Creatures inside the area when 
  it forms are immediately moved toward its nearest edge. 
  If, because of an obstacle, they cannot reach the edge, 
  they strike the barrier and take falling damage. While this 
  effect persists, objects cannot enter the area unless they 
  possess the ability to fly. Any flying creatures that rely 
  on wings and enter the area must immediately make a DC 
  25 Fly skill check or be repelled by the area, unable to 
  enter this turn. Missile weapons that pass through this area 
  automatically miss their target. The activator is immune 
  to this effect and may enter the area freely.
  REVEAL HIDDEN
  Sciences optics; Level  gearhead 2
  Duration concentration, up to 1 minute/level
  Saving Throw none
  Target Restrictions cone (minimum of 30-foot cone)
  Contraption Restrictions worn (eye)
  A contraption with this effect schematic allows the 
  activator to see invisible creatures and objects in a cone 
  emanating out from the activator in whatever direction 
  he faces. The activator can sense that the objects and 
  creatures are hidden in this way, but he can still see them 
  normally.
      Augment I: The activator can see through illusions, see 
  the true form of polymorphed creatures and objects, 
  and locate creatures protected by effects that grant 
  concealment. The activator can sense the presence or 
  absence of creatures protected by spells and magical 
  effects that grant concealment in the area, but cannot 
  determine their exact location. The activator also receives 
  a +4 circumstance bonus on saves against illusion spells 
  and effects. Augmenting this effect schematic increases 
  its level by 4.
  SCALD
  Sciences combustion; Descriptors fire; Level gearhead 0
  Duration instantaneous
  Saving Throw Reflex half
  Target Restrictions not selective
  A contraption with this effect schematic deals 1d4 
  points of fire damage. This effect schematic does not 
  function under water.
  SCARE
  Sciences psychology; Descriptors fear, mind-affecting
  Level gearhead 1
  Duration 1d4 rounds or 1 round; see text
  Saving Throw Will partial
  This effect schematic causes the targets to become 
  frightened for 1d4 rounds. A target may attempt another 
  saving throw to end this effect at the end of each of its 
  turns. A target that succeeds at its initial saving throw is 
  shaken for 1 round.
  SENSE THOUGHTS
  Sciences psychology; Level gearhead 2
  Duration concentration, up to 1 minute/level
  Saving Throw Will negates
  Target Restrictions cone (minimum of 30-foot cone)
  Contraption Restrictions worn (head or headband)
  A contraption with this effect schematic allows the 
  activator to detect the surface thoughts of creatures in a 
  cone emanating out from the activator in whatever 
  direction he faces.  By focusing on one creature in the 
  area, the activator can read the surface thoughts of that 
  creature. The activator must be otherwise aware of the 
  creature to focus on it. A Will save prevents the activator from 
  reading the creature’s thoughts for the duration of this 
  activation. If the target has an Intelligence score at least 10 
  higher than the activator and it makes its Will save, the 
  target can instead read the surface thoughts of the activator 
  for the duration of this activation, while the activator 
  receives no insight. Each round, the activator can focus on 
  a new creature if he desires.
  SHATTER
  Sciences acoustics; Descriptors sonic; Level gearhead 2
  Duration instantaneous
  Saving Throw Will negates (object)
  Target Restrictions selective (single target only)
  A contraption with this effect schematic destroys nonmagical 
  objects of crystal, glass, ceramic, or porcelain. All such 
  objects within a 5-foot radius of the point of origin are
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  smashed into dozens of pieces. Objects weighing more than 
  1 pound per constructor level are not affected, but all other 
  objects of the appropriate composition are shattered. 
      Alternatively, the activator can target a contraption with 
  this effect schematic against a single solid nonmagical 
  object, regardless of composition, weighing up to 10 pounds 
  per constructor level. Targeted against such an object or a 
  crystalline creature (of any weight), this effect schematic deals 
  1d6 points of sonic damage per constructor level (maximum 
  10d6). A crystalline creature does not make a Will save, and 
  instead makes a Fortitude save for half damage.
      Items in another creature’s possession use the save of the 
  creature or the item, whichever is better. Artifacts are not 
  affected by this schematic. 
  SHOCK
  Sciences electromagnetics; Descriptors electricity
  Level gearhead 1
  Duration instantaneous
  Saving Throw Reflex half
  A contraption with this effect schematic deals 1d6 points of 
  electricity damage per constructor level (maximum 5d6). 
  SIMPLE ORDER
  Sciences psychology; Descriptors enchantment (compulsion), 
  language-dependent, mind-affecting; Level gearhead 1
  Duration 1 round
  Saving Throw Will negates
  Target Restrictions  selective
  The target of a contraption with this effect schematic 
  must follow one of five simple commands to the best of 
  its ability on its next turn. If the target cannot take the 
  specified action on its next turn, this effect of the 
  contraption fails. The possible commands are as follows.
     Approach: The target must move toward the caster as 
  quickly and directly as possible, provoking attacks of 
  opportunity as normal. The target avoids obvious 
  hazards, such as fire, pits, or traps that it is aware of 
  (other creatures do not count).
      Drop: The target drops whatever it is holding and does 
  not pick up anything this round. It can otherwise act 
  normally.
      Fall: The target falls to the ground and remains prone 
  until its  next turn. It can otherwise act normally.
     Flee: The target moves away from the activator as quickly 
  and directly as possible. This otherwise functions as approach.
        Halt: The target does not move and takes no other action 
  on its turn, although it is not considered flat-footed or helpless.
  SOAK
  Sciences hydrology; Descriptors water; Level gearhead 0
  Duration instantaneous
  Saving Throw Reflex negates
  Target Restrictions projected (ranged only), burst, cone, or line
  A contraption with this effect schematic soaks a creature, 
  object, or area with water, extinguishing any normal fires on 
  creatures or objects which it is targeted against (or a single 
  5-foot square if made as a ranged touch attack). Magical fires 
  are unaffected. Any area targeted by this effect schematic is 
  left wet with a thin layer of water.
  SOAR
  Sciences combustion; Level gearhead 3
  Duration 1 minute/level
  Target Restrictions personal
  A contraption with this effect schematic grants the activator 
  a fly speed of 60 feet with average maneuverability (40 
  feet if encumbered or wearing medium or heavy armor).
  SONIC BLAST
  Sciences acoustics; Descriptors sonic; Level gearhead 4
  Duration instantaneous
  Saving Throw Reflex half
  Target Restrictions not selective
  This effect schematic deals 1d6 points of sonic damage 
  per constructor level (maximum 10d6).
  SPARK
  Sciences electromagnetics; Descriptors electricity
  Level gearhead 0
  Duration instantaneous
  Saving Throw Reflex half
  A contraption with this effect schematic deals 1d4 points 
  of electricity damage. 
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  SUPPRESS
  Sciences electromagnetics; Level gearhead 3
  Duration 1 minute/level
  Saving Throw none
  Target Restrictions selective
  A contraption with this effect schematic suppresses the 
  functionality and effects of a targeted contraption or 
  technological item. The activator must make a constructor 
  level check with a DC of 11 + the constructor or crafter level 
  of the contraption or technological item. A constructor 
  level check is a d20 roll modified by the constructor level 
  of a contraption with this effect schematic. 
      If successful, the targeted contraption or technological 
  item temporarily ceases to function. For as long as the 
  contraption with this effect schematic remains activated, 
  the targeted contraption or technological item cannot be 
  activated, and any active effects produced by the targeted 
  contraption or technological item with a duration greater 
  than instantaneous are suppressed and the duration of 
  these effects continue to expire.
  TERRIFY
  Sciences psychology; Descriptors fear, mind-affecting
  Level gearhead 4
  Duration 1 round/level
  Saving Throw Will partial
  This effect schematic causes the targets to become 
  frightened for the effect’s duration. A feared target may 
  attempt another saving throw to end this effect at the end 
  of each of its turns. A target that succeeds at its saving 
  throw is shaken for 1 round.
      A target that would become panicked from this effect 
  is cowering instead of panicked for the first round of this 
  effect, and panicked for the rest of the duration.
  THUNDER STRIKE
  Sciences electromagnetics; Descriptors electricity
  Level gearhead 8
  Duration instantaneous
  Saving Throw Reflex half; Fortitude negates (see text)
  A contraption with this effect schematic deals 1d8 points 
  of electricity damage per constructor level (maximum 
  20d8). In addition, a target that takes damage from this 
  effect schematic must make a Fortitude save or be dazed 
  and deafened for 1 round per two constructor levels.
  TIME LAPSE
  Sciences relativity; Level gearhead 3
  Duration 1 round/level
  Saving Throw none
  Target Restrictions burst (emanation)
  A contraption with this effect schematic creates a zone 
  of forwardly lapsed time. Creatures within the area 
  temporarily age while within the area, immediately 
  advancing to the next age category. Affected creatures 
  immediately take the age penalties to Strength, Dexterity, 
  and Constitution for their new age category, but do not 
  gain the Intelligence, Wisdom, or Charisma bonuses for 
  that category. A creature whose age is unknown is treated 
  as if the contraption advanced it to old age. Ageless or 
  immortal creatures are immune to this effect.
     Objects, constructs, or undead creatures within the 
  area immediately take 3d6 points of damage + 1 point 
  per constructor level (maximum +15) as they become 
  weathered and corroded.
  UNFETTER
  Sciences electromagnetics; Level gearhead 6
  Duration 1 round/level
  Saving Throw Will negates
  Target Restrictions personal or burst (emanation)
  This effect schematic makes the bonds of gravity work in 
  reverse for the targets. If this effect was created as a burst, 
  the targets are subject to this effect as long as they remain 
  in the effect’s area.
     This reverse in gravity causes targets to fall up for 
  the duration of this effect. They treat up as down and 
  down as up. This can cause the creatures to take falling 
  damage when they hit the ceiling or another surface 
  above them. This effect applies to the targets and all of 
  their gear, so long as it remains on their person. Thrown 
  and missile weapons interact with gravity normally, but 
  the disorientation caused by unfetter means the target 
  takes a –4 penalty on such attacks. When this effect 
  ends, the targets fall to the ground unless they have 
  some means of staying aloft.
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  teChnology
  Technology is a colloquial expression used for newfangled, 
  revolutionary devices, weapons, and armor that possess 
  scientific enhancements or special capabilities that seem 
  wondrous in nature. They utilize extraordinary scientific 
  principles such as pneumatics, electromagnetism, kinetics, 
  cryogenics, optics, acoustics, hydrology, or relativity in 
  their functionality and produce extraordinary effects.
  IDENTIFYING TECHNOLOGICAL ITEMS
  Much in the same way that a magical item can be identified 
  through the use of detect magic and the Spellcraft skill, a 
  creature can use the Knowledge (engineering) skill to identify 
  the properties of a technological item. After 10 minutes of 
  careful examination of a technological item, a character 
  trained in the skill can make a Knowledge (engineering) 
  check to identify the item. The DC of this check is 15 + 
  the item’s engineering level. On a successful check, the 
  character reveals the properties of the technological item 
  and how to use it.
  TECHNOLOGICAL ITEM USAGE AND STATISTICS
  The rules for using and wearing technological items, saving 
  throws against technological items, and damaging or 
  repairing technological items mirror those in the Pathfinder 
  Core Rulebook: Magic Items chapter for magical items; 
  technological items are, for all mechanical purposes, non-
  magical “magical” items.
  Technological items are not magical and are therefore 
  not vulnerable to disruption from antimagic zones. They 
  can, however, be delayed or disabled with a successful 
  Disable Device check. The DC and time required to delay 
  or disable a technological item depends on the item’s 
  complexity. The DC is equal to the DC of a device of the 
  same complexity, plus one-half the technological item’s 
  EL. The time required is as follows: Simple science, 
  Tricky device; Moderate science, Difficult device; 
  Advanced science, Extreme device.
  Unlike magical items, technological items run on finite 
  energy generated through scientific principles and 
  application. For gameplay purposes, however, it is 
  assumed that characters have the capability to recharge 
  their technological devices between adventures (unless 
  the item has a listed limited charge value), instead of 
  having to numerically keep track of an item’s available 
  energy. GMs are encouraged to use this element in 
  their storytelling (perhaps a item doesn’t function in a 
  particularly dramatic situation, for example), but only in 
  extreme moderation.
  The Industrial Revolution has fostered the development 
  of new alloys and superior forging techniques. 
  Enhancement of armor and weapons can be accomplished 
  through craftsmanship rather than magic. Technological 
  enhancement provides attack and damage bonuses to 
  weapons and an AC bonus to armor and shields, just as 
  magic does, but the enhancement bonus of a technological 
  item is denoted as “+1T item,” to differentiate a 
  technological enhancement bonus from a magical 
  enhancement bonus. These enhancement bonuses do not 
  stack with each other, but a magic enhancement bonus 
  always overrides a technological enhancement bonus if 
  the bonuses are the same.
  Unlike magic weapons and armor that require at least 
  a +1 enhancement bonus to possess special abilities, 
  technological weapons and armor only need to be of at least  
  masterwork quality to possess special abilities.
  The controls of a technological device can often be 
  complex or unintuitive, but anyone trained in Knowledge 
  (engineering) or that has an Intelligence score of 12 or 
  higher can activate a technological device without issue. 
  Otherwise, a DC 10 Intelligence check is required each time 
  the technological device is activated.
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  MAGIC ITEM CONVERSION
  The Pathfinder Roleplaying Game has such an abundant 
  offering of unique magical items, weapons, and armor 
  that it would  prove very difficult for us to come up with 
  original technological devices that didn’t somehow closely 
  resemble an existing magical item in functionality. Instead, 
  we opted for the route of converting existing magical items 
  into technological items.
  Nearly any magic item in the Pathfinder Roleplaying Game 
  can be converted into a technological item using scientific 
  theory and principles to explain how the item would 
  function in a non-magical, extraordinary way. 
  In general, a technological item based on a magic item 
  should be the same Engineering Level (EL; see below) 
  as the magic item’s caster level and should cost the 
  same amount of currency to create. A technological 
  item based on a magic item that is normally a spell 
  completion or spell trigger item instead becomes a use 
  activated item. 
  In general, most spell requirements for crafting a magic 
  item can be dropped or ignored when converting it into a 
  technological item, as many spells do not translate well into 
  skills. If a spell could translate into a skill (GM discretion), 
  it should have a single skill requirement, regardless of the 
  number of spells the item required, with a rank requirement 
  equal to the caster level normally required to cast the level 
  of spell the skill is replacing. If a spell appears on multiple 
  class spell lists, use the caster level of the class that can cast 
  the spell at the earliest level. For example, a 3rd-level spell 
  requirement for an item would be replaced by a specific 
  skill requirement of 5 ranks, as it would normally take a 
  wizard or cleric of 5th level to cast that 3rd-level spell.
  The school of magic used to define the magic item’s aura 
  is replaced with a field of science (see chapter X: Science), 
  and it’s aura strength is replaced with a corresponding 
  level of complexity of its applied scientific principles 
  (Faint aura, Simple science; Moderate aura, Moderate 
  science; Strong aura, Advanced science).
  TECHNOLOGICAL ITEM DESCRIPTIONS
  Items have their abilities detailed in their description, and 
  each of the following topics is covered in notational form 
  as part of its entry.
    Science: Most of the time, a Knowledge (engineering) 
  skill check reveals the field of science associated with a 
  technological item and the complexity of its employed 
  scientific principles. This information (when applicable) is 
  given at the beginning of the item’s notational entry.
    Engineering Level (EL): The next item in a notational 
  entry gives the engineering level of the item, indicating its 
  relative complexity. The engineering level determines the 
  item’s saving throw bonus, as well as range or other level-
  dependent aspects of the powers of the item (if variable). It 
  also determines the level of crafting expertise a character 
  must possess in order to create the item.
    Slot: Most technological items can only be utilized if 
  worn or wielded in their proper slots. If the item is stowed 
  or placed elsewhere, it does not function. If the slot lists 
  “none,” the item must be held or otherwise carried to 
  function. The list for technological item slots mirrors that of 
  magic item slots.
    Price: This is the cost, in dollars, to purchase the item, 
  if it is available for sale. Generally speaking, technological 
  items can be sold by PCs for half this value.
    Weight: This is the weight of an item. When a weight 
  figure is not given, the item has no weight worth noting (for 
  purposes of determining how much of a load a character can 
  carry). In general, technological items are 20% heavier than 
  similar magic items due to the energy source and extra inner 
  mechanical workings required to make technological items 
  function.
    Description: This section of a technological item 
  describes the item’s abilities.
    Construction: Most technological items can be built 
  by an engineer with the appropriate feats and prerequisites. 
  This section describes those prerequisites.
    Requirements: Certain requirements must be met in 
  order for a character to create a technological item. These 
  include feats, skills, and miscellaneous requirements.
    It is possible for more than one character to cooperate 
  in the creation of an item, with each participant providing 
  one or more of the prerequisites. In some cases, cooperation 
  may even be necessary.
    If two or more characters cooperate to create an item, 
  they must agree among themselves who will be considered 
  the creator for the purpose of determinations where the 
  engineer’s level must be known.
    Cost: This is the cost in dollars to create the item. 
  Generally this cost is equal to half the price of an item, but 
  additional material components might increase this number. 
  The cost to create includes the costs derived from the base 
  cost plus the costs of the components.
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  SAMPLE TECHNOLOGICAL ITEMS
  Instead of converting every magical item offered to date in 
  the Pathfinder Roleplaying Game into a technological item, 
  we instead listed several samples of such a conversion, and 
  encourage GMs and players to work together to convert 
  items as they pertain to their adventures. 
  TECHNOLOGICAL ARMOR AND SHIELDS
  Below is a list of sample technological armor and shield 
  special abilities and their descriptions.
  Ablative: The hard decorative bits covering this piece 
  of armor or shield gives it greater protection from 
  sundering.  The armor adds its enhancement modifier 
  to its wearer’s CMD against sunder attacks. The armor 
  or shield requires at least a +1T enhancement modifier to 
  possess this special ability. 
    Science simple polymerization; EL 2nd; Construction 
  Craft Technological Arms and Armor; Price +$1,000
  Bulletproofing: This special modification is often given to 
  pieces of armor of troops expected to come under sustained fire. 
  Bulletproof armor is reinforced by many tightly woven layers 
  of silk that are designed to absorb the impact from firearm-fired 
  projectiles. Ranged attacks with a firearm that target a character 
  wearing bulletproof armor are resolved against the character’s 
  normal AC or touch AC, whichever is higher. This special 
  ability increases the armor weight by 50%.
    Science simple polymerization; EL 5th; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (clothing) 3 ranks; Price +1 bonus
  Bulletproofing, Improved: As bulletproofing, and a 
  character wearing improved bulletproof armor has DR 
  against ranged firearm attacks (1/- for light armor;  2/- for 
  medium armor; 3/- for heavy armor).
    Science moderate polymerization; EL 8th; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (clothing) 3 ranks; Price +2 bonus
  Chromophore: This armor has an artificial skin that adopts 
  the color of its surrounding. It provides a +5 competence 
  bonus on Stealth checks to the wearer, but armor’s armor 
  check penalty still applies normally.
    Science simple optics; EL 5th; Construction Craft 
  Technological Arms and Armor; Requirement Perception 3 
  ranks or Stealth 3 ranks; Price +$3,750
  Chromophore, Greater: As chromophore, except it grants 
  a +15 competence bonus on Stealth checks.
    Science advanced optics; EL 15th; Construction Craft 
  Technological Arms and Armor; Requirement Perception 3 
  ranks or Stealth 3 ranks; Price +$33,750
  Chromophore, Improved: As chromophore, except it 
  grants a +10 competence bonus to Stealth checks.
    Science moderate optics; EL 10th; Construction Craft 
  Technological Arms and Armor; Requirement Perception 3 
  ranks or Stealth 3 ranks; Price +$15,000
  Concealed: The armor is concealed beneath panels of 
  cloth so that it resembles ordinary clothing in shape and 
  appearance. The armor retains all its properties (including 
  weight) when it is so disguised. Only physical contact or 
  metal detectors will reveal it.    
    Science moderate polymerization; EL 10th; Construction 
  Craft Technological Arms and Armor; Requirement 
  Disguise 1 rank; Price +$2,700
  Deployable: If you are within 30 feet of a empty suit of 
  deployable armor, you can draw the armor to your body as 
  an immediate action. You must be wearing a special contact 
  magnet suit (included in the price, 10 lbs.) to draw the armor 
  to you. The armor is donned over 1d3 rounds, granting a 
  fraction of its armor bonus until it has fully donned (full 
  bonus if donned over 1 round, 1/2 if donned over 2 rounds, 
  1/3 if donned over 3 rounds). You must have line of effect for 
  your armor to be drawn to you. This special ability can only 
  be applied to medium or heavy armor comprised primarily 
  of metal plates (not hide, chain, or scale, for example).
    Science moderate electromagnetics; EL 9th; Construction 
  Craft Technological Arms and Armor; Requirement Disable 
  Device 5 ranks; Price +2 bonus
  Dynamic: Springs and pistons mounted on this piece 
  of armor lower the wearer’s center of gravity, improve 
  posture, and absorbs shock. The wearer gains a +4 bonus to 
  his Combat Maneuver Defense against combat maneuvers 
  made to bullrush, overrun or trip and on Acrobatics check 
  made to maintain balance. 
    Science simple relativity; EL 5th; Construction Craft 
  Technological Arms and Armor; Requirement Acrobatics 3 
  ranks; Price +1 bonus
  Dynamic, Improved: As dynamic, except the armor also 
  negates the usual speed penalty for wearing medium or 
  heavy armor.
    Science simple relativity; EL 8th; Construction Craft 
  Technological Arms and Armor;  Requirement Acrobatics 3 
  ranks; Price +2 bonus
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  Energy Resistance: Armor with this property protects against 
  one type of energy (acid, cold, electricity, fire, or sonic) and 
  sports a hazard symbol depicting the element it protects 
  against. The armor absorbs the first 10 points of energy 
  damage per attack that the wearer would normally take.  
    Science simple polymerization; EL 3rd; Construction 
  Craft Technological Arms and Armor; Requirement 
  Knowledge (nature) 5 ranks; Price +$18,000
  Energy Resistance, Greater: As energy resistance, except 
  it absorbs the first 30 points of energy damage per attack.
    Science moderate polymerization; EL 11th; Construction 
  Craft Technological Arms and Armor; Requirement 
  Knowledge (nature) 5 ranks; Price +$66,000
  Improved Energy Resistance: As energy resistance, except 
  it absorbs the first 20 points of energy damage per attack.
    Science moderate polymerization; EL 7th; Construction 
  Craft Technological Arms and Armor; Requirement 
  Knowledge (nature) 5 ranks; Price +$42,000
  Fortification: Fortified armor have sections of reinforced 
  material at the joints and other vital points of the body. 
  When a critical hit or sneak attack is scored on the wearer, 
  there is a chance that the critical hit or sneak attack is 
  negated and damage is instead rolled normally.
  Fortification Type
  Chance for Normal Damage
  Base Price Modifier
  Light
  25%
  +1 bonus
  Moderate
  50%
  +3 bonus
  Heavy
  75%
  +5 bonus
    
    Science advanced polymerization; EL 13th; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (armor) 13 ranks; Price varies (see above).
  Gravitating: The gravitational field generated by the 
  shield draws attacks to the shield and away from the target. 
  It provides a deflection bonus of +1 against all physical 
  weapons aimed at the wielder. Additionally, any projectiles 
  or thrown weapons used against any creature adjacent to the 
  shield bearer will be diverted to the shield bearer instead.  If 
  the shield bearer has total cover relative to the attacker, the 
  projectile or thrown weapon is not diverted.  Unfortunately, 
  physical weapons targeting the wearer ignore any miss 
  chances from concealment. Projectiles and thrown weapons 
  that have an enhancement bonus higher than the shield’s 
  base AC bonus are not diverted to the shield. The shield 
  bearer can activate or deactivate this ability with the flip of 
  a switch as a free action.
    Science moderate relativity; EL 8th; Construction Craft 
  Technological Arms and Armor; Requirement Knowledge 
  (nature) 1 rank; Price +2 bonus
  Momentum: A shield with this special ability is designed 
  to perform a shield bash by gathering momentum faster than 
  normal. A momentum shield deals damage as if it were a 
  weapon of two size categories larger (a Medium light shield 
  thus deals 1d6 points of damage and a Medium heavy shield 
  deals 1d8 points of damage). The shield acts as a +1 weapon 
  when used to bash. Only light and heavy shields can have 
  this ability, not tower shields
    Science moderate relativity; EL 8th; Construction Craft 
  Technological Arms and Armor; Requirement Craft (armor) 
  3 ranks; Price +1 bonus
  Oiled: This lubricated armor continually exudes slightly 
  greasy oil. It provides a +5 competence bonus on its 
  wearer’s Escape Artist checks. The armor’s armor check 
  penalty still applies normally.
    Science simple polymerization; EL 4th; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (alchemy) 1 rank; Price +$3,750
  Oiled, Greater: As oiled, except it grants a +15 competence 
  bonus on Escape Artist checks.
    Science advanced polymerization; EL 15th; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (alchemy) 1 rank; Price +$33,750
  Oiled, Improved: As oiled, except it grants a +10 
  competence bonus on Escape Artist checks.
    Science moderate polymerization; EL 10th; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (alchemy) 1 rank; Price +$15,000
  Parabolic: This concave shield is polished like a mirror. 
  Its surface is completely reflective. Once per encounter, it 
  can be called on to reflect a light based attack or effect back 
  to its origin exactly like the spell turning spell. To use this 
  ability, you must succeed at a Reflex save opposed by the 
  light effect’s attack roll or save DC.
    Science advanced polymerization; EL 14th; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (glass or jewelry) 13 ranks; Price +5 bonus
  Retracting: The piece of armor is designed to collapse 
  like a folding telescope. In its retracted form the armor is 
  reduced to thick bands of material at the shoulders, waist, 
  or thighs. While retracted the wearer still moves at reduced 
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  speed, but his armor no longer inflicts an armor check 
  penalty. Retracted armor provides no armor bonus to the 
  AC of wearer or special abilities and it takes a full round 
  action to extend or retract.  
    Science simple electromagnetism; EL 12th; Construction 
  Craft Technological Arms and Armor; Requirement Disable 
  Device 3 ranks; Price +$2000
  Spinning Dial: This shield has two layers, the original 
  shield overlapped by slotted dial. The press of a button 
  causes the dial to spin with a shriek of escaping steam. With 
  luck the ovals will hook your opponent’s weapon and pull it 
  from his grasp. Whenever an armed aggressor fails to hit the 
  shield bearer with a melee attack, as an immediate action, 
  the shield bearer can make a disarm combat maneuver with 
  a circumstance bonus equal to the shield’s enhancement 
  bonus (minimum of +1). This combat maneuver does not 
  provoke an attack of opportunity. This ability can only be 
  used once per 1d4 rounds as the steam pressure rebuilds 
  within the shield.  
    Science simple relativity; EL 6th; Construction Craft 
  Technological Arms and Armor; Requirement Craft 
  (clockwork) 3 ranks or Sleight of Hand 5 ranks; Price +1 bonus
  Strobing: A shield with this ability blazes with a brilliant 
  light up to twice per day when the built in strobe bulb is 
  triggered. Except for the wielder, anyone within 20 feet must 
  make a DC 14 Reflex save or be blinded for 1d4 rounds.
    Science moderate optics; EL 7th; Construction Craft 
  Technological Arms and Armor; Requirement Craft 
  (alchemy) 5 ranks; Price +1 bonus.
  Torqued: The mechanical advantage of gears and pistons 
  built into this piece of armor gives you extended rotation, 
  boosted plyometric response, and improved grip, granting a 
  +3 competence bonus to combat maneuver checks made to 
  grapple, reposition, or trip, and to CMD against grapple and 
  overrun combat maneuvers.  
    Science moderate relativity; EL 7th; Construction 
  Craft Technological Arms and Armor;  Requirement Craft 
  (clockwork) 5 ranks; Price +1 bonus
  TECHNOLOGICAL WEAPONS
  Below is a list of sample technological weapon special 
  abilities and their descriptions.
  Amped: Upon activation (free action), an amped weapon 
  crackles with electric energy produced from a chemical 
  battery. On a successful hit, an amped weapon deals an 
  extra 1d6 points of electricity damage. While active, an 
  amped weapon can possibly harm its wielder without proper 
  protection (such as rubber gloves). This effect remains 
  until deactivated. This ability can only be placed on melee 
  weapons.
    Science 
  moderate 
  electromagnetics; 
  EL 
  8th;  
  Construction Craft Technological Arms and Armor; 
  Requirement Knowledge (nature) 5 ranks; Price +1 bonus
  Cryofreeze: Upon activation (free action), the blade or head 
  of a cryofreeze weapon fills with liquid nitrogen, causing 
  it to reach extremely low temperatures. On a successful 
  hit, a cryofreeze weapon deals an extra 1d6 points of cold 
  damage. While active, a cryofreeze weapon can possibly 
  harm its wielder without proper protection. This effect 
  remains until deactivated. This ability can only be placed 
  on melee weapons.
    Science moderate cryogenics; EL 8th; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (alchemy) 3 ranks; Price +1 bonus
  ’Eavy Metal: As a punk’d weapon, except a ’eavy metal 
  weapon deals an extra 1d8 points of sonic damage on a 
  successful critical hit. If the weapon’s critical multiplier is 
  ×3, add an extra 2d8 points of sonic damage instead, and 
  if the multiplier is ×4, add an extra 3d8 points of sonic 
  damage. This sonic damage does not harm the wielder. 
  Subjects dealt critical hits by a ’eavy metal weapon must 
  make a successful DC 14 Fortitude save or be deafened 
  for 1d4 minutes. This ability can only be placed on melee 
  weapons.
    Science moderate acoustics; EL 9th; Construction Craft 
  Technological Arms and Armor; Requirement Perform (keyboard, 
  string or percussion instruments) 3 ranks; Price +2 bonus
  Expanded Capacity: This special ability can only be placed 
  on firearms. This ability increases a firearm’s capacity by 
  one (generally by adding another barrel, depending on the 
  weapon’s design), but also increases its weight by 50%. 
  Because of the complexity of increasing its capacity, the 
  firearm is more prone to misfire, and its misfire value 
  increases by 1. This special ability may be applied to the 
  same firearm up to two times.
    Science None; EL 2nd; Construction Craft Technological 
  Arms and Armor; Requirement Gunsmithing feat; Price +$600
  Expanded Chamber: A firearm with an expanded chamber 
  has a much larger than normal chamber for black powder, 
  allowing the weapon to use 2 doses of powder with each 
  shot. This special ability increases a firearm’s enhancement 
  bonus to damage rolls by 50% (minimum of +1). The 
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  weapon grants a +1 circumstance bonus on damage rolls. 
  However, when the weapon misfires, it causes a flashburn. 
  This is the same as the weapon exploding (dealing damage 
  from a corner of the shooter’s square), except the weapon is 
  not automatically destroyed. If a broken weapon misfires, it 
  is destroyed as normal.
    Science simple combustion; EL 2nd; Construction Craft 
  Technological Arms and Armor; Requirement Gunsmithing feat; 
  Price +$600
  Grapple Launching: This special ability can only be 
  placed on firearms. The special ability includes a special 
  set of rails that allows its wielder to slide a grappling hook 
  over the firearm’s barrel and fire it as a full-round action. 
  The grappling hook anchors into anything you successfully 
  hit with an attack roll, and the DC of the Strength check 
  required to pull the grappling hook loose is equal to your 
  attack roll to lodge it in place. A Disable Device check 
  can remove it with a +5 bonus on the check, and a creature 
  struck by the hook can escape it with a combat maneuver 
  check or Escape Artist check with a +5 bonus on the check. 
  The firearm is powerful enough to fire a hook trailing up to 
  100 feet of rope, but reduces the firearm’s range by 50%.
    Science simple combustion; EL 3rd; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (firearms) 3 ranks; Price +$1,500
  Grenade Launching: This special ability adds a special
  tube onto a firearm that can hold 1 alchemical grenade, such 
  as alchemist’s fire, a tanglefoot bag, or a thunderstone. A 
  special trigger allows the wielder to channel the force of 
  black powder into this tube to launch the grenade as a ranged 
  attack with half the range increment of the firearm. The 
  wielder can take this action in place of any single ranged 
  attack, and may use the same attack bonus that he can apply 
  to the firearm. Reloading the tube is a time-consuming 
  process and requires two full-round actions. If the weapon 
  misfires while loaded with an alchemical substance, it 
  detonates with the wielder (and the firearm) as the target.
    Science simple combustion; EL 3rd; Construction Craft 
  Technological Arms and Armor; Requirement Gunsmithing feat; 
  Price +1 bonus
  Iron Repulsor: This module creates an adjustable magnetic 
  field about any iron or steel melee weapon. The field will 
  divert attacks made by other ferrous weapons. The user can 
  dial up or down the magnetic field of a iron repulsor weapon  
  to transfer some or all of the weapon’s enhancement bonus 
  to his AC as a bonus that stacks with all others. As a free 
  action, the wielder chooses how to allocate the weapon’s 
  enhancement bonus at the start of his turn before using the 
  weapon, and the bonus to AC lasts until his next turn. This 
  ability can only be placed on melee weapons composed 
  primarily of metal and with at least a +1T enhancement bonus.
    Science 
  moderate 
  electromagnetics; 
  EL 
  8th; 
  Construction Craft Technological Arms and Armor; 
  Requirement Knowledge (nature) 1 rank; Price +1 bonus
  Keyed: This special ability can only be placed on firearms. A 
  puzzle ring worn on the shooter’s hand is an integral part of 
  a keyed firearm’s firing mechanism. Firing a keyed firearm 
  without the proper ring causes a misfire and flashburn. This 
  is the same as the weapon exploding (dealing damage from 
  a corner of the shooter’s square), except the weapon is not 
  automatically destroyed. If a broken weapon misfires, it is 
  destroyed as normal.
    Science None; EL 2nd; Construction Craft Technological 
  Arms and Armor; Requirement Gunsmithing feat; 
  Price +$1,000
  Nichrome: The blade edge of a nichrome weapon is inset 
  with a ribbon of nichrome. Upon activation (a free action), 
  the ribbon becomes superheated by an electrical current, 
  powered by a chemical battery attached to the weapon. On a 
  successful hit, a nichrome  weapon deals an extra 1d6 points 
  of fire damage. A nichrome weapon must be a piercing or 
  slashing melee weapon. This effect remains until deactivated. 
  This ability can only be placed on melee weapons.
    Science 
  moderate 
  electromagnetics; 
  EL 
  10th; 
  Construction Craft Technological Arms and Armor; 
  Requirement Knowledge (nature) 3 ranks; Price +1 bonus
  Nichrome, Greater: As a nichrome weapon, except that 
  weapon’s blade or head is comprised entirely of a composite 
  that generates significantly more heat. In addition to dealing 
  an extra  1d6 points of fire damage on a successful hit, a 
  greater nichrome weapon causes the target to catch fire 
  (Pathfinder RPG Core Rulebook: Environment) upon 
  striking it with a successful critical hit. The target does not 
  get a saving throw to avoid catching fire, but can make a 
  save each round on its turn to put out the fire. The nichrome 
  weapon must be active to set enemies on fire. A greater 
  nichrome weapon can be any melee weapon, but can 
  possibly harm the wielder without proper protection (such as 
  heat-retardant gloves). This effect remains until deactivated. 
  This ability can only be placed on melee weapons.
    Science 
  moderate 
  electromagnetics; 
  EL 
  12th;  
  Construction Craft Technological Arms and Armor; 
  Requirement Knowledge (nature) 3 ranks; Price +2 bonus
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  Punk’d: This special ability can only be placed on melee 
  weapons that are not light weapons. A punk’d weapon 
  delivers a potent acoustic blast when it strikes (this does 
  not harm the wielder), dealing damage as if the weapon 
  were one size category larger. Half of a punk’d weapon’s 
  weapon damage dice is treated as sonic damage when 
  dealing damage to objects or crystalline creatures. For a 
  wielder trained in Perform (keyboard, percussion, or string 
  instruments), a punk’d weapon can be used as an impromptu 
  musical instrument. This ability can only be placed on 
  melee weapons.
    Science simple acoustics; EL 5th; Construction Craft 
  Technological Arms and Armor; Requirement Perform 
  (keyboard, string or percussion instruments) 3 ranks; 
  Price +1 bonus
  Recoilless: This special ability includes a series of gears, 
  springs, and pistons designed to reduce a firearm’s recoil 
  and thus improve accuracy. The range increment of the 
  weapon increases by 10 feet. However, the system is fragile 
  and easily damaged. Anytime the weapon misfires, this 
  system becomes broken and does not function until the 
  system is repaired (a 1 hour process).
    Science simple combustion; EL 2nd; Construction Craft 
  Technological Arms and Armor; Requirement Gunsmithing feat; 
  Price +$500
  Rifled: This special ability can only be placed on firearms 
  without the scatter property. Rifling cuts spiral grooves into 
  the gun’s barrel that spin a bullet as it leaves the firearm, 
  increasing accuracy and range. A rifled firearm has 10 range 
  increments, instead of five.  This modification is usually 
  used to improve the performance of smoothbores but can 
  also be used to change the ballistic signature of any firearm.
    Science simple relativity; EL 4th; Construction Craft 
  Technological Arms and Armor; Requirement Gunsmithing 
  feat; Price +2 bonus
  Savig-Coil: As an amped weapon, except that a savig-coil 
  weapon features a miniaturized electrostatic machine in 
  its frame, able to generate a significantly more powerful 
  electrical shock. In addition to the extra electricity damage 
  from the amped ability, a savig-coil weapon deals an extra 
  1d10 points of electricity damage on a successful critical hit. 
  If the weapon’s critical multiplier is ×3, add an extra 2d10 
  points of electricity damage instead, and if the multiplier 
  is ×4, add an extra 3d10 points. The amped ability must be 
  active for this weapon to deal extra electricity damage on 
  a successful critical hit. This ability can only be placed on 
  melee weapons.
    Science 
  Moderate 
  Electromagnetics; 
  EL 
  10th; 
  Construction Craft Technological Arms and Armor; 
  Requirement Knowledge (nature) 5 ranks; Price +2 bonus
  Solvent Sprinkler: Glue factories created a chemical 
  that liquefies bone salts and dissolves decaying flesh. This 
  solution is equally effective at destroying undead. A reservoir 
  built into the weapon splashes the target with the bone solvent 
  with each blow much like an aspergillum. Any corporeal 
  undead creature damaged by a solvent sprinkler weapon takes 
  1d6 acid damage immediately, and then again each round for 
  1d4+1 rounds at the start of their turns. This acid damage is 
  not multiplied on a critical hit. A non-undead creature hit by 
  a solvent sprinkler weapon takes only minimum acid damage. 
  At the start of each of their turns, a creature hit with a solvent 
  sprinkler weapon may make a Fortitude save (DC 14) to 
  reduce the acid damage taken that round by half and negate or 
  end the ongoing acid damage. A sufficient amount of water 
  can wash away the acid as well, ending the ongoing acid 
  effect. Multiple hits from a solvent sprinkler weapon increase 
  the duration of the ongoing acid effect, and increases the acid 
  damage an undead creature takes each turn by +1 (when the 
  ongoing acid effect ends, the damage bonus resets to +0). The 
  reservoir is depleted after 10 successful blows and costs $30 
  to refill (1pt of solvent). A solvent sprinkler weapon must be 
  a bludgeoning melee weapon.
    Science moderate hydrology; EL 14th; Construction 
  Craft Technological Arms and Armor; Requirement Craft 
  (alchemy) 11 ranks; Price +2 bonus
  Greater Nichrome Sword
  Artwork by Mates Laurentiu
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  REVOLUTIONARY ITEMS
  Below is a list of sample miscellaneous technological 
  devices,  and their descriptions. For randomly generating 
  any of the following revolutionary items, or a revolutionary 
  item that you converted from a magic item, for an adventure, 
  consult Table 7-1: Revolutionary Item Tiers, below.
  TABLE 7-1: REVOLUTIONARY ITEM TIERS
  Revolutionary Item Tier
  Price
  Minor
  $50 - $7,500
  Medium
  $8,000 - $27,500
  Major
  $28,000 - $200,000+
  AIR BLADDER BROGANS
  Science simple hydrology; EL 2nd
  Slot feet; Price $500; Weight 1 lb.
  DESCRIPTION
  These stretchy gumboots are covered with leather air 
  bladders that expand around the shoe when inflated. 
  Inflating the shoes takes a two full-round actions as you 
  pump an internal air bellows concealed in the tongues of 
  the shoes. The air bladders have a hardness of 2 and 5 hit 
  points.
      While pressurized, the wearer of these shoes is 
  considered to be moving across an uneven surface at 
  half speed, even when walking on a completely flat and 
  stable surface, but they also allow her to move across 
  water in this way. The base Acrobatics DC to move in 
  these shoes is 8, which is further modified based on the 
  surface being moved acrossed (see Acrobatics skill). No 
  Acrobatics check is needed to move in these shoes unless 
  the modifiers to the surface increase the DC to 10 or 
  higher. A failed check results in the wearer falling prone 
  or into the water.   
  CONSTRUCTION
  Requirements Craft Revolutionary Item, Acrobatics 2 
  ranks, Swim 1 rank; Cost $250
  AUTOMATED LOCK PICK
  Science simple relativity; EL 11th
  Slot none; Price $3,000; Weight 1 lb.
  DESCRIPTION
  An automated lock pick is a brass pistol-like device filled 
  with a drill bit and mechanized lock picks. When pressed 
  against key or combination locks it can force them open.   
  It can also cut door chains and lift door bars. The device
  works on mechanical doors, manacles, pad locks and 
  dead bolts, but will trigger any attached traps. 
      The wielder makes a +10 Disable Device check to 
  force a lock. The DC of this check is equal to the Disable 
  Device DC to open the lock. Each use only opens one 
  lock. A brand new auto lock pick can be used a total of 10 
  times before it breaks and becomes useless. This device 
  is highly illegal, often requiring a permit.   
  CONSTRUCTION
  Requirements Craft Revolutionary Item, Craft 
  (clockwork) 5 ranks, Disable Device 5 ranks; Cost $1,500
  BEASTLY TATTOO
  Science simple polymerization; EL 5th
  Slot none; Price $5,000 (+1), $20,000 (+2), $45,000 
  (+3), $80,000 (+4), $125,000 (+5); Weight —
  DESCRIPTION
  This tattoo grants an enhancement bonus of +1T to +5T on 
  attack and damage rolls with unarmed attacks and natural 
  weapons. This enhancement bonus is an extraordinary 
  effect from an injection of alchemical inks distilled 
  from animal pituitary glands that naturally elongate 
  teeth and claws, and toughens skin and bones. The 
  pattern of the tattoo is unimportant; the quantity of ink 
  injected determines its power. The tattoo is permanent, 
  and a creature can only benefit from one beastly tattoo 
  at one time, but the tattoo can be tattooed over to alter 
  and increase the enhancement bonus and special abilities 
  produced by the tattoo.
     Alternatively, alchemical inks can be instilled with 
  aberrant or beastly hormones to grant melee weapon 
  special abilities, so long as they can be applied to 
  unarmed attacks. These effects are drawn from the lists 
  of magical weapon special abilities, but are supernatural 
  effects in nature. Special abilities count as additional 
  bonuses for determining the market value of the item, 
  but do not modify attack or damage bonuses. A beastly 
  tattoo cannot have a modified bonus (enhancement bonus 
  plus special ability bonus equivalents) higher than +5. A 
  beastly tattoo does not need to have a +1T enhancement 
  bonus to grant a melee weapon special ability.
     Tattoos may be inscribed on the following slots: arms 
  (extend up arms, but take up wrists slot), belt, body, chest, 
  feet, head, neck, or shoulder.
     Some common side effects of being injected by alien 
  hormones are changes in voice, excess body hair, patches 
  of callused skin, thick nails, elongated canines, and 
  similar.
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  CONSTRUCTION
  Requirements Craft Revolutionary Item, Craft (tattoo) 
  5 ranks, Craft (alchemy) 5 ranks, creator’s engineering 
  level must be at least three times the tattoo’s bonus, plus 
  any requirements of the melee weapon special abilities (a 
  vial of a creature’s blood relative to the desired special 
  ability with a CR equal to or greater than the CL of the 
  desired special ability); Cost $2,500 (+1), $10,000 (+2), 
  $22,500 (+3), $40,000 (+4), $62,500 (+5)
  BELT OF ELECTROMAGNETIC DEFLECTION
  Science simple electromagnetics; EL 5th
  Slot waist; Price $2,000 (+1), $8,000 (+2), $18,000 (+3), 
  $32,000 (+4), $50,000 (+5); Weight 2 lbs.
  DESCRIPTION
  This belt features a powerful earth magnetic wrapped in 
  copper wire that, when activated, generates a personal 
  electromagnetic field around the wearer. This field offers 
  its wearer protection in the form of a deflection bonus of 
  +1 to +5 to AC. Against attacks made with natural or non-
  metal weapons or projectiles, this bonus is reduced by half. 
     For the first 24 hours of wearing a belt of electromagnetic 
  deflection, its wearer must adjust to the strength of 
  the field and its effects on her actions or her ability to 
  manipulate metal objects on her person within the field. 
  Typically, the wearer takes a penalty on checks or rolls 
  equal to the belt’s deflection bonus when manipulating or 
  using metal weapons or objects, until she has adjusted to 
  the belt’s field.
  CONSTRUCTION
  Requirement Craft Revolutionary Item, Knowledge 
  (nature) 3 ranks, the creator must be of an engineering 
  level at least three times the bonus of the belt; Cost 
  $1,000 (+1), $4,000 (+2), $9,000 (+3), $16,000 (+4), 
  $25,000 (+5)
  COPTER HARNESS
  Science moderate relativity; EL 8th
  Slot body; Price $16,000; Weight 30 lbs.
  DESCRIPTION
  This leather harness is fitted with a miniaturized 
  gyroscopic engine that spins a retractable helicopter 
  blade big enough to lift 300 lbs. in addition to the weight 
  of the engine. When the wearer straps the harness across 
  her shoulders and chest, and flips a switch, the blade 
  unfolds from the engine and then begins to spin, allowing 
  the wearer to fly. This effect mechanically functions as
  the fly spell (including a +4 bonus on Fly skill checks). The 
  wearer can fly three times per day for up to 5 minutes per 
  flight. 
  CONSTRUCTION
  Requirements Craft Revolutionary Item, Craft 
  (clockwork) 7 ranks, Fly 7 ranks; Cost $8,000
  DARKLIGHT GOGGLES
  Science simple optics; EL 3rd
  Slot eyes; Price $12,000; Weight 1 lb.
  DESCRIPTION
  These goggles intensify atmospheric light enabling the 
  wearer to see in very low light, granting him 60-foot 
  darkvision. However, while wearing these goggles, the 
  wearer can only see in shades of grey and is treated as if 
  he had the light sensitivity ability (see Pathfinder RPG 
  Bestiary 1: Universal Monster Rules). 
  CONSTRUCTION
  Requirements Craft Revolutionary Item, Perception 3 
  ranks; Cost $6,000
  MAGNETIC HEELS
  Science simple electromagnetics; EL 4th
  Slot feet; Price $4,800; Weight 1 lb.
  DESCRIPTION
  When worn, a pair of these boots enables movement on 
  vertical surfaces or even upside down along ceilings, 
  leaving the wearer’s hands free. Her climb speed is 20 
  feet. Non-ferrous or non-metallic surfaces make these 
  boots useless. The boots can be used for 10 minutes per 
  day, split up as the wearer chooses (minimum 1 minute 
  per use).
  CONSTRUCTION
  Requirements Craft Revolutionary Item, Craft 
  (metalworking) 3 ranks; Cost $2,400
  Belt of Electromagnetic Deflection
  Artwork by Mates Laurentiu
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  MUFFLING EMBOUCHURE
  Science simple acoustics; EL 5th
  Slot none (see below); Price $3,000; Weight 1 lb.
  DESCRIPTION
  This embouchure reduces the flare and volume of a 
  firearm when fired. This embouchure can be attached 
  to a single one-handed or two-handed firearm. 
  When this is done, the embouchure becomes part of 
  the weapon, but can be removed from that weapon 
  with a full-round action. The base Perception DC 
  to hear a firearm fired with this embouchure is 
  5. Furthermore, the penalty to Stealth checks for 
  firing a firearm with this embouchure while sniping 
  is reduced by half.
  CONSTRUCTION
  Requirement Craft Revolutionary Item, Perception 3 
  ranks; Cost $1,500
  PNEUMATIC GAUNTLETS
  Science simple hydrology; EL 5th
  Slot hands; Price $8,000; Weight 5 lbs.
  DESCRIPTION
  A character wearing pneumatic gauntlets is always 
  considered to be wielding a pair of gauntlets. These 
  gauntlets deal damage as if they wear made for a creature 
  one size larger than they actually are. Furthermore, 
  pneumatic gears and pistons aid in strengthening the 
  wielder’s grip, granting him a +4 bonus on his Climb 
  skill checks, to his combat maneuver checks made to 
  grapple, to his CMD against disarm attacks or effects 
  that cause him to lose his grip on something he is 
  holding (such as the grease spell), and any kind of 
  check he makes to maintain his grip or to break or crush 
  an object. The wearer doesn’t drop held items when 
  panicked or stunned.
      Due to the size of the gauntlets and slight delay 
  in actuator response times, pneumatic gauntlets give 
  the wearer a –2 penalty on all precision-based tasks 
  involving his hands (such as opening locks).
  CONSTRUCTION
  Requirement 
  Craft 
  Revolutionary 
  Item, 
  Craft 
  (clockwork) 3 ranks; Cost $4,000
  SEXTANT SIGHT
  Science simple optics; EL 2nd
  Slot none (see below); Price $2,000; Weight 1 lb.
  DESCRIPTION
  This elaborate gun scope features adjustable crosshairs 
  that allow the wielder to calculate bullet trajectory, adjust 
  for bullet drop, and compensate for wind speed. This sight 
  can be attached to a single two-handed firearm. When this 
  is done, the sight becomes part of the weapon, but can be 
  removed from that weapon with a full-round action. A 
  firearm wielder can choose to spend a full-round action 
  to make a single shot with a firearm that has this sight. 
  When he does, he reduces any penalties to his attack roll 
  due to range or severe wind or weather conditions.
      Furthermore, objects viewed through this sight are 
  magnified. Characters using this sight take a –1 penalty 
  on Perception skill checks per 20 feet of distance to the 
  target, if the target is visible.
  CONSTRUCTION
  Requirement Craft Revolutionary Item, Knowledge 
  (geography) 2 ranks; Cost $1,000
  SONAR SIGHT
  Science moderate acoustics; EL 5th
  Slot none (see below); Price $8,000; Weight 1 lb.
  DESCRIPTION
  Using echolocation, this elaborate gun scope repeatedly 
  emits an ultrasonic chirp and interprets the echo into a 
  visual image on the scope. This sight can be attached to 
  a single two-handed firearm. When this is done, the sight 
  becomes part of the weapon, but can be removed from
  Pneumatic Gauntlets
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  that weapon with a full-round action. A firearm wielder 
  can choose to spend a full-round action to make a single 
  shot with a firearm that has this sight. When he does, his 
  attack is treated as if he had blindsight out to a range of 
  120 feet.
      Furthermore, objects viewed through this sight are 
  magnified. Characters using this sight take a –1 penalty 
  on Perception skill checks per 20 feet of distance to the 
  target, if the target is visible.
  CONSTRUCTION
  Requirement Craft Revolutionary Item, Perception 3 
  ranks; Cost $4,000
  SPRING HEEL JACK BOOTS
  Science simple relativity; EL 3rd
  Slot feet; Price $5,500; Weight 2 lbs.
  DESCRIPTION
  These spring loaded boots increase the wearer’s base 
  land speed by 10 feet. In addition to this striding ability 
  (considered an enhancement bonus), these boots allow 
  the wearer to make great leaps. She can jump with a +5 
  competence bonus on Acrobatics checks.
  CONSTRUCTION
  Requirements Craft Revolutionary Item, Acrobatics 5 
  ranks; Cost $2,750
  TELESCOPIC SIGHT
  Science simple optics; EL 3rd
  Slot none (see below); Price $4,000; Weight 1 lb.
  DESCRIPTION
  This sight can be attached to a single two-handed 
  firearm. When this is done, the sight becomes part 
  of the weapon, but can be removed from that weapon 
  with a full-round action. A firearm wielder can choose 
  to spend a full-round action to make a single shot with 
  a firearm that has this sight. When he does, he can 
  resolve the attack against the touch AC of his target 
  regardless of the range increment.
      Furthermore, objects viewed through this sight are 
  magnified. Characters using this sight take a –1 penalty 
  on Perception skill checks per 40 feet of distance to the 
  target, if the target is visible.
  CONSTRUCTION
  Requirements Craft Revolutionary Item, Perception 1 
  rank; Cost $2,000
  TRUTH SERUM
  Science simple psychology; EL 5th
  Slot none; Price $500; Weight —
  DESCRIPTION
  This serum is stored in single-dose disposable hypodermic 
  needles. This serum forces the injected subject to say 
  nothing but the truth for 10 minutes (Will DC 13 negates). 
  She must answer any questions put to her in that time, but 
  with each question she can make a separate DC 13 Will 
  save. If one of these secondary saves is successful, she 
  doesn’t break free of the truth-compelling enchantment 
  but also doesn’t have to answer that particular question 
  (if she does answer, she must tell the truth). No more than 
  one question can be asked each round. This is a mind-
  affecting compulsion enchantment.
  CONSTRUCTION
  Requirements Craft Revolutionary Item, Craft (alchemy) 
  3 ranks; Cost $250
  Spring Heel Jack Boots
  Artwork by Mates Laurentiu
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  TECHNOLOGICAL ITEM CREATION
  To create technological items, engineers use special feats which 
  allow them to invest time and money in an item’s creation. 
  Engineering Level: A creator’s Engineering Level (EL) is 
  equal to either the number of ranks in Knowledge (engineering) 
  he possesses or his gearhead class level (whichever is greater).
  Supplies for technological items are always half of the 
  base price in dollars ($). For many items, the market price 
  equals the base price. Armor, shields, weapons, and items 
  with value independent of their technologically enhanced 
  properties add their item cost to the market price. The item 
  cost does not influence the base price (which determines the 
  cost of supplies), but it does increase the final market price.
  Creating a technological item requires 1 day of work per 
  $1,000 in the item’s base price (or fraction thereof), with 
  a minimum of at least 8 hours. The character must spend 
  the money at the beginning of the construction process. 
  Regardless of the time needed for construction, a crafter can 
  create no more than one technological item per day. This 
  process can be accelerated to 4 hours of work per $1,000 in 
  the item’s base price (or fraction thereof) by increasing the 
  DC to create the item by +5.
  The crafter can work for up to 8 hours each day. He cannot 
  rush the process by working longer each day, but the days 
  need not be consecutive, and the crafter can use the rest of 
  his time as he sees fit. If the crafter is out adventuring, he 
  can devote 4 hours each day to item creation, although he 
  nets only 2 hours’ worth of work. This time is not spent 
  in one continuous period, but rather during lunch, morning 
  preparation, and during watches at night. If time is dedicated 
  to creation, it must be spent in uninterrupted 4-hour blocks. 
  This work is generally done in a controlled environment, 
  where distractions are at a minimum, such as a laboratory 
  or workshop. Work that is performed in a distracting 
  or dangerous environment nets only half the amount of 
  progress (just as with the adventuring crafter).
  At the end of each work period, the crafter must make a 
  Craft skill check (relative to the item being created) to make 
  progress or finish the item. The DC to create a technological 
  item is 10 + the engineering level for the item. Failing this 
  check means that no progress was made on creating the 
  item, while failing this check by 5 or more also results in 
  half of the raw materials being wasted.
  Note that all items have prerequisites in their descriptions. 
  These prerequisites must be met for the item to be created. 
  Most of the time, they take the form of skills that must 
  be known by the item’s creator. The DC to create a 
  technological item increases by +5 for each prerequisite 
  the crafter does not meet. The only exception to this is the 
  requisite item creation feat, which is mandatory.
  A character can work on only one item at a time. If a 
  character starts work on a new item, all materials used on 
  the under-construction item are wasted.
  Abilities that Simulate a Spell or Contraption Schema Effect: 
  When creating a technological item that simulates a spell, 
  the creator treats his engineering level as his caster level for 
  determining the parameters of the spell effect, as well as the 
  price of the item. Likewise, when creating a technological 
  item that simulates a contraption schema, the creator treats 
  his engineering level as his constructor level for determining 
  the parameters of the contraption schema effect, as well as 
  the price of the item. A creator can create an item at a lower 
  engineering level than her own, but never lower than the 
  minimum caster level needed to cast the spell or the minimum 
  constructor level needed to build the contraption. Using 
  calibration feats, a creator can simulate spell or contraption 
  schema effects with items at a higher level than normal.
  If a simulated spell has a material component, the equivalent 
  dollar ($) cost of the component is added to the price of the item. If 
  the item has multiple charges, the cost of the material component 
  is multiplied by desired number of charges the item is to possess.
  Note that the effects produced by a technological item that is 
  based on a spell are nonmagical, extraordinary effects. As such, 
  the save DC to resist the effects of such items are reduced by 2.
  Multiple Similar Abilities: For items with multiple similar 
  abilities that don’t take up space on a character’s body, use 
  the following formula: Calculate the price of the single most 
  costly ability, then add 75% of the value of the next most 
  costly ability, plus 1/2 the value of any other abilities.
  Multiple Different Abilities: Abilities such as an attack roll 
  bonus or saving throw bonus and a spell- or contraption-
  like effect are not similar, and their values are simply added 
  together to determine the cost. For items that take up a space 
  on a character’s body, each additional power not only has 
  no discount, but instead has a 50% increase in price.
  0-Level Spells and Contraption Schema: When multiplying 
  spell or contraption levels to determine value, 0-level spells 
  or contraption schema should be treated as 1/2 level.
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  TABLE 7-2: ESTIMATING TECHNOLOGICAL ITEM DOLLAR VALUES
  Effect
  Base Price
  Ability bonus (enhancement)
  Bonus squared x $1,000
  Armor bonus (enhancement)
  Bonus squared x $1,000
  AC bonus (deflection)
  Bonus squared x $2,000
  Natural armor bonus (enhancement)
  Bonus squared x $2,000
  Save bonus (resistance)
  Bonus squared x $1,000
  Skill bonus (competence)
  Bonus squared x $100
  Weapon bonus (enhancement)
  Bonus squared x $2,000
  Simulate Spell Effect
  Base Price
  Single use, use-activated
  Spell level x engineering level x $50
  Limited charges (maximum 50), use-activated
  Spell level x engineering level x $15 per charge1
  Limitless, use-activated
  Spell level x engineering level x $1,800
  Command word
  Spell level × engineering level × $1,800
  Continuous
  Spell level x engineering level x $2,0002
  Simulate Contraption Schema Effect
  Base Price
  Single use, use-activated
  Contraption level x engineering level x $50
  Limited charges (maximum 50), use-activated
  Contraption level x engineering level x $15 per charge1
  Limitless, use-activated
  Contraption level x engineering level x $1,800
  Command word
  Contraption level × engineering level × $1,800
  Continuous
  Contraption level x engineering level x $2,0002
  Special
  Base Price
  Charges per day
  Divide by (5 divided by charges per day)
  No space limitation3
  Multiply entire cost by 2
  Multiple different abilities
  Multiply lower item cost by 1.5
  Charged (50 charges)
  1/2 unlimited use base price
  Component
  Extra Cost
  Armor, shield, or weapon
  Add cost of masterwork item
  Spell has material component cost
  Add $ value directly into price of item per charge
  1  If a continuous item has an effect based on a spell or contraption schema with a duration measured in rounds, multiply the cost by 4. If the 
      duration of the spell or contraption schema is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost 
      by 1.5. If the spell or contraption schema has a 24-hour duration or greater, divide the cost in half.
  2  If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.
  3  An item that does not take up one of the spaces on a body costs double.
  Other Considerations: Once you have a cost figure, reduce 
  that number if either of the following conditions applies:
  Item Requires Skill to Use: Some items require a specific 
  skill to get them to function. This factor should reduce the 
  cost about 10%.
  Item Requires Specific Class or Alignment to Use: Even 
  more restrictive than requiring a skill, this limitation cuts 
  the price by 30%.
  Prices presented in the technological item descriptions (the 
  dollar value following the item’s slot) are the market value, 
  which is generally twice what it costs the creator to make 
  the item. 
  Not all items adhere to these formulas. First and foremost, 
  these few formulas aren’t enough to truly gauge the exact 
  differences between items. The price of a technological item 
  may be modified based on its actual worth. The formulas 
  only provide a starting point. 
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  CREATING TECHNOLOGICAL ARMOR
  To create technological armor, a character needs a heat source 
  and some iron, wood, or leatherworking tools. He also needs 
  a supply of materials, the most obvious being the armor or 
  the pieces of the armor to be assembled. Armor to be made 
  into technological armor must be masterwork armor, and 
  the masterwork cost is added to the base price to determine 
  final market value. Additional engineering supply costs 
  for the materials are subsumed in the cost for creating the 
  technological armor—half the base price of the item.
    Creating technological armor has a special prerequisite: 
  The creator’s engineering level must be at least three times 
  the enhancement bonus of the armor. If an item has both an 
  enhancement bonus and a special ability, the higher of the two 
  engineering level requirements must be met. Technological 
  armor or a technological shield must be at least masterwork 
  to have any armor or shield special abilities.
    The enhancement bonus of technological armor is 
  denoted as “+1T armor,” to differentiate a technological 
  enhancement bonus from a magical enhancement bonus.
    Creating some armor may entail other prerequisites 
  beyond or other than successful Craft checks. See the 
  individual descriptions for details.
    Item Creation Feat Required: Craft Technological 
  Arms and Armor.
    Skill Used in Creation: Craft (armor).
  CREATING TECHNOLOGICAL WEAPONS
  To create a technological weapon, a character needs a heat source 
  and some iron, wood, or leatherworking tools. He also needs a 
  supply of materials, the most obvious being the weapon or the 
  pieces of the weapon to be assembled. Only a masterwork weapon 
  can become a technological weapon, and the masterwork cost is 
  added to the total cost to determine final market value. Additional 
  engineering supplies costs for the materials are subsumed in the 
  cost for creating the technological weapon—half the base price of 
  the item based upon the item’s total effective bonus.
    Creating a technological weapon has a special prerequisite: 
  The creator’s engineering level must be at least three times 
  the enhancement bonus of the weapon. If an item has both an 
  enhancement bonus and a special ability, the higher of the two 
  engineering level requirements must be met. A technological 
  weapon must be at least masterwork to have any melee or 
  ranged special weapon abilities.
    Creating technological double-headed weapons is 
  treated as creating two weapons when determining cost, 
  time, and special abilities.
    The enhancement bonus of a technological weapon is 
  denoted as “+1T weapon,” to differentiate a technological 
  enhancement bonus from a magical enhancement bonus.
    Creating some weapons may entail other prerequisites 
  beyond or other than successful Craft checks. See the 
  individual descriptions for details.
    Item Creation Feat Required: Craft Technological 
  Arms and Armor.
    Skill Used in Creation: Craft (bows) (for technological 
  bows and arrows), Craft (firearms) (for technological 
  firearms and ammunition), or Craft (weapons) (for all other 
  weapons).
  CREATING REVOLUTIONARY ITEMS
  To create a revolutionary item, a character usually needs 
  some sort of equipment or tools to work on the item. She also 
  needs a supply of materials, the most obvious being the item 
  itself or the pieces of the item to be assembled. The cost for 
  the materials is subsumed in the cost for creating the item. 
  Revolutionary item costs are difficult to determine. Refer 
  to Table: Estimating Technological Item Dollar Values and 
  use the item prices in the item descriptions as a guideline. 
  Creating an item costs half the market value listed.
    Creating some items may entail other prerequisites 
  beyond or other than successful Craft checks. See the 
  individual descriptions for details.
    Item Creation Feat Required: Craft Revolutionary Item.
    Skill Used In Creation: An applicable Craft skill (for 
  example, clockwork, metalworking, mechanical, etc.).
  ADDING NEW ABILITIES
  Sometimes, lack of funds or time make it impossible for a 
  technological item crafter to create the desired item from 
  scratch. Fortunately, it is possible to enhance or build upon 
  an existing technological item. Only time, money, and the 
  various prerequisites required of the new ability to be added 
  to the technological item restrict the type of additional 
  innovations one can add.
    The cost to add additional abilities to an item is the same 
  as if the item was not technological, less the value of the 
  original item. Thus, a +1T longsword can be made into a +2T 
  nichrome longsword, with the cost to create it being equal 
  to that of a +2T nichrome sword minus the cost of a +1T 
  longsword.
    If the item is one that occupies a specific place on a 
  character’s body, the cost of adding any additional ability to 
  that item increases by 50%. For example, if a character adds 
  the power to confer invisibility (via a contraption schema 
  with the personal and disappear schematics) to her belt of 
  electromagnetic deflection +2, the cost of adding this ability 
  is the same as for creating a belt of disappearing (2nd level 
  contraption-equivalent) multiplied by 1.5.
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  Ullera boasts the pinnacle of technological achievement. 
  Factories with mechanical production lines manufacture 
  components and assemblies at staggering rates. Firearms 
  make it so a 95 lb. schoolteacher on the frontier can 
  protect herself against a mob of muscular ne’er-do-
  wells. And modern vehicles allow rapid transit across 
  land, sea, and air. Steam engines propel safe and reliable 
  transport devices. Lighter-than-air travel is becoming 
  more affordable and prevalent, but largely only sees 
  use by the military and elites. Some gnomish inventors 
  with government grants recently patented gyroscopic 
  propulsion, which is highly experimental but promising.
  The following vehicles make use of rules in the 
  Pathfinder Roleplaying Game: Ultimate Combat 
  supplement.
  GYRO COPTER
  Large air vehicle
  Squares 6 (10 ft. by 15 ft.; 10 ft. high; copter blades have 
      a radius of 20 ft.); Cost $3,000
  DEFENSE
  AC 9; Hardness 7
  hp 96 (48)
  Base Save +2
  OFFENSE
  Maximum Speed 100 ft.; Acceleration 50 ft.
  CMB +1; CMD 11
  Ramming Damage 1d8 (or primary rotor; 2d8 slashing)
  DESCRIPTION
  This tin flying marvel has a rapidly turning rotor that keeps 
  it airborne.
  VehiCles
  Artwork by Alejandro Lee
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  Propulsion Gyro Engine (2 squares of gyroscopic engines; 
    hardness 8, hp 50; extreme device); engine typically 
    located in the middle squares of the copter
  Driving Check Knowledge (engineering) or Fly
  Forward Facing the vehicle’s forward
  Driving Device throttle lever, rudder rotor (AC 11, hardness 
    8, hp 16), primary rotor (AC 8, hardness 8, hp 64); If the 
    primary rotor is destroyed, the vehicle gains the wrecked 
    condition.
  Driving Space a single 5-ft.-by-5-ft. square that contains 
    the throttle lever that serve as the copter’s driving device; 
    the driving space is located at the front of the vehicle, in 
    front of the engine squares, adjacent to the crew space; 
    the rudder rotor is located at the rear of the vehicle
  Crew 1 (if crew member is a gunner)
  Passengers 1 (if crew member is not a gunner)
  Weapons Typically either one double hackbut or one 
    culverin, located in the crew’s space.
  GYRO CYCLE
  Large land vehicle
  Squares 2 (5 ft. by 10 ft.; 10 ft. high); Cost $1,200
  DEFENSE
  AC 9; Hardness 7
  hp 30 (15)
  Base Save +2
  OFFENSE
  Maximum Speed 120 ft.; Acceleration 60 ft.
  CMB +1; CMD 11
  Ramming Damage 1d8
  DESCRIPTION
  This cycle has only a single massive motorized wheel, 
  leaving the driver exposed on either side. It is largely 
  constructed of tin to reduce weight, and is commonly used 
  for raiding or recon.
  Propulsion Gyro Engine (1 square of gyroscopic engine; 
    hardness 8, hp 25; extreme device); engine located 
    within the driving space, beneath the driver
  Driving Check Acrobatics or Knowledge (engineering)
  Forward Facing the vehicle’s forward
  Driving Device steering peddles, throttle and brake
  Driving Space a single 5-ft.-by-5-ft. square that contains 
    the steering peddles, throttle and brakes that serve as the 
    cycles’ driving device; the driving space is located 
    directly in the middle of the vehicle’s space, and shares 
    this space with the vehicle’s engine.
  Passengers 1 (a passenger may share the driving space 
    with the driver, however, this causes the space to become 
    cramped, imposing a -4 penalty to the driver’s driving 
    checks.)
  STEAM HARVESTER
  Gargantuan land vehicle
  Space 16 squares (20ft wide, 20ft long, and up to 20ft tall), 
  Cost $11,000
  DEFENSE
  AC 6, Hardness 5
  hp 240 (120)
  Base Save +1
  OFFENSE
  Maximum Speed 80 ft. (20 ft. when harvesting or planting); 
  Acceleration 20 ft. (5 ft. while harvesting or planting)
  CMB +4 (+16 grapple); CMD 14 (26 when opponent is 
  attempting to escape grapple)
  Ramming Damage 4d8
  Space 20 ft.; Reach 20 ft.
  Attack 2 pincers +4 melee (2d8 plus grab); The harvester 
  uses the pilot’s base attack bonus to determine its total attack 
  bonus with its pincers and grapples. The harvester does not 
  gain the grappled condition when grabbing a creature.
  DESCRIPTION
  A harvester resembles a mechanical spider with 
  smokestack jutting from its back. It stands on eight 
  massive articulated pistons allowing the body of the 
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  vehicle to tower up to twenty feet in the air or squat just a 
  foot off the ground. The “mandibles” of the harvester are 
  an interchangeable set of mechanized tools for a variety 
  of farm applications. A mandible can be a buzz saw for 
  timber, a gullet grinder for crushing stone, wood, or ice 
  into dust, a pesticide sprayer, a water jet for fighting 
  fires or drilling, a jack hammer, or a suction tube for 
  collecting liquids. 
  Eight people can stand atop the spider on running boards 
  to pick crops while the harvester moves through fields and 
  orchards. Ladders bolted to the sides of each leg allow 
  pickers to climb on and off the harvester. The “head” of 
  the spider is a glass cockpit occupied by the pilot. The 
  “abdomen” of the harvester is a wicker bin used to carry 
  harvested crops or seed stock for replanting. The spider 
  harvester is a wooden vehicle not intended for military 
  use, but can move a squad of troops rapidly through 
  difficult terrain. The long spindly legs of the vehicle allow 
  it to ignore many types of difficult terrains and step over 
  obstacles less than 10 ft. in height.  
  Propulsion coal engine (2 squares of coal burning engines; 
    hardness 8, hp 40; difficult device); The engine is 
    typically located at the rear of the harvester.
  Driving Check Knowledge (Engineering)
  Forward Facing The mandibles and pilot’s cockpit are at 
    the front. The mechanical spider legs allow the vehicle to 
    sidestep in any direction and scale 60 degree escarpments.
  Driving Device pair of throttles, 2 foot pedals. eight huge 
    mechanical legs (AC 8, hardness 10, hp 60; difficult 
    device). If all the legs on one side are disabled or more 
    than four legs are destroyed the vehicle can’t move. The 
    harvester’s maximum speed is reduced by 10 ft. for each 
    disabled or destroyed leg.
  Driving Space a 5-foot-by-5-foot square glass enclosed cockpit
  Crew 1 (coal tender ride inside the vehicle)
  Passengers The running boards allow eight passengers to 
    latch onto the sides of the harvester.  
  Decks 1; Running boards are located on either side of the 
    harvester.
  STEAM TANK
  Huge land vehicle
  Squares 8 (10 ft. by 20 ft.; 15 ft. high); Cost $7,200
  DEFENSE
  AC 8; Hardness 15
  hp 320 (160)
  Base Save +1
  OFFENSE
  Maximum Speed 60 ft.; Acceleration 20 ft.
  CMB +2; CMD 12
  Ramming Damage 4d8
  DESCRIPTION
  The steam tank is the latest innovation in ground warfare 
  made possible only by dwarven engineering.  Powered 
  by a powerful oil burning engine, this gigantic rivet plate 
  war machine is designed to plow through any obstacles 
  in its way. It’s commonly equipped with a single siege 
  cannon in the prow and four swivel guns to protect is 
  sides and rear, but some models carry instead rocket 
  racks for anti-air or rotary guns for anti-infantry.  The 
  ominous black plume expelled  by its substantial smoke 
  stack foreshadows the future funeral fires of its foes.
  Propulsion steam engine (2 squares of oil burning engines; 
    hardness 8, hp 40; difficult device); engine typically 
    located in the rear squares of the tank
  Driving Check Knowledge (engineering)
  Forward Facing the vehicle’s forward
  Driving Device steering wheel and two levers (brake and throttle)
  Driving Space a single 5-ft.-by-5-ft. square that contains 
    the steering wheel and two levers that serve as the 
    tank’s driving device; the steering wheel and levers 
    are located in the middle of the tank, in front of the engine
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  Crew 5 (five gunners)
  Passengers 2 (tight squeeze with a full crew)
  Decks 1
  Weapons four medium culverin turrets and one large cannon; 
    ram plate 
  STEAM WAGON
  Huge land vehicle
  Squares 8 (10 ft. by 20 ft.; 15 ft. high); Cost $7,200
  DEFENSE
  AC 8; Hardness 7
  hp 180 (90)
  Base Save +1
  OFFENSE
  Maximum Speed 80 ft.; Acceleration 20 ft.
  CMB +2; CMD 12
  Ramming Damage 2d8
  DESCRIPTION
  Steam wagons resemble a wooden stage coach, but all 
  the horsepower comes from a coal fed steam engine. It is 
  a common sight in rural areas not yet served by the rail 
  and frequently used by prosperous farmers and ranchers. 
  Even though the vehicle is bulky, clumsy, and emits 
  clouds of stinging dirty black smoke, it is frequently 
  used on urban thoroughfares and is considered a 
  tremendous status symbol for magnates, street gangs, 
  and those that like to crush those that get in their way. 
  Its spring suspension buffers cobbled streets as well as 
  rocky roads. The vehicle is also less prone to cracked 
  seals and fractured pipes from excessive jarring that 
  afflict less rugged designs.
  Propulsion Coal Engine (2 squares of coal burning engines; 
    hardness 8, hp 40; difficult device); engine typically 
    located in the rear squares of the wagon
  Driving Check Knowledge (engineering) or Profession (driver)
  Forward Facing the vehicle’s forward
  Driving Device steering wheel and two levers (brake and throttle)
  Driving Space a single 5-ft.-by-5-ft. square that contains 
    the steering wheel and two levers that serve as the 
    wagon’s driving device; the steering wheel and levers 
    are located in the middle of the wagon, in front of the engine
  Crew 1 (one person needs to periodically 
    shovel coal into the coal burning engine; while not 
    shoveling coal, this crew member is treated as a 
    passenger)
  Passengers 4
  Decks 2; The lower deck seats the steam wagon’s 
    passengers and cargo, and gives access to the coal 
    burning engine that powers the steam wagon. The lower 
    deck has small windows, granting passengers improved 
    cover from attacks outside the vehicle. The top deck 
    consists of the steam wagon’s driving device and driving 
    square. The driver’s square is only partially exposed, 
    and encased in glass windows, granting the driver cover 
    from attacks outside the vehicle.
  Artwork by Alejandro Lee
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  WAR ZEPPLIN
  Colossal air vehicle
  Squares 48 (cabin, 20 ft. by 60 ft.; 30 ft. high; two 160  
      square dirigibles on either side, 40 ft. by 100 ft.; 40 ft. high); 
  Cost $70,000
  DEFENSE
  AC 2; Hardness 7
  hp 720 (360)
  Base Save +0
  OFFENSE
  Maximum Speed 90 ft. (120 ft. with air current); 
  Acceleration 30 ft. (45 ft. with air current)
  CMB +8; CMD 18
  Ramming Damage 8d8
  DESCRIPTION
  This massive rigid skinned blimp is built for combat up to 
  3000 ft. in the air. The gas bags are divided into multiple 
  compartments so that a single puncture will not deflate an 
  entire balloon. The zeppelin is commonly crewed by 18 
  aeronauts (captain, commissar, chief engineer, cook, signals 
  officer, navigator, and 12 non-commissioned crew). In 
  addition to its weapon armament, it often carries 16 glider 
  troopers and their wings. A war zeppelin can carry up to 10 
  tons of cargo or 30 passengers.
  Propulsion Gas bag (vertical lift and partial air current 
    travel; two sets of 160 square silk dirigibles, 1,600 hp 
    each) and oil engine (4 squares of oil burning engines; 
    hardness 8, hp 60; difficult device); the engine’s cabin is 
    typically located behind the ship, with access on the 
    second deck of the ship
  Driving Check Knowledge (nature) for air current navigation 
    or Knowledge (engineering) or Profession (sailor)
  Forward Facing the vehicle’s forward
  Driving Device steering wheel, throttle, rudder, propellers (8)
  Driving Space an 8 square space that contains the steering 
    wheel and throttle; the driving space is located at the 
    front of the vehicle, on the third deck of the ship
  Crew 7 (including pilot; at least one navigator, at least 
    one signals officer, and at least four engineers tending 
    the engines and maintenance)
  Decks 4; The lower deck of the ship is reserved for the 
    ship’s cargo. The second deck of the ship is typically 
    reserved for passengers, the crew’s quarters, and grants 
    access to the ship’s engine compartment. The third deck 
    of the ship houses the ship’s helm and navigation room, 
    a war room, and the captain’s quarters. The top deck of 
    the ship is an open-air typically used as either a landing 
    strip for gliders or an observation deck
  Weapons typically 7 large direct-fire siege weapons
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  Ullera is a continent that rests in the western and northern 
  hemispheres of the planet Geir. It is bordered by water on 
  all sides: the Great Span to the east, the Manteca Gulf and 
  the Straits of Ciminno south, the Sun Current west, and the 
  Hiegliht Ocean in the icy north. Much of Ullera is formed by 
  a massive continental shelf that gradually rises east to west 
  into broad peak lands; coastal plains dominate the eastern 
  seaboard, and mighty evergreen forests cover western shores.
  Ullera is significant among the many landmasses of Geir 
  for being the first to truly embrace and apply the concept of 
  ‘pure steam’ in all walks of life. No where else is science and 
  technology more widely used or more commonly accepted. 
  Battles for control of this technology and what other secrets 
  its knowledge might unlock have defined generations of 
  civilization here. The most populace and powerful nations on 
  Ullera are the Federated States of Ullera, Atanak, Mazan, and 
  Rausch. Human, gnomes, halflings, orcs, dwarves, goblins, 
  and many other races big and small populate the cities of 
  each nation. Ullera’s history is laden with examples of these 
  peoples working and fighting together (or against each other) 
  to shape the continent’s ever-evolving future.
  TIMELINE OF ULLERAN HISTORY
  –10,000 - Earliest evidence of Halfling and Gnome hunter-
  gatherer communities in the Bastion. Rageaic tribes control the 
  Heartwater as far south as modern day Harmonia.
  –5,000 -  Borndrin nomads first encountered in Ullera by the Folk.
  –4,300 - Dwarf sailors discover the northeast coasts of Acarest 
  (Keystone) and make contact with the Folk there.
  –3,100~3,000 - Human farmers move north from desert 
  communities into Ullera.
  –2,600~2,400 - Tribal relations between Human (ancestors of the 
  Mezoqua), Halfling (Leatherfoot ancestors), Half-Orc (borndrin), 
  and the Folk improve as new cultures are born out of the peaceful 
  coexistence of populations. Many human tribes adopt halfling 
  ways of living, becoming the Krin Nation, whereas other halflings 
  do the same with the Folk (mostly Gentry Gnomes), resulting in 
  the Nation of Sheraneek Peoples.
  –2,000~1,900 - Hordes of Jonnish cross the ice bridge from 
  Okrug into Atanak, pillaging, conquering and enslaving the 
  resident Borndrin. Many are transported back to Okrug as slaves, 
  the remaining Borndrin of southern Atanak flee into the wide 
  prairies of the Feral Expanse (Sunderland). 
  –1,700~1,600 - The Krin and Sheraneek Nations adopt mound-
  builder techniques of northern tribes and adapt them to southern 
  climes. These tribal nations become collectively known as the 
  People of the Mounds.
  –1,400~1,300 - Oral tradition tells of the last flight and hunt of 
  dragons. Apart from anomalies (e.g. isolated cryptids, evolved 
  states, etc.), most scholars contend that traditional dragons are 
  effectively extinct after this period.
  –1,100 - The first king of the newly named Theocracy of Rausch 
  is seated upon the throne. Rausch is roughly a third the size of its 
  present-day territory at this time.
  –1,000 - Rageaic armies erupt from Subterra and establish the 
  Dominion centered on Cog Island.
  –830 - Using slave labor and armed legions, the Dominion 
  becomes the greatest power on the continent.
  –815 - Dominion control extends as far south as the Manteca Gulf 
  along the Great River. There they found the prison colony, South 
  Den, over the site of a former human tribal fishing village.
  –525 - Scientific breakthroughs derived from the ruins of Cog 
  Island spark an industrial revolution. Primitive firearms and 
  cannons are introduced into warfare.
  –520 - Emissaries to the Dominion from Rausch come half-
  expecting to be disappointed by their visit to Cog Island, but are 
  instead horrified by the widespread slavery and cruelty exhibited 
  by their hosts.
  –500 - A Rauschite oracle is executed by the Dominion for 
  publicly declaring the dynasty had reached the midpoint of 
  ullera
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  its reign over the continent. Rausch cuts political ties with the 
  Dominion.
  –490 - The first fully autonomous clockwork device is invented 
  and recorded.
  –240 - Rauschite emigrants carefully and peacefully insinuate 
  themselves into many cities of the Dominion, interbreeding with 
  local populations. Early chaplains form in these communities.
  –216 - Slave revolts begin to plague the Dominion.
  –77 - Prisoner and liberator efforts at South Den finally break 
  away from Dominion control and become the Liberated Colony 
  of Belle Venue.
  1 EA - The Era of Abolition (or Enlightened Age) begins. 
  Dwarves, Halflings, Humans, and Gnomes join to form the 
  Federation of Ullera and draft the Rational Orders. Ullera claims 
  control of Keystone. The first steam engine is invented.
  1.5 EA - The First and Last Stand (Abolition War) begins in 
  Keystone.
  2 EA - The Fervent Fight (Abolition War) begins in the lands 
  south of Keystone (Harmonia).
  4 EA - The Federal Patent Office opens.
  7.2 EA - The Abolition Trail comes into modern use.
  20.4 EA - An earthquake destroys the city of Brickton. The event 
  is known as the Brickton Quake.
  24.5 EA - The first recorded mason jar moonshine is created.
  45.8 EA - Topper’s Highway develops into modern use, bisecting 
  the Abolition Trail.
  50 EA - Ullera moves south assimilating Harmonia and the 
  Bastion, acquiring the southern end of the Great River through 
  the annexation of Belle Venue. The burgeoning nation expands to 
  become more formally known as the Federated States of Ullera.
  50.5 EA - The Fervent Fight (Abolition War) temporarily ends 
  in Harmonia.
  58 EA - The first wondrous armature is invented.
  61.7 EA - The Fervent Fight (Abolition War) resumes in 
  Harmonia. The Dominion seeks to reassert control over the 
  continent sensing weakness in Ullera’s solidarity. Travelers 
  leaving Ullera become targeted prey, and other Ullerans 
  move to defend their brothers and sisters on exodus.
  64.4 EA - Ram Arness is successful in crossing the Inland 
  Seas by air (“The Fortuitous Flight”). He founds Ramson 
  Downs on the shores of the Melpomene.
  70.2~71 EA - The Dominion is pushed north of the Inland 
  Seas and reforms into the Atanak Empire. Ullera begins 
  to build trade cities in Sunderland on the river banks and 
  the coasts of the Inland Seas. The Fervent Fight (Abolition 
  War) again ends in Harmonia.
  77.9 EA - The Border Threat (Abolition War) begins in 
  Sunderland.
  86 EA - The First and Last Stand (Abolition War) ends in 
  Keystone.
  89~91 EA - Diasporic populations of Rauschite in Ullera begin 
  a mass return to their homeland. These pious humans known for 
  their use of the Rauschite tongue, religious taboos, and social 
  isolationism led to friction with their neighbors and the central 
  government which precipitated their departure.
  100.1 EA - Several other northern settlements in Sunderland are 
  captured or sacked and looted as Ramson Downs is burned to the 
  ground during the Great Hellfire.
  100.5 EA - Construction of Second City begins.
  110 EA - The Border Threat (Abolition War) ends in Sunderland.
  118.8 EA - Northern emigrants, primarily retired veterans 
  from The Border Threat and old money out of Keystone, begin 
  developing land and transcontinental means of transportation in 
  the Bastion.
  122.3~.5 EA - Cresape’s War ensues.
  140 EA - Those “convicted” for the Hill House Rebellion are 
  executed in Second City. Many mark this as the beginning of the 
  modern anarchist movement.
  153.7 EA - Berradine County Slaughter occurs in Harmonia (the 
  bloodiest event on Ulleran soil since the Abolition War ended 
  there).
  162 EA - Last public appearance of V. R. Etrau before leaving for 
  the Eastern Continents.
  165.7 EA - First recorded moon shot attempt.
  168 EA - The Brelon faith is founded in Rausch by an acolyte of 
  the state church, Walter Hornby Thanek.
  169.2 EA - The War of Division (Abolition War) begins in the 
  Bastion.
  173.1 EA - The Leacher’s Vale Uprising occurs.
  173.4 EA - The War of Division (Abolition War) ends in the 
  Bastion.
  174.5 EA - King Thanek is crowned in Rausch.
  175.6 EA - Summit City becomes the capital of Ullera.
  180.6 EA - The Holwake Incident, named for the suspect 
  thought to have planned the treasonous attack, concludes 
  on Summit City’s 5th anniversary. Though Holwake is 
  found dead in a burned down warehouse, and most of his 
  accomplices are captured, many conspiracies still swirl about 
  the true nature of the attack and whether such insurrectionist 
  sentiments have fully abated.
  188 EA - The events of “Trouble in Grassy Spur” occur. 
  Present day.
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  Artwork by Robert Altbauer
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   The Abolition War?
  No one can deny that the advent of “pure steam,” as first noted scientist V. R. Etrau, is a defining element in Ullera’s 
  betterment. Neither can any sober beneficiary deny that the Abolition War, in whatever corner of our tightly wound Federation 
  one may have experienced it, has been a defining cause in our recent shared history. Though we have come to identify these 
  conflicts as belonging under one title—as unified in our belief of the want of every man to be liberated as we are in the singular 
  truth of a unified Ullera—the Abolition Wars is a more accurate term. For near to two centuries now, a period of uneasy 
  progress and short-lived peace marked by momentary spikes in violence and dissolution have been the Abolition Wars’ legacy.
  The first recorded ministrations of abolition were some 400 years ago as repeated slave uprisings hampered the Old 
  Dominion. Though records are incomplete and experts cannot agree on how difficult the fighting was in the lands of Drom Gol, 
  unchallenged acceptance shows that it was one each of the common races—a gnome, halfling, and human—led by a young Brey 
  dwarf captain who organized the first instance of armed resistance here in Ullera (And how the talk of commemorating those 
  few in immortal rock continues to this day!).
  Fighting in earnest began first in Keystone, but only after the Dominion realized its failure to quell the other regions insofar as 
  it would force Keystone’s obeisance, did desperate attempts to retake the region resume. Had the Dominion resolved to raze 
  the land from the start, perhaps history would speak less kindly?—but due to the concentrated build up of mixed settlements 
  and the interconnected nature of its peoples, no matter how many minor victories the Dominion accrued, it was never enough to 
  weaken Keystone entire. And, in perhaps the most famous offer of outside assistance during the wars, the King of Drom Gol 
  sent two letters suggesting the use of that country’s dire mammoths in the fight against the Dominion—Ullera, however, politely 
  declined the offer, indicating the perpetual importance of technology as the foremost weapon against her enemies. To this day, 
  the war is known locally by many as “The First and Last Stand.”
  In Harmonia, simultaneous feelings of rebellion were no less spirited. Though the earliest large scale battles did not take 
  place here, the root cause precipitating war had always been the Abolition Trail. It is unsurprising how this spine of the Blue 
  Cape Mountains also became the backbone of the fighting effort to thwart Dominion troops. Suggesting that their control of Drom 
  Gol was less complete than they were boasting, the Dominion’s efforts to pacify Harmonia were a key strategy in attempting 
  to force Keystone into capitulation. Ullera’s enemies sought to hedge in Keystone by controlling the “lesser regions” that fueled 
  and fed her, but this strategy would prove more difficult than designed. Here the war is spoken of as “The Fervent Fight.”
  The fighting in Sunderland was instead against an ideological threat: “chaos.” As Ullera’s only remaining frontier, the 
  encroachment of settlement pressed the natives of the Feral Expanse into desperate situations. The Atanak Empire (formerly 
  the Dominion) seized upon this opportunity by stoking native fervors and directing native outrage in concerted attempts to unseat 
  the Ulleran settlers. Ultimately, it was through gritty integrity and stubborn rebuilding that Ullerans were able to abolish 
  Atanakan influence from Sunderland and begin a new relationship with its native peoples. Most know this era of the Abolition 
  War as the “The Border Threat.”
  In the Bastion, so named for how untouched it remained during previous wars, developers and landowners confident from their 
  successes and inheritances in the north came to make their retirement or whet their appetite for expansion. A rift developed, 
  however, between those whose ambitious vision of the future did not match with those who were content with what had already 
  been fought over and won. Responsibility and honor played a part too in the war that followed, pitting Ullerans against each 
  other in a civil war of new versus old, citizen versus native, and brother versus brother. With the use of veterans and forces 
  wrought out of earlier wars, and the central issue of Ullera finding and defending itself through threats (both external and 
  internal), “The War of Division,” as it is known in the Bastion, was the last conflict in the Abolition Wars.
   
   
   
   
   
     
  —Thalomon G. Zaslo, Ulleran chronicler, 188 E.A.
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  The Rational Orders
  For as much as it hath been adjudged in wisdom, discourse, and reason to order and dispose of things that we the Inhabitants and Residents 
  of the lands between the Great River and the Great Span, and well knowing where a people are gathered together rules and laws are required 
  to maintain the peace and union of such a people, there should be an orderly and decent Government established according to Rationality 
  to order and dispose of the affairs of the people at all seasons as occasion shall require; we do therefore associate and conjoin ourselves 
  to be as one Federation of Ullera; and do for ourselves and our successors and such as shall be adjoined to us at any time hereafter, enter 
  into Combination of States or Regions together, to maintain and preserve the liberty and purity of our intentions and principles  which we 
  now profess; as also, the discipline of Rationality, which is now practiced amongst us, as also in our civil affairs to be guided and governed 
  according to such Laws, Rules, Orders and Decrees as shall be made, ordered, and decreed as forthwith:
  Multorum Scuritas
  The safety of the Citizenry of the Federation is the paramount duty of the Government. The Borders of Ullera must be secured against 
  trespass, infringement, and illicit trade.
  Eadem Omina Iura
  The same laws a pply to all Citizens of Ullera. Legal punishment is equal regardless to status, race, or intent. Citizens who commit a crime 
  must prove their innocence to the commissioned legal authority of jurisdiction.
  Omnis Terra Tuctur
  All land in the Federation is partitioned into townships. Townships are incorporated and have full control over the use and development 
  of the land under their authority. Districts are composed of associated townships. A state, or region, is a political area composed of a 
  contiguous grouping of associated districts.
  Ut Tellus Leo
  The only standing professional army allowed within Ullera is the Federal Army. All citizens must provide the Federation with two years of 
  service to the federal armed forces, district militias, or core of engineers. All citizens are entitled to bear arms and armor to protect their 
  personal property.
  Non Aliter Se
  One cannot own another. Slavery within the Borders of Ullera is forbidden; any slave who enters the nation’s territory is immediately 
  emancipated.
  Ignorantai Robur
  It is an act of treason to publish, distribute, or release information determined to be vital to the safety and security of Ullera. The punishment 
  for violating National Confidentiality is to be rendered mute.
  Bellum Pax
  The Federation is vigilant in protecting its interests both foreign and domestic. The Citizenry of Ullera shall be defended by the Federal 
  Army while abroad. Vandalism, rioting, and defamation shall not be tolerated and is considered a threat to public safety. Civic leaders can 
  use any means to suppress unrest deemed a threat to public safety including martial law.
  Libertas Servitus
  All citizenry must give the government two years of military service to earn the right to vote.
  Hierarchia Legum
  A township may draft any law that does not infringe district laws. A district can draft any law that does not violate federal law.
  Ordinis Bonis
  The government must provide order to insure the prosperity of its citizenry. All voting citizenry shall gather at least twice annually to 
  address issues raised and legal proposals drafted by the elected body. Resolution among multiple competing proposals is by popular vote. 
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  ULLERAN LEXICON GUIDE
  Anarchaea [an-ar-kay-uh]: A loosely affiliated radical 
    group of energetic youth led by frustrated historians who 
    are pledged to anarchist designs of misrule and usurpation 
    of the Ulleran establishment.
  arma-: The linguistic equivalent of the prefix, ‘anti-,’ as in 
    “arma-bacterial.”
  Berradiner [bair-uh-din-er]: A regional subculture within 
    Ulleran society; any person demonstrating willful defiance 
    or stubborn resistance to pressure from outside their social 
    setting.
  Borndrin [bawrn-drin] (“readymade” or “made to 
    move” in Orc): Racial term used to refer to orcs native 
    to the continent of Ullera or their shared heritage. Used as 
    a proper noun to refer to such tribal culture(s) descendent 
    from orc ancestry. Although orc in species, borndrin 
    vary genetically from their jonnish cousins due to distinct 
    evolutionary traits, typifying them as “half-orc”.
  Brelonite [bre-luhn-ahyt]: A member of the Reformed State 
    Church of Rausch.
  Brelonism [bre-luhn-izum]: A faith order and code of personal 
    conduct established in Rausch by W. H. Thanek, the current 
    king and theocratic leader of that nation.
  Cairnbrûd [kairn-brood] (“rock kin” in Giant): Colloquial 
    racial term used to refer to giants or their shared heritage.
  clyde: Colloquial term for a dolt, dullard, or hooligan.  
    Specifically, it refers to a stratum of the Ulleran population 
    that go from job to job, with no real home, because “that’s 
    all there is.”
  coterage (portmanteau of ‘coterie’ and ‘cottage’) [cot-er-ij]: 
    Architectural term for a gnomish family dwelling. 
    Sometimes called “mound-cabins,” these homes feature a 
    modern interior that incorporates traditional mound 
    building techniques with log buttressing and bedrock 
    foundations.
  cryptid:  A creature or plant whose existence has been suggested 
    but is not recognized by scientific consensus.
  Eastern Continents, the: A catchall geographic term for a group 
    of land masses populated with foreign races and creatures 
    native to Geir’s eastern hemisphere.
  Enesora [in-eh-sawr-uh] (“riderless one” in Sylvan): 
    Colloquial racial term used to refer to centaurs or their shared 
    heritage.
  “Eureka!” (also in written form): A universal proclamation of 
    discovery. Also used as a nonracially distinct, non-disciplinary 
    exclamation with the same socio-linguistic connotation as, 
    “Great!”, “Superb!”, or “Amazing!”
  Feral Expanse, the: Common colloquial term to refer to the 
    continent where Ullera rests. Official nomenclature denotes 
    the continent as well as the nation as, “Ullera,” but those 
    wishing to distinguish between them will often use this term.
  five marks: A tribal greeting once used among the People of the 
    Mounds; executed by touching five finger tips to the upraised 
    palm of another. A “five-mark” is now a unique bill of trade 
    worth 25 bucks in the Bastion, but only 5 bucks outside the region.
  Folk, the: Colloquial racial term used to refer to gnomes or their 
    shared heritage.
  FSU: The Federated States of Ullera.
  Geir [geyr]: Scientific term denoting the planet upon which 
    everyone rests.
  Great Span, the: Geographic term for the body of water lying 
    between the Eastern Continents and Ullera.
  icetreaders: Colloquial term used to refer to borndrin half-orcs.
  Jonnish [jon-ish] (“prepared race” in Orc): Racial term used to  
    refer to pure orcs or their shared heritage. Used as a proper 
    noun to refer to such tribal culture(s) descendent from orc 
    ancestry.
  knattleikr [neyt-l-eh-ker]: A dwarven winter game played on 
    ice using special footwear, a wooden ball, and sticks.
  Krin (Nation): A distinct cultural milieu of races, primarily 
    humans of Mezoqua stock and Leatherfoot Halflings in the 
    lowlands south of the Blue Capes, that coalesced out of shared 
    living practices (adopted by human immigrants) and peaceful 
    brotherhood.
  Kor-: The linguistic equivalent of the surname prefix, Mc-’ 
    meaning “son of ~.”
  landshark: Another term for bulette.
  People of the Mounds: The collective term for all such native 
    tribal peoples of southern Ullera. Sometimes simply referred 
    to as “the People.”
  “Pork Bellies”: Specifically, a derogatory term for civic proctors 
    found in the largest cities of Sunderland. In general, this term 
    has begun to be used to denote any such corrupt police officers 
    across Ullera.
  Rageaic [ri-jake] (Goblin): Colloquial racial term used to refer 
    to hobgoblins or their shared heritage.
  railroad: Engineering term that refers to the physical rail and all 
    that rides it. Professionals use it to denote plans on a map, or 
    the geographical area upon which a rail-line sits.
  railway: Business term that refers to a specific railroad company; 
    the plural refers to the collective companies in a given region.
  rail-line: Engineering term that refers more to the type of transport 
    the rail is suited to carry and/or the type of commercial services 
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    offered on a particular length of track (i.e. freight, passenger, etc.)
  rapid oxidation tempest (ROT): A supernatural storm common 
    to northwest Ullera that causes metal to rust and disintegrate 
    within a few minutes.
  rumrunner: One who brews and sells liquor without paying 
    taxes or obtaining a liquor license.
  Scholarly Method, the: The standard process by which ideas 
    are tested in Ullera, requiring results to be repeatable in order 
    for them to support a claim.
  Sheraneek [shair-an-eek] (Peoples, Nation of): A distinct 
    cultural milieu of races (primarily halflings and Gentry 
    Gnomes in the foothills south of the Blue Capes) that 
    coalesced out of historically similar living practices and 
    mutual prosperity.
  soci etas [so-see eh-tayss]: A kind of magic hidden away within 
    and fueled by interactions of people on a large scale. Chaplains 
    practice this form of “magic,” though few outside of their 
    circles understand it.
  tamers: Colloquial term used to refer to jonnish orcs.
  Temarest [tem-uh-rest]: Gnome term denoting their ancestral 
    homeland; translated to mean “Deep Rest” or “Stone’s Rest,” 
    and often shortened to simply “The Rest” in everyday speech.
  temporal riparian biome (TRB): A geographic region where 
    the rate of time changes erratically.
  “Topper’s friend”: An expression given to labeling or describing 
    someone known for their association with vagabonds, 
    traders, and clydesmen. Often used to reassure another of 
    one’s experience on the road.
  Trail, the: Common colloquial term used concerning the famed 
    Abolition Trail running through Harmonia and Keystone.
  turfball: A widely played warm-weather ball game of Ulleran 
    invention using a special field, teams, and league play.
  Ullera [yoo-leyr-uh]: The given name of the continent on which 
    the FSU is located. Also used to refer to the FSU as a nation.
  Venuvian: A resident of the township of Belle Venue.
  SETTLEMENTS
  In additions to the settlement options presented in the 
  Pathfinder RPG: Game Mastery Guide, some settlements 
  in the Pure Steam Campaign Setting  possess the following 
  settlement qualities or disadvantages.
  SETTLEMENT QUALTIES
  Frontier: The settlement sits near the border of a civilized 
  nation. (Economy -2, Society -1)
  Industrialized: The settlement benefits from great 
  technological advances in fabrication. Tools, factories, raw 
  materials, and skilled labor are abundant here. (Economy +2, 
  Decrease all minor tech items costs by 25%)
  Travel Hub: Due to its location and/or economy, the settlement 
  affords locals with a vast array of travel options vying for business. 
  (Economy +1, Decrease all travel services costs by 50%)
  SETTLEMENT DISADVANTAGES
  Disputed: The settlement sits in the Disputed Lands, and 
  thus is subject to wavering loyalties. This has eroded both the 
  ethics of those in power and the social fiber of the citizenry. 
  (Corruption +1, Society -1)
  TABLE 9-1: ULLERA POPULATION RANGES
  Settlement Type
  Population Range
  Thorp
  Fewer than 200
  Hamlet
  201-600
  Village
  601-2,000
  Small town
  2,001-20,000
  Large town
  20,001-50,000
  Small city
  50,001-100,000
  Large city
  100,001-250,000
  Metropolis
  More than 250,000
  TABLE 9-2: ULLERA SETTLEMENT STATISTICS
  Type
  Modifiers
  Qualities
  Danger
  Base Limit
  Purchase Limit
  Spellcasting
  Thorp
  –4
  1
  –10
  $100
  $1,000
  ---
  Hamlet
  –2
  1
  –5
  $400
  $2,000
  ---
  Village
  –1
  2
  0
  $1,000
  $5,000
  1st
  Small town
  0
  2
  0
  $2,000
  $10,000
  2nd
  Large town
  0
  3
  5
  $4,000
  $20,000
  3rd
  Small city
  +1
  4
  5
  $8,000
  $50,000
  4th
  Large city
  +2
  5
  10
  $16,000
  $100,000
  5th
  Metropolis
  +4
  6
  10
  $32,000
  $200,000
  6th
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  Artwork by Robert Altbauer
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  THE BASTION
  “Ne’er been one to call a place home … there be Homes for 
  the Sick, Homes for the Elderly, Homes for the Poor—not 
  the kind of places a fella can get lost in, find hisself. Here, 
  you have that chance.” – Jharlie Puck (CG male halfling 
  [leatherfoot] gunslinger 9; “fastest gun in the south”)
  Alignment Chaotic Good
  Population 3,696,150 (45% Human, 34% Halfling, 
      16% Gnome, 3% Half-Orc, 2% other races)
  Capital The City and County of Five Points (pop 59,000)
  Notable Settlements Belle Venue (pop 168,100), 
      Garden City (29,650), Shawano (22,300)
  Government Confederal timocracy (nine appointed 
      county marshals and a comptroller each delegated by the 
      Commonist League), and one autonomous municipality
  AUTHORITY
  High Minister Parl Geffen Radditch Longtom 
      (N male gnome [gentry] aristocrat 11; spokesman for 
      the city of Five Points and nominal figurehead of  the 
      Bastion)
  NOTABLE RESIDENTS
  Eirick Everin (CG male human [ulleran] chaplain 9; 
      noted Commonist idealist, equestrian, and suitor), 
  Gavel Hallasmaster (CN male dwarf [brey] fighter 
      [ructioneer] 9/rogue 5; noted information broker and 
      the High Minister’s bodyguard), 
  Laanwana (CN female human [ulleran] sorcerer 12; 
      quiet advocate of the People and dark-eyed, brooding 
      sponsor of the Mud Daubers),
  Tadyurnok “Tad” Pelle (CG male gnome [sharper] 
      gearhead 5/rogue [clydesman] 5; descendent of
      “Rostafer, Savior of Belle Venue” and claimant as king 
      to one of the most powerful Crewes in the city).
  LANGUAGES
  Common (known as “Gent”, as opposed to “Prude” which 
  is spoken in the North), Halfling, Musgee (native tribal 
  tongue), and Gnome. 
      Those who speak Orc are viewed in an extremely poor, 
  even racist light, given the centuries of cruelty Jonnish 
  tribes once perpetrated against Leatherfoot and Folk 
  alike.
  MAJOR EXPORTS
  Transportation equipment, textile materials (cotton, wool, 
  flax), fine tobacco products, fruit, nuts, livestock.
  MAJOR IMPORTS
  Raw materials (coal, metal ore, timber), skilled workers, 
  furniture, gunpowder, feed, processed goods, textiles.
  Prior to the arrival of Mezoqua emigrants, natives such as the 
  Pitch Tree Tribe of Leatherfeet and mixed tribes belonging 
  to the Folk shared the land surrounding the central village of 
  Standing Pitch Tree. Uninterested in conquest, the humans 
  instead learned from the native inhabitants—content perhaps 
  merely to be out of the desert—and the Krin and Sheraneek 
  Nations were born under the boughs of the Standing Pitch. 
  South of the Painted River, the plateau upon which Standing 
  Pitch Tree rested has long been a natural deterrent against 
  flooding and inclement weather. Long too has the region been 
  marked by bountiful greenery—soaring oaks, magnolias, 
  dogwoods, and pine trees filling the void between here and 
  the Blue Cape Mountains to the north where black bear, 
  grouse, boar, wild turkey, and whitetail deer all roam.
  TABLE 9-3: ITEM AVAILABILITY IN ULLERA
  Community Size
  Base Value
  Technological Items
  Magic Items
  Minor
  Medium
  Major
  Minor
  Medium
  Major
  Thorp
  $100
  1d4 items
  —
  —
  —
  —
  —
  Hamlet
  $400
  1d6 items
  —
  —
  —
  —
  —
  Village
  $1,000
  2d4 items
  1d4 items
  —
  1d2-1 items
  —
  —
  Small town
  $2,000
  3d4 items
  1d6 items
  —
  1d2 items
  —
  —
  Large town
  $4,000
  3d4 items
  2d4 items
  1d4 items
  1d3 items
  —
  —
  Small city
  $8,000
  4d4 items
  3d4 items
  1d6 items
  1d4 items
  1d2-1 items
  —
  Large city
  $16,000
  4d4 items
  3d4 items
  2d4 items
  1d6 items
  1d2 items
  1d2-1 items
  Metropolis
  $32,000
  *
  4d4 items
  3d4 items
  2d4 items
  1d3 items
  1d2 items
  * In a metropolis, nearly all minor technological items are available.
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  Quite apart from the rest in the southwest lies cloistered Belle 
  Venue. Founded as a humble fishing village overlooking 
  the Manteca Gulf, this formerly Atanakan city now boasts 
  unrivaled wealth and unparalleled poverty to match. A 
  place of decadence which masks its internal calamity, Belle 
  Venue is nevertheless known for its gourmet food and 
  trendsetting music, all birthed in the stagnant swamps and 
  endemic disease of the Three Sloughs Delta. And though, 
  statewide, many of these things remain, so too have some 
  very important things recently changed.
  HISTORY
  The most notable change occurred some three generations 
  ago when northern settlers began to move into the region 
  in droves. Initial reaction by northern settlers upon first 
  contact with the natives saw a mass exodus of the People of 
  the Mounds. Many opted to cede their land rather than risk 
  losing their families and watching their homes burn to the 
  ground to sate the land-grabbing appetites of what became 
  known as the Expansionist wing of the northern settlers. 
  With the influx of population came a flood of new ideas 
  and industry, and after only fifteen years several railroads 
  crossed the state, all stretching to the same terminus—the 
  site that links them all becoming known as Five Points. 
  Over the next twenty years, the town had quadrupled in size 
  and become a bustling supply depot and railing juggernaut, 
  but had also been divided by the factions that came to 
  shape regional politics there: the Expansionists and the 
  Commonists.
  Expansionists, largely composed of savvy urbanite 
  immigrants and their indentured army of icetreaders, 
  believed it was their destiny to tame the frontier and bring 
  order to an otherwise chaotic wilderness. Naturally, those 
  who stood against such progress were to be “removed” 
  or displaced. The Commonist cause, made up more of 
  working-class immigrants and large swaths of the native 
  population, cautioned against creating unchecked diasporas 
  of people, and championed the idea of a common fellowship 
  that promised to work through differences, no matter how 
  great the struggle. Further divisions were drummed up and 
  hostilities broke out.
  Their Venuvian neighbors, however, were not concerned. 
  For generations had they established a functional and 
  thriving society where they lived, satisfied with what they 
  had built and unconcerned about the rapacious habits of 
  others. Instead, they cut themselves off from the growing 
  conflict, secluded behind fortresses of steel and cannoned 
  towers. Still, the war waged on with or without Belle 
  Venue’s consent, and while Expansionists and Commonists 
  both sent emissaries to curry favor and assistance during 
  those times, history has yet to tell how successful any of 
  them were or to what extent Venuvian backing may have 
  affected the war.
  The fiercest fighting of the War of Division played out over 
  four years across the state: pitting stubborn Commonist 
  pride of their right to the land and a long tradition of peaceful 
  coexistence against bold Expansionist overzealousness in 
  transforming the land and a long tradition of successful 
  campaigning. Ideal versus ideal, and brother against brother, 
  the war resulted in the deaths of thousands and a rift that has 
  only now begun to heal. And though Expansionist numbers 
  remain strong, the Commonist cause ultimately won out, 
  leading to the current climate in the Bastion. Only time will 
  tell, however, if that victory is permanent, or merely a brief 
  calm before an even greater storm.
  GOVERNMENT & PEOPLE
  Transformed out of the ashes of the civil war that split 
  these lands more than fifteen years ago, the Atlantan 
  Society is all that remains of the still influential 
  Expansionists. Adopting a banner and change in name 
  to go with their vision of a human-led nation spanning 
  across the West from the Great Span, much of their 
  bark is now gone, but their bite still remains. Permitted 
  to maintain a private army of 5,000 icetreaders, all 
  veterans of the war, regarded as the Bastion’s only 
  standing military, and led by Commander Hardt (N male 
  half-orc [borndrin] fighter 13), a fierce opponent of 
  “disloyalists,” the Society engages them in chaplain-led 
  rebuilding projects across the state, while also working 
  hard at rebranding their image as responsible landowners 
  and concerned patriarchs.
  The Society is allowed to exist, as are all peoples and 
  persuasions within the borders of the Bastion, because 
  of the Commonist League’s continued belief in mutual 
  prosperity through a commonwealth of shared labor and 
  resources. Clear ownership of property and possessions 
  is approved by each county’s comptroller, whereas each 
  county’s marshal enforces the law and oversees disputes. 
  Other state matters (e.g. trade, land-zoning, lawmaking, 
  etc.) are overseen by the League itself, a purportedly 
  revolving body of officials representative of the Bastion’s 
  wide diversity, and deemed the most trustworthy and 
  influential members from their respective camps. Rumor 
  has it that the League has no true power, and is under 
  constant review and repeal by Ulleran leadership.
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  There is yet one corner of the Bastion where outside political 
  rancor has no say. Led by the Prefect of Belle Venue and 
  her elected Council of Wardens, the fortress-city and its 
  surrounding hamlets have built an autonomous culture of 
  strict organization and discipline coupled with unchecked 
  avenues of expression and recreation. Innovative civic 
  bodies such as the Sanctification & Sanitation Department 
  (SSD), Municipal Transport Department (MTD), and 
  Department of Measures & Weights (DMW) all operate 
  under the leadership’s purview, with citizens of all stripes 
  taking up positions within these bureaus as Brigadiers 
  or Watchers (the militia and police), Plugmen (fire and 
  cleanup), Dispatchers (porters and coach), and Levies (tax 
  and gate keepers). It is these long-standing, self-perpetuating 
  governmental functions which keep high-class Venuvians 
  sequestered from outside influences, but also put them at 
  odds with grassroots feelings that call for parity and a more 
  open society, like that advocated by the League.
  Foremost among the Commonist League’s members is the 
  High Minister, currently a gnome by the name of Parl Geffen 
  Radditch Longtom. Hailing from a gnomish enclave—
  bastions unto themselves—he is regarded by many as 
  fair, levelheaded, and not without a firm sense of familial 
  jurisprudence that is seen as the hallmark of his race. The 
  Folk from the Blue Cape Mountains played a significant 
  part in the latter days of the war as they began to mediate 
  and enjoy confidence on both sides, which historians are 
  recording as having helped to end the hostilities. Some see 
  the Folk as the worst kind of opportunists, however, pointing 
  to the fact that steam-powered weapons and vehicles of 
  gnomish design often crop up in postwar collections from 
  both sides of the conflict.
  And whereas the Folk are relatively staid inhabitants of the 
  Bastion, others of the land’s natives are restless. Though 
  no longer chief among them in numbers (because of 
  disease, diaspora, and war), the People of the Mounds, as 
  the tribal nations are collectively known, wage a patient 
  war of tolerance and suffering against the onslaught of 
  encroaching populations. Secretly at first, though not so 
  subtly these days, the People are building a resistance, 
  working to discredit and sabotage attempts at displacing 
  them further, and even to supplant the current government 
  entirely, some say.
  In the mean, the People are defined mainly by their largest 
  constituency: the Leatherfeet of the Pitch Tree Tribe. As 
  “pureheart kin” to all races, the halflings ever keep their 
  mixed brothers and sisters out of starting another war with 
  their willingness to accept the Commonist cause; not once 
  forgetting (or able to forget) whose side they were on during 
  the bloodshed. These Leatherfeet champion the People’s 
  love of running free, living outdoors, and shepherding the 
  land, but aren’t afraid of outsiders and “building bridges,” 
  qualities which continue to make them the strongest and 
  ironically least overlooked voice in a mixed society that is 
  still trying to find its way.
  GAZETTEER
  The Bastion consists of one incorporated municipality 
  (Belle Venue) and five districts or counties. Outside of Five 
  Points, which is its own county, the counties are named for 
  the cardinal directions (e.g. “South County”) and divvy up 
  the land fairly equally by population. Prolonged settlement 
  by civilized races has seen to the removal or extinction of 
  many of the most fell creatures here as compared to northern 
  regions, though at least one recognized Rageaic settlement 
  has sprung up on the western range. Other occassional 
  threats such as the itinerent giant or field-hidden gang 
  of redcaps exist. Giant dragonflies and mud bugs infest 
  the rivers, and the rare giant snapping turtle also occupy 
  overgrown places on the coast. Winged lynx and caterwaul 
  fish too are indigenous to the region.
  Belle Venue: The city is divided into twelve wards, all of 
  which grew organically causing the centers of each ward to 
  bulge from the inside out. The initial plan for Belle Venue 
  was a perfectly geometric city with a series of square urban 
  blocks surrounded by diamond-patterned fortifications 
  facing the Great River, explaining why First Ward is still 
  called the “Old Square.” Gant and Broadmeir were the 
  next wards added to the city due to the sudden influx of 
  immigrants fleeing a rash of “corpsemen” on the Crab 
  Islands.
  Old Square is famous for its hotels, restaurants, boutiques, 
  and dance halls. Gant is a residential area for the middle 
  class of the city. Broadmeir is the industrial heart of the 
  city. Lakeside is filled with parks and the mansions of the 
  wealthy. Melody is famous for its artists and musicians. 
  Rumrun turns shipments of sugar and wood into rum and 
  watercraft. Lorue is a mixture of low income housing and 
  tenant farmers. Breem is well known for its warehouse 
  district and skilled craftsmen. Crux is a mid-income ward 
  that caters to the river trade. Low Bank is an impoverished 
  ward notorious for street gangs and frequent flooding. 
  Dray and Drover are the two newest wards composed of 
  plantations that grow food and livestock for the city. A 
  warden is elected for each ward who appoints a cabinet to 
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  help administer the ward. Wardens’ cabinets are composed 
  of the five commanding officers from each of the city’s 
  unique bureaus.
  Causeway Bridge: The largest mechanical bridge in 
  existence, this major road traffic artery leads into Belle 
  Venue from across Lake Char-Pony Train. It is also a time-
  honored mustering point for annual talks in discussing 
  changes in colors, leadership, and membership between the 
  Heralds and Bannerguards of the city’s Crewe Promenade 
  during Masqueraad. Three massive sections of this five-lane 
  bridge rise 220 feet into the air to allow the passage of water 
  vessels. The center lane of the bridge maintains a skyrail 
  line that operates from beneath the arching superstructure.
  Garden City: The earliest recorded shared settlement 
  in the Bastion began in the sandy hills here. At the time, 
  Summerdale housed prosperous lines of both the Krin and 
  Sheraneek, though as more and more settlers were drawn 
  to the town to luxuriate in the mild weather and friendly 
  conditions, many natives became xenophobic at the 
  overcrowding and frivilous use of resources, relocating 
  south or west. One holdover of note is the Summer Parish, 
  an old chaplain’s training seminary founded by famed 
  pioneer Welborn Smith, where many chaplains still study 
  and return to when seeking respite. The city also caters to 
  seasonal tourism, offering the finest “beauty and relaxation,” 
  or B&R, spas and the regional benchmark in herbal and 
  alcoholic brews to complement the retiring scenery and 
  services.
  Lying east along the rail from Garden City stands Soda 
  Acres (pop 13,800), an agricultural hub made up of textile 
  and sugar farms. Soda Acres is also the nation’s largest 
  producer of carbonated beverages and soda drinks, hence 
  the name, and puts out a new flavor every year. This year’s 
  delight is “Pomegranite Blast.”
  The Great River: Reaching its widest point (over 1 mile) 
  in several places along the Bastion’s western flank, the river 
  is also known as the “Heartwater” because of its centuries-
  long role in continental trade and traffic. The river’s long 
  history also conceals many things, and it is an odd year 
  when the diggers and surveyors who canvas the river’s 
  floodplains don’t find some relic or body (or worse!) buried 
  in the silt up and down its shores.
  The Lowshore: Composed of the Bubbling Water Swamp 
  and the surrounding low coastal lands, this peat-rich 
  wetland has become home for many new settlers and older 
  residents, collectively called “swampers” by folk at large. 
  Numerous pontoon towns and barge-cabins connected by 
  planks and floating bridges can be found tucked within 
  heavy mangrove coves and bogs to eighty miles inland.
  Boggy Flats (pop 4,000) is the largest of these settlements, 
  a place where peat from all over the Lowshore is brought to 
  market. Peat sold here is particularly prized as a fuel source 
  (for trains, etc.), and as roofing insulation, demanding prices 
  of up to 9 bucks a pound. The Flats also see many visitors year-
  round who come looking to make their fortune by skimming 
  and diving the waters offshore, in hopes of discovering 
  some bygone relic or remnant from the Drowning Isles, the 
  vanishing archipelago of a long dead culture.
  Foraging, hunting, and taxidermy are also major pastimes in 
  places like Portfyre (pop 1,800). The ground in these locales 
  is pocked with steaming tar pits that are scoured for hidden 
  treasures, most often well-preserved carcasses. Afterward, 
  these tar pits are set aflame by locals to provide lighting 
  or as entertainment. Wildlife in the area includes mallards, 
  herons, egrets, and ibises, while toads, turtles, lizards, and 
  snakes are often kept as pets, and more dangerous bog 
  threats such as bleeders, dire alligators and bears, and even 
  carnivorous plants, like the hooded pitcher or the predatory 
  thorny hurler, are to be avoided.
  ZINGIBER SOLULIDE “GINGEROOT”
  This regional favorite is renown for its medicinal 
  purposes, promoting the feeling of youth and resistance 
  to nausea symptoms and effects. Less well known are its 
  addictive qualities and side-effects, which can lead to some 
  particularly hazardous results.
  Type ingested; Addiction minor, Fortitude DC 12
  “Listen here, now, ‘less you forget. The number ‘5’ 
  is afforded much significance, what some ‘ould say, 
  superstition, in the city. You find it ‘ere you go, and 
  that’s no mistake. A’fore five railways as there’s 
  always been, more had we then; bought and sold 
  for the keeping! Four walls do not a coterage make 
  for the Folk, as pentagonal designs are comin’ into 
  fashion hereabouts. And the five burrows, you no 
  doubt know…but what o’ the five marks, hmm? A 
  ‘paw’ … yes, ‘s what they call it don’they? What’s 
  now five ink-dipped fingers pressed to a bill of trade 
  was once an old truce ‘n greet o’ passage ‘tween 
  friends among the People, like a firm clasp o’ hands. 
  S’true. C’mere, I’ll show ya how it’s done.”
          —Marla Aves on local customs
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  Price $30
  Effects 1d6 hours; imbiber becomes immune to nauseated 
  conditions, ignores physical aging penalties up to middle-age, 
  and receives fast healing (2/minute) toward nonlethal damage 
  during this period. However, when the imbiber receives lethal 
  damage during this period, he loses 1 additional hit point per 
  consecutive instance that lethal damage is taken.
  Damage 1d2 Con damage
  Painted River: Where rail and air transport dominate travel 
  in North, East, and West County, towed-barges, paddleboats, 
  and steamers of all sorts troll the over 400-mile artery that 
  navigates South County’s deep reaches. The river, a symbol 
  of their lifeblood, takes its name from Musgee; various 
  spurs of rock and overhangs bearing evidence of Nature’s 
  art in metamorphic swirls and swatches of color. Its banks 
  are studded with cypress, sweetgum, and white hickory, 
  while its waters are full with trout, bream, bass, and catfish. 
  The dreaded caterwaul keeps to smaller creeks and streams 
  off the main waterway, where land prey is plentiful.
  During the war, a number of earth and wooden wedge-shaped 
  fortifications were built and arranged along the riverbank in 
  saw-tooth patterns as defensive choke points. Today, much of 
  the Bastion’s army spends time patrolling and securing these 
  territories, often demolishing the forts after retaking them 
  from bandits or smugglers held up inside.
  Rock Mountain: This massive quartz and granite dome, east of 
  Five Points, is the tallest summit for miles around (at 840 feet). 
  Dating back to prehistory, the People of the Mounds used it as a 
  defensible vantage point and ceremonial site, with strange circular 
  rock formations still found on the dome’s top to this day; oddly, 
  these rock formations seemed to have served no real tactical 
  purpose. The mountain is traversable by foot up an even slope 
  on three sides, but the fourth is a sheer drop and famous suicide 
  location. A skyrail line connects the Rock Mountain Observatory 
  to the army depot and base camp, Hiker’s Breach (pop 650).
  Shawano: Long a stronghold of the People, many developers 
  and landowners have sought to acquire the town and nearby 
  territories in hopes of creating a second Garden City on the 
  coast. News of freak accidents and sudden deterants such as 
  disease and misfortune, the causes of which are seldomly 
  apparent, routinely block such land-grabbing attempts. The 
  deer population is immense here, and the People hold these 
  animals in high regard. There are many eyewitness stories of 
  lone bucks or small groups of does coming to the aid of an 
  injured or threatened traveler, and even some who claim to 
  have seen natives “conversing” with the deer.
  Sugar Dome: Behind their polished veneers, Venuvians 
  have a mean streak of competition and a vigorous 
  gladiator tradition. Arenaed within the Sugar Dome, 
  beasts, machines, and gladiators alike do battle for glory 
  and wealth. Most battles are nonlethal and full medical 
  support is provided for all combatants. Death matches, 
  called “Blood Wails,” are rare, and often fueled by intense 
  rivalries among gladiators or between differing schools of 
  thought or criminal disputes in society. Standard ranged 
  weaponry and firearms are prohibited as a courtesy to 
  the viewing audience. The Dome is often transformed to 
  accomodate other events, such as the “Bayou Thunder” (a 
  swamp boat race), “Gator Hunt” (a somewhat less sporting 
  version of a tribal rite of passage), “Mudbug Madness” 
  (a demolition derby involving wheeled, tracked, bi- or 
  quadripedal, and air cushion vehicles), and the “Gorgon 
  Run” (wherein citizens reenact the last successful invasion 
  of the city, an event that sees them play out both sides of 
  the conflict in all its gory detail).
  FIVE POINTS
  Latitude 33N 45’, Longitude 84W 23’
  CG small city
  Corruption +1; Crime +2; Economy +4; Law +1; 
      Lore +2; Society +1
  Qualities prosperous, rumormongering citizens, 
      strategic location, travel hub
  Danger +5
  DEMOGRAPHICS
  Government autocracy
  Population 59,000 (41% Human, 34% Halfling, 17% 
      Gnome, 7% Half-Orc, 1% other races).
  NOTABLE NPCS
  High Minister Parl Geffen Radditch Longtom (N male 
       gnome [gentry] aristocrat 11),
  Jonas Thrasher III (CG male human [ulleran] fighter 2/
       aristocrat 5; youngest heir of whom and single richest 
       landowner in the city),
  Marla Aves (CG female halfling (leatherfoot) aristocrat 
       9; local historian).
  MARKETPLACE
  Base Value $11,200; Purchase Limit $75,000
  Spellcasting 4th
  Technological Items Minor 4d4; Medium 3d4; Major 1d6
  Magic Items Minor 1d4; Medium 1d2–1; ---
  Major Industries Rail, cotton, seasonal crops (peaches, 
  pecans, peanuts)
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  Also called “Terminus,” the city’s prominent rise from depot 
  to trade center over the course of a few short decades owes 
  largely to the rail industry. There are five major railway 
  companies that originate here, doing business far and wide: 
  Ulleran Road*, South Settler Rail, Central Banking Rail 
  (CBR), Bastion & Sunderland (B&S)*, and All Points Rail 
  (APR)*, by order of establishment (railways with an ‘*’ 
  changed names due either to mergers or takeovers). While 
  not directly responsible for how the city is structured today, 
  the rails brought trade, war, and ensuing peace to the region, 
  negotiated by the people who would call it home.
  The neighborhoods, called “burrows,” as coined by 
  Leatherfoot and Folk surveyors, are all fairly strictly defined. 
  Much of the manufacturing within the city, including 
  RaccWear’s headquarters, is located in Thrasherford, 
  named for a prominent founder. Other burrows include: 
  Marlasville (after the highly revered and elderly comptroller 
  who still presides there), East Town (shared by humans and 
  icetreaders; where the army camps in winter), Old Fourth 
  Quarter (predominantly tribal natives), and Claytonburg 
  (the richest and most affluent neighborhood).
  POINTS OF INTEREST
  Five Points Enclave: A much lauded and influential 
  learning and residential center begun as a Folk neighborhood 
  before the Abolition War came to these lands. Enclaves are 
  renowned for producing brilliant minds and brokers of social 
  welfare within the secluded suburbs where they are found, 
  though Five Points Enclave is unique for the openness 
  and transparency it allows, even providing grounds for 
  an academy open to the public. Outstanding members of 
  the enclave often reach out to private concerns around the 
  region to satisfy a need.
  Seat of the League: A splendid piece of architecture, 
  evincing the joined work of many races in its veined 
  marble columns, handsome clay-tiled roof, and richly 
  polished latticework windows. The Seat houses the 
  clerical offices for the comptrollers and an auditorium 
  where they convene with marshals and other citizens 
  during public hearings.
  The Springs: Due to Five Points raised position above 
  the riverbed, getting water to the county can be difficult. 
  A number of ferrying services and water towers are 
  available to the citizenry, but the most popular method 
  of getting water is by the many artesian wells kept here. 
  Groundwater is plentiful, and since much of the city’s 
  center is at a lower elevation than the plateau’s ridgeline, 
  the use of artesian wells is an effective and inexpensive 
  way for the city to supply water to its people. Several of 
  the wells have seen postwar conversions into luxurious 
  beauty and relaxation  spas (rivaled only by those in 
  Garden City), famous for its heated mud baths, massage 
  therapy, and “gingerroot” teas (known for its restorative 
  properties), all of which can run a customer upwards of 
  50 bucks a visit.
  “The Switchtracks”: While air traffic transfers through 
  the Milepost, the Switchtracks, an organic community 
  belonging to workers called “rail gypsies” that grew 
  up along the rails, services five independent rail-lines 
  (each with its own circuit of spur lines). There are rails 
  each that travel through South and East Counties, two 
  that mainly engage in northern trade, and one that goes 
  west through Decant (pop 1,100) and Abernathy (pop 
  5,200), then on to Naughton in Harmonia. Each of these 
  railroads is dotted with dozens of outlying farms and 
  smaller settlements where rail gypsies congregate to 
  maintain the spur lines and benefit from doing commerce 
  with travelers.
  Terminus Army Depot: The largest military training 
  grounds in the Bastion, the annual number of soldiers 
  stationed here averages 3,000, accounting for the majority 
  of icetreaders in the city. Encamped amid a tent-city with 
  very few permanent structures, soldiers practice routine 
  drills and see to ground repairs. The cost of encamping 
  such large numbers of troops in the city has persuaded 
  army commanders to give local businesses leasing rights 
  to employ small companies of soldiers for approved labor 
  and security tasks.
  Zero Milepost: Rising high above the rustic, track-
  laden landscape is a 500-foot slender tower of gently 
  rusted metal framework and cable; the most recognizable 
  supply offloading and airship mooring point in the 
  Bastion. Begun as a simple spike in the ground to 
  mark where future railroad tracks would intersect, 
  the Milepost became not only the center of town but 
  a symbol of Bastonian unity. During the war, neither 
  side would lay siege to it out of respect for its meaning 
  (though more likely because it was too important a 
  strategic locale to do away with). Most talk relating to 
  distance in Five Points and the surrounding countryside 
  is measured by the Post, as in, “Army’s gone out beyond 
  the ten-Milepost,” or, “His place is out beyond the Post” 
  (meaning the Post can’t be seen from that location).
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  SARZEC “THE MAGNIFICENT”
  CR 8
  “Split your lip for it?”
  XP 4,800
  Male human [ulleran] fighter [pugilist] 9
  NE Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 19, touch 19, flat-footed 13 (+2 Dex, +4 dodge, +3 
  natural armor)
  hp 74 (9d10+20)
  Fort +7, Ref +5, Will +5 
  Defensive Abilities DR 4/lethal damage, dukes up, harsh 
  training
  OFFENSE
  Speed 30 ft.
  Melee unarmed +18/+13 (1d6+9/x2)
  Special Attacks boxing style, rabbit punch
  TACTICS
  During Combat Sarzec prefers to dominate a single 
      opponent at a time, using his unarmed abilities to isolate 
      him and one other opponent to the exclusion of others, 
      if possible. He will refuse to attack with ranged 
      weapons, even if it were tactically advantageous to do 
      so, but will not rush headlong into gunfire.
  STATISTICS
  Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8
  BAB +9; CMB +13; CMD 25
  Feats Dazzling Display (unarmed strike), Flanking 
      Foil, Gory Finish, Greater Weapon Focus (unarmed 
      strike), Improved Grapple, Improved Unarmed Strike, 
      Intimidating Prowess, Toughness, Two-Weapon 
      Fighting (unarmed only), Weapon Focus (unarmed 
      strike), Weapon Specialization (unarmed strike)
  Skills Climb +16, Craft (alchemy) +8, Craft (tattoo) 
      +15, Handle Animal +3, Intimidate +15, Knowledge 
      (dungeoneering) +5, Knowledge (engineering) +5, 
      Ride +6, Survival +7, Swim +8
  Languages Common
  Gear beastly tattoo (arms slot; +3 enhancement bonus 
      to unarmed attacks), tattoo armor (chest slot; +3 natural 
      armor), hip flask, black ink, 7 colored inks, masterwork 
      tool (Craft [tattoo]), patchwork cloak, top hat, barrel 
      of dwarven fire ale (18 doses), opium block (40 doses), $100
  BOON
  A PC who lasts more than 5 consecutive rounds with Sarzec 
  in a non-hostile challenge bout will earn his respect, and 
  Sarzec will offer his services as an added strong-arm for 
  1 day free of charge, or even an alchemically-enhanced 
  tattoo at reduced cost (-50%), within the next week.
  Sarzec was born under a circus tent and has traveled 
  with various carnival troops all his life. His bald body 
  is a supreme display of the tattooist’s trade, mixing 
  together tattoos of normal and alchemically-enhanced 
  inks. He usually gigs “king of the ring” matches, as a 
  carnival strong man, or even tattoo artist, but has lately 
  formed a carnival smuggling ring. Using the needles of 
  flesh engraving he acquired from a carnival “magician,” 
  he hides black market cargo in his beastly tattoos until 
  they can be delivered. He is proud of his hand-to-hand 
  combat style and loves to rip apart opponents with 
  his bare hands. His three most impressive tattoos are 
  the angel and devil decorating opposing arms, and the 
  ironclad sailing across his chest.
  NIVENS’ OUTLOOK
  Latitude 27N 46’, Longitude 82W 38’ 
  CN small town
  Corruption +2; Crime +0; Economy +1; Law +1; 
      Lore +1; Society -2
  Qualities notorious, tourist attraction
  Danger +10
  Artwork by Mates Laurentiu
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  DEMOGRAPHICS
  Government overlord
  Population ~2,500 (can increase to twice this number 
      before and after rainy seasons; 63% humans, 17% 
      halflings, 16% elves, 14% others)
  NOTABLE NPCS
  Jonah Bell Nivens (CN male human [ulleran] fighter 8/
      rogue [pirate] 1),
  Caerwyn (CN female half-elf [loci] barbarian [sea reaver] 
      7; at times Jonah Bell’s first mate and rumored lover, 
      at other times his greatest competition for control of the 
      town), 
  Reemus KorDolloway (NE male human [ulleran] bard 
      [archaeologist] 6; the foremost local expert on legends 
      and rumored treasure locations).
  MARKETPLACE
  Base Value $2,920; Purchase Limit $15,000; 
  Spellcasting 2nd
  Technological Items Minor 3d4; Medium 1d6; Major ---
  Magic Items Minor 1d2; Medium ---; Major ---
  Major Industries Salvage and recovery, rare and black 
  market items trade, piracy, information
  Whereas most upstanding citizens go through Boggy Flats 
  to acquire a treasure hunter’s license—a practice never made 
  official by the federal government—on their fortune-finding 
  excursions off the coasts of South County, a less savory sort 
  finds his home in the flotilla of private and contract vessels 
  that make up the community of Nivens’ Outlook.
  Ostensibly led by a salty crumb of the earth pirate and 
  enforced by a tenuous league of “loyal swabbies,” Jonah 
  Bell Nivens oversees a semi-legal marine salvage operation 
  that fuels the local economy. The Ulleran government 
  has made some kind of deal with the pirate, at first glance 
  anyway, that he police the islands and report on any news 
  that comes his way—though what he shares is anyone’s 
  guess. Steam trawlers, barges, sailing vessels, and dinghies 
  litter the island where the Outlook calls home, and attracts 
  more than its fair share of cutthroats, gypsies, and tramps.
  POINTS OF INTEREST
  Filcher’s Bureau: Nivens runs this small ticket office out 
  of a covered barge he keeps floating near to shore. Visitors 
  can purchase portage, steerage, and salvage licenses through 
  this office. The pirate mayor often pesters, but never harms, 
  visitors with valid “shore-bought licenses,” and is not 
  above trying to swindle them into buying a second set on 
  pain of confiscated goods, as decreed by the many forged 
  congressional writs he keeps about the place.
  “Grabnsnatch” Docks: A series of low-board vessels and 
  beached housing forms an awkward walkway and docking 
  facility where most of the town resides. Named as such 
  because vessels here bear names such as “The Dauntless 
  Grabnsnatch,” “The Water Sprite Grabnsnatch,” or “The 
  Teary-eyed Grabnsnatch,” designating the vessel’s primary 
  use,. A crew of mercenaries who work for Nivens tending the 
  artificial wave barrier that is used to mark the town’s outer 
  limits are also quartered here.
  The Gull’s Nest: A lashed and welded assemblage of three 
  or four different masts rise over a hundred feet in the air 
  marking the town’s highest point. Lookouts do not post here, 
  but the masts mark where many of the islands denizens come 
  to fill their cups and partake of the more carnal pleasures in 
  this ramshackle den that is also one of the only freestanding 
  buildings anywhere in town.
  The Laffey Theater: Called “Laffey’s,” this multi-stage 
  performance arena hosts everything from bawdy theater acts 
  to black market auctions, and from empty audience readings 
  of epic poetry to packed house crooked mock (and not so 
  mock) trials that usually end in a dunking (or a hanging).
  JONAH BELL NIVENS
  CR 8
  “Ware your eyes and pad your thighs if yer wading 
  round these parts. The water hides more’n shiny 
  treasures!”
  XP 4,800
  Male human [ulleran] fighter 8/ rogue [pirate] 1
  CN Medium humanoid (human)
  Init +1; Senses Perception +14
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 
  shield)
  hp 72 (8d10+16 plus 1d8+2)
  Fort +8, Ref +5, Will +4; +2 vs. fear
  Defensive Abilities bravery +2
  OFFENSE
  Speed 20 ft.
  Melee +1T scimitar +15/+10 (1d6+7/15-20)
  Ranged buckler gun +10/+5 (1d6+1/x4)
  Special Attacks sneak attack +1d6, weapon training 
  (firearms +1)
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  TACTICS
  During Combat Nivens is not afraid to stand out in the 
  open and exchange, confident that his armor will protect 
  him from most common forms of attack. In a pinch, he 
  is not above using others as cover, and may even tie 
  an opponent up in a grapple before pitching himself 
  overboard in an attempt to drown the enemy.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
  Base Atk +8; CMB +12; CMD 23
  Feats Dazzling Display (scimitar), Fortified Armor 
  Training, Gory Finish, Greater Weapon Focus (scimitar), 
  Hero’s Display, Improved Critical (scimitar), Intimidating 
  Prowess, Martial Versatility (Greater Weapon Focus 
  [scimitar]), Sea Legs, Shield Focus, Weapon Focus 
  (scimitar), Weapon Specialization (scimitar)
  Skills Acrobatics +4 (+0 on jumps), Appraise +7, 
  Climb +7, Disable Device +4, Escape Artist -2, Fly -2, 
  Intimidate +15, Knowledge (engineering) +6, Perception 
  +14, Profession (gambler) +10, Profession (sailor) +14, 
  Ride -2, Stealth +2, Survival +6, Swim +7
  Languages Common
  SQ heart of the fields 1/day (and +4 on Profession [sailor] 
  checks), mandatory service
  Gear 4 antitoxins, 2 buoyant balloons, +1T full plate, +1T 
  scimitar (w/hollowed pommel), 2 alchemical cartridges 
  (dragon’s breath), buckler gun, banner (“yellow 
  squid tentacle protruding from rusty bell bottom”), 5 
  fishhooks, flask, grappling hook, hammock, hooded 
  lantern (waterproof), hourglass, motorized respirator 
  (w/150 ft. air hose; functions similar to the “U.S.A.,” 
  except respirator is automatic, requiring a Knowledge 
  [Engineering] check DC 10 to operate, and runs up to 
  1 hour/day), silk rope (50 ft.), sea charts, masterwork 
  thieves’ tools, $150
  BOON
  Nivens can arrange to have the PCs released from custody 
  or spared criminal penalty while in the Drowning Isles—
  for a price.
  This canny pirate specializes in high-risk dives into 
  shipwrecks and the undersea ruins dotting the Drowning 
  Isles—that is, when he isn’t playing lord and mayor to 
  his own self-titled settlement. His success has earned 
  him acclaim and the envy of other sailors, though few 
  would disagree that his success was not achieved without 
  help—but from whom?
  Nivens knows that valuable treasure finds are extremely 
  dangerous, drawing in competitors and local navies. 
  Wrecks themselves are often dangerous and can be 
  unstable or infested with monsters. Nivens tends to 
  operate in secrecy with a trusted crew, and he changes 
  boats and routes frequently to throw off spies and 
  thieves. He is known for using a rubberized and airtight 
  suit of plate armor that allows him to walk along the 
  seafloor at considerable depths.
  PLOTS
  Flooding Five Points: An underground movement 
  from within the People have taken to dressing up as 
  “bog monsters” and filling the artesian wells within 
  the city in an attempt to back up some of the wells and 
  cause the others to flood the city. The saboteurs are 
  particularly skilled at this considering they use methods 
  once common among their people for constructing 
  mud chimneys and tunnels. As such, the name they’ve 
  taken for themselves translates into “Mud Dauber” (a 
  distinctive mud-dwelling wasp).
  Artwork by Mates Laurentiu
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  Holy Water Vs. Holy Railers: Work on a sixth railroad 
  linking Five Points with parts along the Painted has been 
  ongoing for six months. City folk see it as a convenient 
  alternative to river travel, but rural settlers only see their 
  lands being bought up or reduced, and river transport 
  businesses don’t fancy the competition. Because of 
  all this, city planners and other interested parties are 
  beginning to think they’re sitting on a social powder 
  keg in Sleepers Camp (pop 1,450), where railroad ties 
  are manufactured. Adding to matters, the town is set to 
  host a delegation of Rauschite priests who wish to bless 
  the undertaking as they commemorate one of the few 
  remaining Brelonite places of worship in Ullera.
  Masqueraad: During this celebration marking the 
  end of the year, wherein citizens of Belle Venue enjoy 
  masked balls, parades, stunts, trysts, and are invited 
  to indulge themselves in bawdy affairs and the “art of 
  the vendetta”, outside interest and participation in the 
  infamous week long event has reached an all-time high. 
  The Prefect and leaders of the city have decided to 
  institute a new tradition of permitting one new Crewe 
  Promenade to form out of the masses of non-citizenry 
  seeking admission at Masqueraad, a post to be held in 
  trust by them throughout the year (with restriction of 
  residence to those who can actually afford to live there). 
  Though the highly competitive and territorial kings, 
  queens, and courtiers who lead and make up the bulk of 
  each Crewe may have other ideas.
  “Ulleran Vault in Them Thar Hills!”: Recently, reports 
  of hammering heard within the stone and witnesses 
  claiming to have seen lights shafting out from crevices in 
  the rock have brought all manner of interested sightseers 
  to Rock Mountain. Local government has asked people 
  to stay away while the army looks into it, and many of 
  those who’ve claimed seeing or hearing something are 
  often found drunk or seem “mind-addled” afterwards, 
  convincing some people that the stories are hogwash, or 
  that the dangers are real.
  HARMONIA
  “What too many folk aren’t for knowin’ is, this is where we 
  work, what makes us who we are, what we want the future 
  to be…” – Tomdan Merlyn (NG male human [ulleran] 
  cavalier [emissary] 5/rogue [driver] 6; personal envoy to 
  the President’s Mansion, and renowned freelance courier)
  Alignment Neutral
  Population 4,266,700 (33% Human, 27% Gnome, 20% 
      Halfling, 14% Dwarf, 4% Half-Orc, 2% other races)
  Capital Summit City (pop 65,650)
  Notable Settlements Naughton (pop 164,500), 
      Ardenboro (128,800), Betel (70,150), North Fork (30,450)
  Government Representative council (composed of 
      elected industry leaders)
  AUTHORITY
  Chief Councilor Eustice Curutherford (NG female human 
      [ulleran] ranger [warden] 5/aristocrat 1; Harmonia’s 
      first female governor, duly appointed on widespread 
      popularity and trade council approval after rescuing her 
      predecessor’s youngest on the Abolition Trail. She then 
      delivered a scathing reprimand to the former Councilor’s 
      face in light of that event among others.)
  NOTABLE RESIDENTS
  Lady Burnelle Doroth (N female dwarf [drague] wizard 
      [spellslinger] 8; iron-fisted plantation owner and 
      wealthy socialite), 
  Messer Illbottom (NE male half-orc [avus] cavalier 
      [musketeer] 4/rogue [grease rat] 8; cunning knave 
      and personal rival of Tomdan Merlyn), 
  Purvis (NG male halfling [leatherfoot] bard 4; traveling 
      hillbilly and promising minstrel), 
  “Tiny Red” Gage (CE male gnome [sharper] rogue 2/
      druid [world walker] 14; smuggling savant and foremost 
     rumrunner in Harmonia).
  LANGUAGES
  Common, Gnome, Halfling, Sylvan, Dwarven.
  MAJOR EXPORTS
  Raw materials (coal, metal ore, timber), gunpowder, fine 
  alcoholic products, laborers, fine tobacco products, fine 
  horse breeds.
  MAJOR IMPORTS
  Transportation equipment, fruit, livestock, processed 
  goods, grain, textiles, skilled workers.
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  Harmonia describes the largely mountainous state seated 
  laterally across the center of Ullera. Named for the peace 
  and tranquility of the local nature, with a mild climate 
  featuring few extremes, Harmonia is by all accounts a 
  pleasant place to live. In recent years, it’s come also to refer 
  to the diverse racial, social, and political factions which 
  confer more civilly than in the rest of the nation.
  From steel mill studded valleys to coastlines sprawling 
  with vast plantation acres, and from blue-hued strips of 
  mountain country to the wide plateaus and steep ridges 
  that partition the rest, Harmonia is likely the most 
  unspoiled of all incorporated Ullera. Thanks in part to 
  these unique geographic features, and Harmonites own 
  quiet yet proudly held social contract of “living apart,” 
  broad travel and settlement in the region is anything but 
  ordinary.
  HISTORY
  The tale of Harmonia can best be summarized by examining 
  the artery through which its lifeblood—its people—arrived: 
  the Abolition Trail. The Trail was first used by ancient 
  tribes in various short segments as they followed migration 
  patterns of deer, elk, and other beasts. Its more recognized 
  use came in the days before the Abolition War. Slaves 
  from near the Inland Seas and other parts in the northern 
  Feral Expanse fled their harsh masters and clung to the 
  largely unknown path, hiding in caves and creek beds as 
  they did. Together, after the Brey offered their assistance 
  to indigenous humans, gnomes, and halflings, Harmonia’s 
  forebears secured the northernmost hundred miles of the 
  Trail with garrisons. It was here that the first fugitive freemen 
  formed an alliance with the dwarves. Dwarven control of the 
  Trail expanded, and it became a means for spies to transfer 
  information throughout enemy lines. It was on the Trail that 
  Human and Dwarven forces met, even surrounded on all 
  sides by Rageaic regiments. While unconventional (in that 
  the forces voluntarily allowed themselves to be flanked), 
  “The Pinch” worked, securing the Trail as a conduit for 
  supplies, espionage, and free passage for new freemen.
  During the Abolition War, a platoon of freedom fighters 
  hid in the nearby caves along the Trail and discovered 
  a concentration of saltpeter, crucial to the making of 
  gunpowder. They risked life and limb to report this 
  discovery to their superiors. Soon, an entire garrison was 
  stationed there to ensure the goblinoids couldn’t take the 
  powder, and a strong Federal Ulleran military presence has 
  remained in the region ever since.
  Though fiercely independent, Harmonites possess a 
  deep patriotic streak that stems directly from the state’s 
  experiences during the Abolition War. Although historians 
  in Keystone largely dispute the claim, native residents still 
  boast that Salton was the first “true” Ulleran town. Still, 
  there’s no doubt that the discovery of the saltpeter mine 
  there was the turning point of the War here, and no small 
  cause for the state’s patriotic pride.
  GOVERNMENT & PEOPLE
  Unlike in other regions of Ullera, where the people and 
  their homes are divided along more politically driven 
  lines of race or socioeconomic status, Harmonites can be 
  categorized more easily by relational borders and group 
  sensibilities reflected in the small geographic differences 
  than by anything else. Resourceful, stubborn, trustworthy, 
  and backwards—all terms which have been used to 
  define citizens of Blue Cape, “The first place you’d want 
  your wagon to break, and the last you’d want to insult 
  someone,” and all are true to some extent. The people of 
  Oyo Valley are said to be as diverse as those in all of 
  Ullera, and just as unpredictable. Conversely, the people 
  of Smokerise are a quiet, determined frontier bunch, 
  where meeting eyes with a resident elicits a silent nod 
  but rarely more. And most know the people of Susquah 
  are rich, with a self-aware reputation for elitism. Despite 
  these differences, they are nothing more than what might 
  be found within a very, very large family, and it is the 
  commonly held practices of the region which are more 
  characteristic of its nature, if not its name.
  Many towns in Harmonia are governed by Trade 
  Councils, composed of members from each of the major 
  trade industries (labor, transport, thoroughbreds, and 
  spirits). These members hold closed-door meetings 
  to set trade quotas, tariffs, and enforcement measures. 
  Apart from these measures, much of the policing and 
  governing happens on the local level, with many 
  concerns taken up and resolved by the respective parties 
  without outside arbitration.
  Though Harmonites are well known for congeniality among 
  their kind, their fierce independence is equally as famous. 
  A segment of the population from Berradine County, 
  called Berradiners, are the prime example of this. They 
  are frequently guilty of refusing to answer federal census 
  data, failing to register for the military draft, and making 
  outsiders feel quite unwelcome.Any attempts to disrupt the 
  moonshining trade of the Berradiners is met with outrage 
  (and often violence).
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  The largest number of Ulleran deaths in Harmonia since the 
  Abolition War ended here is known as the County Slaughter, 
  an event that erupted after the Federal Government 
  increased the tax on spirits and potions from 3% to 7%. 
  Berradiners simply refused to pay, bypassing federal 
  checkpoints to deliver their goods direct to consumers. 
  Locals started outfitting their wagons with cannon and steel 
  plating. The government sent in one thousand soldiers and 
  an air squadron to collect the taxes. They were met with 
  gunfire, which went on for four days until the federals 
  retreated. Over one thousand Berradiners and six hundred 
  federals died in that period. The tax is currently at 3%, paid 
  on an honor system. Because of events like these, the term 
  “Berradiner” has been embraced by anyone exhibiting or 
  supportive of such behavior.
  While much of the legal trade of distilled spirits occurs in 
  Ardenboro, rumrunners bent on evading taxes do a decent 
  portion of illicit trade throughout the state, too. There has 
  rarely been a major bust of this illicit activity in Harmonia, 
  however, which leads citizens to believe the authorities are 
  either inept or in bed with the rumrunner elements.
  Despite years of peace, Harmonites quietly (but not secretly) 
  train and maintain an all volunteer militia, with members as 
  young as thirteen. Even many federal soldiers garrisoned 
  within the region sneak off on duty weekends to drill with the 
  Eveready, who number in the thousands. Brigadier General 
  Andrew KorDunna (LG halfling [leatherfoot] fighter 
  10/cavalier 6) currently leads the Eveready, personally 
  commanding a cavalry regiment (thought outdated since the 
  advent of vehicles) of 200 soldiers mounted on all manner 
  of beast: horse, pony, and riding dog, among others.
  GAZETTEER
  Harmonia boasts four distinct districts, each offering 
  notable economies and cultures. These are (from northwest 
  to southeast): Oyo Valley, Smokerise, the Blue Capes, and 
  Susquah Bay. There are several hollows and shanty towns 
  in Oyo Valley populated solely by Rageaic ex-patriots and 
  refugees that have fled here hoping for tolerance from the 
  surrounding populace. Smokerise residents enjoy regaling 
  each other about a family of Cairnbûd tending a herd of 
  bison on the plateau. Tales of a crag creature (advanced cairn 
  linnorm), thought to have been a war beast near the tail end 
  of The Fervent Fight, continue to this day, some say raising 
  a brood in the Blue Cape Mountains. And though the shores 
  feature little more than abundant waterfowl and the rare 
  cryptid as compared to the interior, Harmonia’s hazardous 
  coastline has claimed more ships than any other in the nation.
  Abolition Trail: Starting near the Bastion, running through 
  the Blue Cape Mountains, and ending on the northeastern 
  edge of Ullera is an ancient footpath known by locals 
  as simply “the Trail.” The Trail is largely traveled by 
  history buffs and adventure seekers. Though far from 
  uncommon, rumrunners and other illicit activity on the 
  Trail are infrequently reported, and haven’t garnered 
  federal attention. What all trail-goers are fully aware of, 
  and try desperately to avoid, is the true terror of the region: 
  mothman. Residents are unsure if only one such specimen 
  exists or if there are many, with only solitary sightings and 
  no corpses to mention. Whatever the case, the cryptid roams 
  always out of sight of larger settlements and can scarcely be 
  tracked across open ground. More than a handful of people 
  have been committed to mental asylums or worse after 
  coming face to face with this boogeyman of the mountains 
  and canyons where the Trail wends travelers.
  Ardenboro: Situated at Buckeye Falls, a series of 
  rapids and a natural barrier to boats and barges on the 
  Buckeye River, settlement became forced here at this 
  stopping point. During the early period, boats were 
  rented so that individuals could debark at one end of the 
  falls, return their rented boat, procure wagon transport 
  to the other end of the falls, and rent another boat for 
  the rest of the way. This practice ended when the Arden 
  Locks and Dam Project was completed, allowing largely 
  uninterrupted travel. By that time, however, Ardenboro 
  was a permanent fixture.
  The city attracts thousands every year for the annual 
  Ardenboro Runoff, the capstone event to two weeks of 
  drinking, riding, showmanship, and celebration. Such an 
  honored, apolitical venture is the Runoff that members 
  are welcome to enter from any nation, even Atanak. 
  Nevertheless, some small amount of drama always threatens 
  when outspoken members of the Enesora from Sunderland 
  come to attend the event, conducting usually nonviolent 
  civil disturbances and preaching against the recreational 
  servitude of their “bondslave” cousins.
  Betel: Something of an anomaly among Ulleran cities, 
  the people here are very well integrated yet also seem 
  to conform to the most predictable stereotypes of their 
  breed, all at the behest of human planners. Smaller folk 
  (halflings and gnomes) tend to fall into servile positions, 
  pushing papers and running errands; dwarves do much of 
  the labor in the city. Unions govern the shared work, with 
  human overseers to guide everything, but no one does much 
  complaining outside of their own inner family squabbles.
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  Betel is also unique for two other reasonsboth defeats. A 
  bulk of the leadership offered the Expansionist cause during 
  the Bastion’s War of Division were educated in Betel, 
  and the city became a major funnel for political support 
  and resources in that struggle against the Bastion’s native 
  constituents. Furthermore, Betel was among the leading 
  cities in the bid to win the privilege to become the federal 
  capital. Despite these setbacks, Betel remains a proud and 
  respected city, and a nerve center attracting newcomers and 
  forward thinking radicals from all around.
  Blue Cape Mountains: Weaving its way between broad 
  leafs and needle leaves—primarily spruce, fir, and pine—
  the Trail finds its home among the crooks and valleys in a 
  range of low peaks called the Blue Capes. The Blue Capes 
  form the spine and southernmost extent of the “Ulleran 
  Uplands”—a series of plateaus and ranges that create an 
  east-west barrier up and down the continent. All manner 
  of arboreal and ground burrowing animals abound here, 
  preyed upon by snakes, foxes, coyotes, and wolves. Cliff 
  faces and mined fault lines lie open like old wounds up and 
  down the range, some of which hide crystal smokehouses 
  once used by woodland tribes of the Folk and Leatherfoot, 
  or expose temporal riparian biomes where ancient wildlife 
  has stewed since time immemorial.
  Sunk into the salt marshes of the Sheraneek River basin, 
  Salton (pop 1,500) has long been an ecological curiosity 
  of the region. Prior to settlement, these marshes attracted 
  wildlife, or some say spawned it through the weird 
  ministrations of astronomical phenomena and geological 
  stress unique to districts like Salton’s. Some of the most 
  ancient remains of prehistoric creatures are found preserved 
  in the region. Most notably, locals tell of the mid-torso 
  and head of a precursor resembling a kelpie—with gangly, 
  webbed hands, and a misshapen horse’s skull—that was 
  found nearly perfectly intact during a saltpeter excavation 
  decades ago. Others, though, dispute the claims that such 
  cryptids are limited to the fossil record, and aren’t above 
  sharing these secreted locations with interested parties.
  Healing Wells: Thermal vents run throughout the Blue 
  Capes, and the nearest minerals often form a solution in the 
  natural pools of water that collect here. Primitive beings 
  held these springs sacred. Today, those aware of these wells 
  use them for all manner of healing. Travelers who rest in 
  and around these springs may double their natural healing 
  rate. Spending just an hour soaking in a healing well lessens 
  the following conditions by one step: exhausted to fatigued 
  to normal, or nauseated to sickened to normal.
  Naughton: Occupying a substantial bluff rising from the 
  Heartwater, the site of Naughton is a natural location for 
  settlement. First discovered by primitive Rageaic tribes, for 
  over ten millennia they occupied the bluffs along the river, 
  continually building a large mound on the bluff. Today, the 
  city’s “Star Committee,” an elected trade council of seven 
  (one each drawn from the state’s primary industries, and 
  three nonbusiness related adviserships) oversees things. 
  Several large islands exist off the river banks of Naughton, 
  all reserved by government decree for tribes seeking 
  peaceful shelter after the War of Division in the Bastion. 
  Racial tensions are high in Naughton, however, as interest 
  groups are challenging the local government’s tradition 
  of mandating that at least two tribal members maintain 
  sovereignty on their island sanctuaries as well as have seats 
  on the Star Committee, though militant reactions have yet 
  to develop.
  Naughton has the second largest contingent of tribal 
  peoples—outside of Shawano in the Bastion—living within 
  its borders. Naughton also has the second-busiest cargo 
  port on the Heartwater, second only to Belle Venue. Four 
  heavy-duty rail bridges cross the Great River at Naughton; 
  two with lanes for steam wagons, carts, and foot traffic. 
  Persistent volumes of rail freight move through Naughton, 
  transported by its two railways: Barber & Whitehall 
  (B&W), and Ulleran Road, both of which do major trade 
  between Ullera and Rausch.
  North Fork: The world’s largest naval shipyard lines the 
  docks of North Fork, taking up the majority of the shoreline 
  here. This port also serves as the third most popular point of 
  embarkation for exploratory endeavors. From North Fork, 
  adventurers can commission ships on air or sea to traverse 
  the Great Span on a voyage to the Eastern Continents.
  Shellfish and other sea life are heavily harvested here and 
  find their way onto everyone’s plate, and into all manner of 
  personal and house decoration. Sightings of giant jellyfish, 
  shark-eating crabs, and at least one shipwrecker crab are 
  reported in the region at various times. Some point to the 
  coastline’s heavenly formation in ancient times as the 
  reason for such large and threatening specimens today. 
  Others suspect the government knows more than its letting 
  on about these finds. News of glowing orbs (or “caseless 
  lanterns”) being transported from the water’s edge to 
  secluded locations inland, dockworkers not requiring light 
  to work at night, and decommissioned dry docks where 
  ships haven’t been made in months have thus far proved 
  nothing more than coincidences of the day.
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  Oyo Valley: Married to the original Folk name for the 
  Buckeye River, Oyo Valley serves as an integral link 
  in a major overland trade route across Ullera: Topper’s 
  Highway. The Highway starts deep within Keystone, travels 
  across Harmonia through Oyo Valley, and spills out into the 
  Heartwater. All manner of industrial work abounds along 
  this route, from the turning of turbines to the cooling of slag.
  Berradine County (est. pop 16,000; citizens do not consent to 
  the federal census) has long been renowned for its distilleries. 
  Since the art of distilling alcohol was developed, denizens of 
  the county have worked to innovate and perfect the practice. 
  Locals claim that the region’s natural freshwater filtration 
  system provides the best circumstances for moonshine and 
  other distilled goods. Outsiders, however, claim that the 
  backwards folk are so miserable in their squalor they have 
  to drink to stay happy, resulting in their high level of skill 
  making the drink; the truth lies somewhere in the middle. 
  Towns in Berradine County typically hold no more than 
  200 permanent residents, and largely serve as trade points. 
  Residents live in multigenerational family steads spanning 
  dozens of acres. Many of them still don’t boast modern 
  amenities, and don’t much care to.
  Smokerise: From the Heartwater, clear to the foothills of 
  the Blue Capes, Smokerise is a watershed plateau that has 
  seen its share of troubles. The term was coined by human 
  settlers perched on nearby hills who saw myriad plumes 
  of smoke coiling from primitive tribal camps. During the 
  Abolition War, the bulk of the bloodiest battles happened 
  in this area, with entire settlements, forts, and forests set 
  ablaze by warmongers. Even now, the district earns its 
  namesake from the sheer number of industrial factories and 
  forges at work atop the plateau.
  Riverpoint (pop 1,150), long a military and economic 
  strategic location, sits at the confluence of the Buckeye 
  and Stonejaw Rivers. The town serves as a trade depot for 
  Harmonia to the north, allowing easy commerce with many 
  parts of Sunderland and Keystone. Fort KorLee was erected 
  here before the first shots of the Abolition War, and housed 
  human soldiers and goods. It still stands to this day, but 
  more as a historic museum than any true form of defense. 
  A small federal presence (80 resident soldiers) is here to 
  regulate interprovincial trade and provide the appearance of 
  security.
  Summit City: Named for its elevation and easy access 
  for zeppelins, Summit City has only recently flourished 
  into a political and economic powerhouse. This is thanks 
  to the founding of many major coal mines nearby, and 
  its strategic location (in the near middle of the nation). 
  All these factors led to a congressional vote to move 
  the Ulleran capital to Summit City, and with it a boom 
  of population. Artisans and architects were brought in 
  from all corners of the known world to craft illustrious 
  buildings and pave new roads. Work finally completed 
  this year on the State Building, President’s Mansion, and 
  Halls of Congress, and a special congressional session to 
  be held uninterrupted by the ongoing construction will fall 
  on the first Monday this August.
  Other architectural feats in the city include four 
  buildings over ten-stories high, each with special 
  rooftops that serve as private airdocks able to receive up 
  to four zeppelins or copters at a time. The rarity of these 
  airdocks (due to government regulation) makes use of 
  them nearly cost prohibitive to all but the most wealthy 
  operators, though cheaper landing zones exist outside 
  city limits. However, the residents of Millionaire’s 
  Town, located roughly eight miles northwest of the city 
  limits, require no such low-grade municipal handouts. As 
  its name suggests, this suburb is situated in the perfect 
  location for Summit City’s richest members to enjoy a 
  modicum of privacy, and an exclusivity of access and 
  privilege to the fruits of everyone’s labor—even behind 
  the closed doors of their private community—that some 
  are beginning to clamor about.
  Susquah Bay: Residents forever spin stories about 
  this district’s formation after the impact of a burning, 
  building-sized meteorite that struck the bay an eon ago. 
  People here are a weathered and colorful sort, with a 
  tradesman’s appearance and a poet’s acumen at speech, 
  they balance an appreciation of seafaring myth equally 
  with the science of a laborer’s trade. The Bay is also the 
  most developed military and shipping port in the nation, 
  where Ulleran Military Barracks Outfitters (UMBO) 
  calls home.
  Many of the surrounding lands feature fertile plantations fed 
  by The Holdwater that support the district’s key cash crop: 
  tobacco. These plantations are the manors of long families 
  that sit upon the most valued real estate in the region. 
  Plantation homes boast three to four levels above ground, 
  often with elaborate cellars underneath. Although times are 
  good, staffs of hired hands are slowly being replaced with 
  steam combine walkers which can be operated by two to 
  three hands and can perform a variety of tasks including 
  plowing, sowing, reaping, and baling.
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  THE ROILING SOUP
  A mixture of cold from the Gairnwurt Current and 
  hot from the Manteca Flow roil in the waters off the 
  coast of Harmonia, especially around Croaker’s Island 
  and the Outer Bars. The weather around any of these 
  locations, including Croaker’s Cape, Cape Spyglass, 
  and Cape Abandon, can be particularly severe when 
  under inclement conditions. When rolling for random 
  weather effects in or around the above locations, adjust 
  the percentile numbers on the table to expand the ranges 
  for anything above “Normal” weather by 5 each, and 
  subtract 20 from the Normal category. Furthermore, 
  adjust all numerical effects of inclement weather (e.g. 
  weather durations, amounts of rain/snowfall, penalties 
  on skill checks, damages, and radiuses of effect [if any]) 
  by +50% (half again) beyond the listed values.
  Lastly, there have been documented cases of lightning 
  strike survivors who were in these water or standing on 
  these shores and yielded some strange effect from the 
  incident. Some were reported to have spontaneously 
  begun spurting electrical discharges from their hands 
  and feet (similar to an at-will ray of frost spell, except 
  that it deals 1d3 electricity damage), glowing bodily 
  with a pale yellow light under darkness (as the light 
  spell), or creating bursts of sparkling energy out to close 
  range with but a clap of hands (similar to the flare spell). 
  These spontaneous reactions are random, and typically 
  last for 1d4+1 uses or 24 hours, whichever elapses first, 
  after being struck by the lightning.
  CHARTON
  Latitude 38N 27’, Longitude 82W 38’ 
  LN small town
  Corruption +0; Crime -4; Economy +1; Law +3; 
      Lore +1; Society +2
  Qualities prosperous, superstitious
  Danger +0
  DEMOGRAPHICS
  Government autocracy
  Population 3,350 (50% humans, 25% gnomes, 10% 
      halflings, 9% dwarves, 6% others)
  NOTABLE NPCS
  Mayor Turlis Auscamp (NG male human [ulleran] expert 
      3/warrior 1),
  Slovak “The Ironmonger” Weiscov (LE male half-orc 
      [borndrin] rogue [grease rat] 8).
  MARKETPLACE
  Base Value $2,600; Purchase Limit $15,000; 
  Spellcasting None
  Technological Items Minor 3d4; Medium 1d6; Major ---
  Magic Items Minor 1d2; Medium ---; Major ---
  Major Industries Iron, medical services and supplies, freight
  Charton began as the Weiscov family estate in the 
  Silverwater Valley of the Blue Capes district. Trade and 
  travel down Topper’s Highway brought immigrants, and 
  extended-family settlements like Weiscov’s Landing 
  became the norm as the federal government was eager 
  to grant plots of land to those who would develop them. 
  Ultimately, the settlement changed its name to Charton 
  as it grew into a town and industry started to blanket the 
  region.
  The town’s economic growth came from the pig iron 
  smelts and stockyards that built up here. The Barber & 
  Whitehall Rail Company also maintains a small depot 
  and station in the town. During the second span of 
  warfare that marked The Fervent Fight in the region, 
  chaplains used Charton as a base hospital for tending to 
  the sick and wounded. The Noble Son Hospital remains 
  a prominent fixture to this day.
  POINTS OF INTEREST
  Mosquito Cemetery: Despite its clever name, this 57-
  acre park is the central attraction for the town’s recreation. 
  At first supporting a pond, engineers filled it with dirt 
  after an infestation of stirges struck the town. Though 
  several colonies of striges tend to return to the humid area 
  seasonally, the park is best known as a place to enjoy a 
  game of turfball.
  Noble Son Hospital: A chaplain training seminary and care 
  provider that sees patients from all over Harmonia. Many 
  of the richest landowners in the region submit requests to 
  have a number of the staff here on permanent retainer, and 
  some believe such requests are beginning to gain traction. 
  Chaplains belonging to the Trefoil Laurels number the 
  greatest among current staff members.
  The Steel Yards: These open-area stockyards are each 
  connected to steel plants in towns where this work happens. 
  While much of the work is done by hand, a good portion 
  of it is automated by machinery. Where automation goes, 
  danger is sure to follow, and more than a few of the town’s 
  youth wind up being rescued from or pulverized by the 
  machinery in these steel yards every year.
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  Weiscov’s Chop Shop: Secret crime boss, Slovak Weiscov, 
  runs a profitable chop shop out of a three-story building here: 
  a mishmash of brick, corrugated tin, and abandoned rail cars 
  encircling a dusty courtyard of rusty rubbish. It’s the largest 
  pawnshop and scrapyard in town where a dedicated shopper 
  with a keen eye may find just about anything.
  SLOVAK “THE IRONMONGER” WEISCOV
  CR 7
  “No refunds, no trademarks, and nothing leading 
  back to me. Take your pick and make it quick, I’ve got 
  customers lined up.”
  XP 3,200
  Male half-orc [borndrin] rogue [grease rat] 8
  LE Medium humanoid (human, orc)
  Init +4; Senses darkvision; Perception +1
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  HP 47 (8d8+8)
  Fort +4, Ref +11, Will +3; +2 vs. traps
  Defensive Abilities evasion, improved uncanny dodge, 
      trap sense +2
  OFFENSE
  Speed 30 ft.
  Melee +1T warhammer musket +9/+4 (1d8+3/x3)
  Ranged +1T warhammer musket +11/+6 (1d8+1/x4)
  Special Attacks sneak attack +4d4 (+4d8 vs. constructs 
      and objects)
  TACTICS
  During Combat Slovak prefers to use his handmade traps 
      and utilizing other hazards to harm his enemies to a 
      straight fight. If cornered, he is a true rat, and will 
      alternate between destroying his enemies’ main weapons 
      and devices and attacking the weakest opponents until he 
      gets the upper-hand and can escape.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 8
  Base Atk +6; CMB +8 (+12 when sundering); CMD 22 
      (24 vs. sunder attempts)
  Feats Cosmopolitan (Knowledge [engineering], Survival), 
      Field Repair, Greater Sunder, Improved Sunder, Power 
      Attack, Vehicle Mechanic
  Skills Acrobatics +15, Appraise +13, Climb +13, Craft 
      (armor) +12/+16*, Craft (firearms) +8/+12*, Craft (traps) 
      +12/+16*, Craft (weapons) +8/+12*, Disable Device 
      +25*, Escape Artist +8, Knowledge (engineering) +13, 
      Perception +11 (+15 to locate traps, only –1/20 ft. while 
      using a spyglass, instead of –1/10 ft., +13 to find hidden
      objects [including secret doors and traps], determine 
      whether food is spoiled, or identify a potion by taste), 
      Profession (siege engineer) +11, Sense Motive +4, 
      Sleight of Hand +8, Stealth +15, Survival +4
  Skill Modifiers rogue talents (cunning trigger, firearm 
      training, quick disable, quick trapsmith [max CR 4]), 
      Scavenger, Crack Mechanic*
  Languages Common, Draconic, Giant, Gnoll, Goblin, Orc
  SQ trapfinding +4
  Gear 7 mini-mines (CR 4 trap), 6 tindertwigs, mithral 
      shirt, +1T warhammer musket, 20 doses of black powder, 
      20 firearm bullets, 12 masterwork backpacks, 8 
      bandoliers, canteen, gunsmith’s kit, iron vial, masterwork 
      tool (Craft [armor]), masterwork tool (Craft [traps]), 2 
      powder horns, hemp rope (50 ft.), folding shovel, 
      spyglass, masterwork thieves’ tools, 4 trail rations, 
      $14.85
  BOON
  Slovak can provide a 5% cumulative discount (up to 30% 
  max) to repeat customers.
  “The Ironmonger” has been the dark sobriquet of an 
  infamous Harmonite fence for the last thirty years or 
  more. Slovak Weiscov is the most recent owner of the 
  title “Ironmonger,” but he is far more than a simple shop 
  owner. He arrived in Harmonia a penniless refugee, 
  seeking out the roots of his native heritage, but scaled 
  the ladder of the rich Maginot family instead to become a 
  crime boss in the region. 
  Artwork by Mates Laurentiu
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  Besides his pawnshop in Charton, he also operates an 
  underground smuggling ring, protection racket, and talent 
  brokerage. Many come to him to acquire or repair the weapons, 
  armor, and devices they can’t obtain legally as well as the 
  custom devices built in his sweatshops. Slovak has a reputation 
  for ruthlessness but is a man of his word. The Ironmonger is 
  well defended by bribed officials as well as guardian golems 
  concealed within the mounds of scrap about his domain.
  PLOTS
  The Haunt of Atlati: During the Bastion’s War of Division, 
  explosives were warehoused for easy transport across the 
  border at Atlati (pop 17,450), the largest population center 
  of dwarves and gnomes this far south. A decade ago, citizens 
  reported seeing, “A caped man, lurking in shadows, his eyes 
  glowing red.” They heard odd veiled warnings through their 
  phonographs, and several citizens went mad. Two weeks after 
  the first sighting, a munitions warehouse burst into flames, 
  sending cannonballs and smoldering shrapnel throughout 
  the town, killing thirty and harming over ten times more. 
  Sightings of the mysterious figure continue in nearby areas, 
  usually followed by a catastrophe.
  Hell to the Chief: Boss Brohl of Betel’s Barber & Whitehall 
  Rail Company is upset with where the capital currently sits, as it’s 
  proving much harder for him to “influence” this new government. 
  He has orchestrated several rail “accidents” in the state to make 
  the case for a widened jurisdiction of his rail police—most 
  famously during the Holwake Incident—but these actions were 
  never pinned to him despite local and federal investigation. He’s 
  currently hiring adventurers to carry out other acts of sabotage, 
  and may even consent to staging a foiled assassination attempt 
  on the president’s processional—to show a lax in capitol police 
  security, opening the door for him to make a case for moving the 
  nation’s seat to his more well protected city.
  Horseshoes & Hunches: As trainers and onlookers anticipate 
  this year’s Ardenboro Runoff, plans are again being made to 
  host Atanakan entrants for the race. As before, this is never 
  much of a security threat given that each foreign horse may 
  only be accompanied by a cadre of six individuals (including 
  the trainer and jockey). Atanakans have never won, but are 
  gaining more respect each year as breeders. An inordinate 
  number of Atanakan entries in the Runoff this year has Ulleran 
  intelligence forces on edge. Are they simply trying to win the 
  Runoff, or will the 96 Atanakans justify the suspicion?
  New Marshal In Town: Adherent Drake Spurr (LN male human 
  [ulleran] monk [widowman] 6) has been assigned to Berradine 
  County. He plans to crack down on the voluntary tax collection 
  method, but is he lighting the fuse to another powder keg?
  KEYSTONE
  “A monument to our triumphs, and a fierce lesson of 
  failure to those against whom those triumphs were won.” 
  – Thalomon G. Zaslo (NG male human [ulleran] expert 2/
  aristocrat 2; federal chronicler)
  Alignment Lawful Neutral
  Population 6,103,000 (26% Human, 24% Gnome, 22% 
      Dwarf, 20% Halfling, 2% Half-Elf, 2% Half-Orc, 2% 
      goblinoid, 2% other races)
  Capital Esteem (pop 1,755,200)
  Notable Settlements Camaraderie (pop 837,550), 
      Brickton (358,800), Abysspolis (190,900), Paternoster 
      (127,300), Alabaster (75,950), Sanctuary (60,250), 
       Galvanite City (60,150), Foundry (35,300), Harrowgate 
      (31,500), Arsenal (30,900), Brass Tub (29,150), Erato 
      (28,450), Serenome (21,600)
  Government Representative council (composed of 
      elected district leaders)
  AUTHORITY
  Samuel Halsker, Proctor-at-Large (LN male human 
      [ulleran] aristocrat 3). Halsker is merely the current vessel 
      of an advanced 14 HD unique LN ghost—recognizing 
      itself as the spiritual embodiment of Reemus 
      Feathercrown, an early founder of Ullera—who has 
      possessed and controlled the actions of this region’s 
      governors for the past 150 years.
  NOTABLE RESIDENTS
  Neffigenia “Neffy” Wilikers (CG female halfling 
      [tenderfoot] bard 12; renowned stage personality 
      and secret cutpurse who is lusted after by all), 
  Gerrard Caffrey (LE male human [ulleran] monk 
      [widowman] 20; premier training commander at the 
      Drevan Academy), 
  T. R. Beauchamp (NG male human [ulleran] fighter 
      [pugilist] 13; storied prizefighter out of Esteem), 
  Dr. Ptolemy Fields (LN male human [ulleran] chaplain 
  [magistrate] 11; accomplished and tireless pursuer of 
      unsolved mysteries).
  LANGUAGES
  Common, Gnome, Sylvan, Dwarven, Halfling, “Commirse” 
  (a regional dialect of Common using shorthand phrases 
  and a wealth of economic vargon to allude to other more 
  mundane topics), and Ditdah Code (a read-only telegraph-
  based language using “dits” and “dahs” to communicate).
  MAJOR EXPORTS
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  Building supplies, processed goods, textiles, immigrants, 
  skilled workers, furniture.
  MAJOR IMPORTS
  Raw materials (coal, metal ore, timber), dairy products, 
  textile materials (cotton, wool, flax), fruit, grain, fine 
  alcoholic products, fine tobacco products, paper.
  Keystone is the oldest region in Ullera, described by the 
  disparate influences which guide it, the unique position and 
  rambling borders that define it, and the coveted existence of 
  Cog Island that lies at its heart—and from which much of 
  the modern era of enlightenment has evolved.
  A group of nine districts in the northeast of Ullera give 
  Keystone its shape. From north to south these districts are 
  Acarest, Nova Hamal, Vorlejj, the Commonwealth, Rubro 
  Ipsum, Lushbarrow, Heavenswake, Pennoncelle, and 
  Gardenia. Districts range from lightly populated to heavily 
  industrialized, and the region enjoys rich internal supplies 
  of timber, fur, fish, shellfish, and stone.
  Many of the forests in the region are untouched by civilization 
  and are home to tribal bands of tamers, goblinoids, and 
  gnolls. Summers are mild here, but winters are bitterly 
  cold. The climate from north to south shifts generally from 
  sub-arctic to humid continental with pockets of subtropical 
  warmth more common to Harmonia hidden within thickly 
  wooded clefts along the coastal plain. The humanoid 
  population has its highest density along the coastlines, 
  many pursuing seafaring and mercantile professions.
  HISTORY
  Long had the fist of Subterran rule clenched the lands that 
  would be Ullera in a time before such dreams were had. The 
  attractive potential which had drawn Rageaic tribes out of 
  their fortresses and boltholes was centered on Cog Island. 
  Little did the conquerers know that other spirited races with 
  their own designs on the land would be attracted to the great 
  potential hidden away within the very earth itself—and 
  indeed, too, within themselves. Having served as the hub 
  of the Dominion for many years, the origins of the island 
  are shrouded in mystery. Some believe the island is a divine 
  miracle, while others see it as a curse. Orthodox views state 
  that Cog Island is an exposed part of the buried machinery 
  that regulates the globe.
  And thus it is that Keystone takes its name: a place by 
  which all mysteries can be unlocked if but for the ingenuity 
  of its peoples. Its natives, the Folk, are said to have long 
  understood this in an innate sense, but it was only after their 
  discover by dwarves across the Great Span, their mingling 
  with Leatherfoot and Tenderfoot tribes of the south, and 
  their acceptance of human tribes from the west were they 
  all able to render a working plan for the betterment of all.
  Birthed among the region’s districts, each reacted with 
  the same revulsion of and stubborn will to fight against 
  tyranny that Ullera is known for. Keystoneans know this 
  action as The First and Last Stand—an 85-year struggle to 
  oust and then keep out dominating influences from their 
  homes. Though the fighting was rarely constant, with 
  periods of cold war and proxy war throughout, history tells 
  how it was the Commonwealth that took the lead in the 
  fight. The Commonwealth drew its courage and mustered 
  its forces through the enlightened acknowledgement that 
  each individual was free to determine its own path—as 
  recognized in the Rational Orders—and was the first to 
  abolish slavery and institute universal suffrage.
  Whereas common purpose helped to drive Keystoneans to 
  victory in many early battles during the war, it was often 
  the things out of their control which stood in their way. The 
  Brickton Quake was one such example, having devastated 
  that city and set early Ulleran leadership about the region to 
  find less centralized headquarters to further promote their 
  war efforts. These mobile activities and a trusted seafaring 
  tradition have been ingrained in Keystone’s development, 
  and while calamity and war were on the rise, the region 
  has often had to combat its dark history with privateers 
  eager to take advantage of any situation. So too do many 
  Keystoneans watch for signs and portents, eager to stave 
  off the next natural disaster or supernatural event. Small 
  communities in the region often erect blessed placards and 
  guard stones in the town square or green to ward against ill 
  fortune and sate superstitions. In hindsight though, the quake 
  did have one positive effect on Keystone’s development: 
  greater gentrification. This led to improved building codes, 
  a housing boom, and shared wealth as created by the newly 
  built factories which sprang up all over.
  As Keystone’s society began to take shape, and the highest 
  minds of its citizens began to work together, ideas and 
  solutions were put forth to better predict the future. Across 
  the region, important centers of meteorological science 
  began to crop up, such as the Great Blue Hill Observatory 
  (GBHO) and its many satellite labs. Meteorologists 
  educated here keep the populace apprised of dangers—
  including rapid oxidation tempests and sough whirlpools—
  and academic achievements in weather science.
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  And as infrastructure and the Scholarly Method took root 
  in Keystone, so too did the need for careful financing. 
  Lushbarrow was founded by a group of financiers and 
  industrialists persuaded to move their money management 
  businesses out of the Commonwealth during the war. 
  Financial networks soon grew across the state, backing 
  and insuring homeowners and entrepreneurs alike against 
  the onslaught of war. Commuter routes later developed 
  to carry workers to upper management offices in 
  Esteem, which was largely insulated from attack by its 
  sheer population and collaborating elements scattered 
  throughout the region. 
  Today, most federal banks have headquarters in one of the 
  major cities of Keystone. As Keystoneans invested, the 
  banks in turn used their money to provide loans at profitable 
  interest rates. Legal statutes were written to require banks to 
  have enough currency on hand to cover daily withdrawals 
  and prevent runaway inflation. Crucial innovations such 
  as the telegraph and the ticker-tape machine came out of 
  this financial boom. Additionally, bankers invented punch 
  card “bank notes” representing a fixed sum of credit for 
  exchange at designated depositories. Bank notes have been 
  commonly used in the cities of Ullera for decades, but have 
  not seen much use in rural areas or foreign nations.
  Another great tradition which came out of the Abolition 
  War, aided by the competitive mix of races in Keystone, 
  was a thriving sports scene. Periodically, the war left 
  the ground dead and scorched, and turfball fields were 
  improvised to salvage the land in those places. Besides 
  providing exercise and a break from the stressors of 
  fighting, Keystoneans learned to hone basic skills and 
  practice teamwork in their spare time. Turfball is a 
  common sight today, with Keystone’s league play and 
  its nine districts each supporting its own club, including 
  venues for other sporting events and contests of skill and 
  physical prowess the people here have pioneered.
  Though not all interaction within the region is conciliatory 
  and sportsmanlike. Historically, border disputes with 
  neighboring districts and regions has been as much a 
  pastime as turfball. The most famous of these concerns 
  various lengths of land lying between Keystone and 
  Harmonia. Towns this side of the border feature the stiffest 
  bureaucracy in all of Keystone. Communities south of 
  Abysspolis contain some of the most jealously guarded 
  coal and oil caches in Ullera, and it is a rare year when 
  miserly miner and driller families aren’t feuding across 
  borders with each other.
  GOVERNMENT & PEOPLE
  The districts here govern from the bottom up, with most 
  decisions coming from town forums that are then passed up 
  the chain of communication to other administrative bodies. 
  Each district consists of cities, towns, and villages, like any 
  other, which are at first nominated and if eligible granted 
  a communal charter, making each one an incorporated 
  township. Keystonean townships differ in that the local town 
  government rather than the region has legal jurisdiction 
  over the land surrounding the town, can determine how land 
  is used, and adjudicates public services and utilities for the 
  region-at-large. 
  Each district elects a proctor and a second to communicate 
  with the others, and together the proctors form the “highest” 
  level of regional government which it turn reports and 
  receives messages to and from federal offices. Nevertheless, 
  town forums are the breeding grounds for democracy in 
  Keystone, and although the process can be laborious—
  wherein a township must first inform its district’s second 
  to inform the district’s proctor to inform another proctor 
  who informs that district’s second to inform a corroborating 
  township before something can be agreed upon—most 
  would agree they would not have it any other way.
  In the Commonwealth, nicknamed “Cadet Alley” 
  because of the multitude of private military colleges 
  lining the River Lush, privateers guilds have become a 
  passing fancy to those seeking a life of money, sex, and 
  adventure. Although enjoying a stretch of peace time at 
  present, the military academies here continue to put out 
  stalwart graduates; though without an enemy to fight, 
  these talented youth often end up selling their services 
  to clandestine guilds than state causes. This trend is only 
  now catching the attention of government agents, and it 
  remains to be seen if the privateers guilds will cooperate 
  with the reduction of their memberships or move their 
  ambitious hopefuls about to conceal their agendas.
  Most of Acarest’s people—primarily gnomes and 
  dwarves—live on the coast as whalers and fishermen, 
  so inured to their trades that they hardly stop to notice 
  privateering activities. Few coasters choose to live inland 
  with more than one person for miles around. The largest 
  industries in Acarest are fisheries, mills, and presses. 
  Steel vehicles are rare in the district due to frequent rapid 
  oxidation tempests (called “ROTs”) and the bountiful 
  supply of wood. Most citizens use archaic transports like 
  sailing ships, wood wagons, pole barges, hide canoes, dog 
  sleds, and draft ponies.
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  Lushbarrow lies directly south of the Commonwealth, 
  bisected by a popular rafting stretch of the River Lush 
  that runs north to south, emptying into the Great Span. 
  Lushbarrow is extremely flat, and its southern coastline 
  is heavily populated. Small cities and fisheries line the 
  southern seaboard across to Esteem Sound. Many of the 
  district’s citizens, colloquially called “cargo hops” or 
  “hoppers,” routinely take the ferry to work in Esteem 
  businesses, while “homers” back in the district tend their 
  plots and reel in their catches to be served up in Esteem 
  eateries and markets.
  Mountainous Nova Hamal can be divided into four 
  geographical regions for the types of critters raised there: 
  the Great Moth Woods, the White Ant Mountains, the 
  Leech Country, and the Crayfish Basin. Most of the district 
  is covered by forests which are home to hundreds of 
  varieties of moths, their larvae, and the vermin that feed on 
  them. The hermetic monks of the Tin Mountain Monastery, 
  brought east by half-elven explorers, use trained giant luna 
  moths as mounts, couriers, and for their silk. Patrolling the 
  bitterly cold White Ant Mountain range, the monks here 
  have developed sophisticated methods of extracting dyes 
  from the scales of the native Whipsaw Koi—found in the 
  lake of the same name—and injecting the dyes under their 
  skin to fend off the cold. The brilliant dyes also have the 
  side-effect of coloring the monks’ skin in splotches of reds, 
  yellows, and blues.
  Vorlejj is known as the “Green Peak District,” not because 
  of its high population of icetreaders, but because of the 
  green mica deposits in its forested ranges; the highest being 
  Killaman Peak. Vorlejj is unique among the districts of 
  Ullera because it is actually a protectorate. The district has 
  no official charters, only a provisional land grant on federal 
  trust that the districts inhabitants will protect themselves 
  and the surrounding lands from foreign incursion. A 
  “council of borderlords” represents each tribal band. The 
  Borderlords maintain a loose economy with wider Ullera 
  as the leading producers of ambrosia syrup. The icetreader 
  tribes of Gruntland (pop 10,600) tend dairy herds and ship 
  lumber, granite, marble, and slate by the Green Peak Rail to 
  locations outside the district.
  The smallest district of Keystone is not a district in the 
  normal sense, but a massive prison plantation, work camp, 
  and group of rogue islands where castaways and recluses 
  live offshore. The inmates of mainland Rubro Ipsum must 
  serve out a life sentence and are forbidden from rejoining 
  the nation-at-large. Prisoners here vary by type, though 
  rumors persist that political detainees outweigh the more 
  heinous offenders. Prisoners have no vote, no property, 
  and are left with no means to communicate outside their 
  confinement. A few favored individuals are employed by 
  the outside government as supervisors to maintain order, 
  meet work quotas, and distribute supplies. In return, these 
  “stewards” earn various perks, luxuries, and a measure of 
  safety. To attack or kill a steward is a death sentence. 
  Much of the acreage in the district is dominated by plantations 
  that raise crops to feed the inmates and stewards. The 
  massive docks of the prison are home to the most dangerous 
  and toxic foundries and factories in Ullera, and are leased 
  by government contract. Unlike other conventional prisons, 
  Rubro Ipsum has no walls and no guards. No recorded 
  escape has yet occurred at Rubro Ipsum because of “aqua 
  vitae,” a purple sap-like drug that the inmates are fed daily 
  and dependent on to survive. It is difficult for an individual 
  to build up a surplus of aqua vitae, but tiny smuggled vials 
  are used for gambling and secret trading. Every inmate is 
  issued a uniform, the color and pattern of which matches 
  the steward of their assigned group. While some stewards 
  are brutal toward those under their care, others are merely 
  pragmatic or even paternalistic.
  The district of Heavenswake is the most populous district 
  in Ullera. Esteem, Ullera’s most massive city, serves as 
  the state capital along the narrow sea coast. Heavenswake 
  is the center of the region and shares a land border or 
  maritime body with almost every other district of the state. 
  The immense size and industry of Esteem means it is also 
  a nexus of culture, politics, and commerce for the region. 
  The Planners of Esteem, as the city-dwellers are known, 
  each take pride in the work they contribute, no matter how 
  menial, to ensure that the city remains great. No small 
  amount of pride is held by those who know Esteem was the 
  site of the first and some of the largest battles against the 
  Dominion, and was the first municipality to be evacuated of 
  Dominion troops during the Abolition War.
  The citizens of Gardenia are sandwiched between two 
  large cities: Esteem to the northeast and Camaraderie 
  to the southwest. “Old Baron” Jammer Felcon, a leader 
  during the Abolition War and architect of Ulleran freedom, 
  called the state “a barrel tapped at both ends.” Gardenian 
  politics is shaped by its powerful neighbors. Generally 
  though, Gardenia takes its cues from Pennoncelle, as both 
  districts share in profitable ore mining operations across 
  their borders. Bog iron pits in Southern Gardenia are among 
  the finest sources of iron in Ullera. Shared mines with 
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  Pennoncelle include the Mt. Despair Excavation Escarpment 
  and the Rockery Dale Mines, integral to feeding the steam 
  industry. Zinc mines are also profitable, especially the 
  Worthy Knoll Mine. Also, the first steam engine in Ullera 
  was introduced at the Schuyler Copper Mine in Millstone 
  (pop 8,000), Gardenia. Mining has created boomtowns 
  throughout Gardenia and Pennoncelle, and so long as 
  everyone continues to share in the wealth no large amount of 
  discontent will be felt by those who know authorities out of 
  Pennoncelle call the shots. Gardenia and Pennoncelle both 
  have recently experienced mass migrations of goblinoids, or 
  “greenskins,” into their cities and towns, giving the area a 
  distinctly earthy tone and ethnic feel.
  GAZETTEER
  Keystone features a wide array of climates and geographies. 
  The most northern and eastern climes are 90% old growth 
  forest with rolling hills and a jagged rocky coastline. The 
  mountainous ranges and trails, starting in Acarest, moving 
  down through Nova Hamal, and into non-coastal portions 
  of Heavenswake, are lightly populated and heavily forested, 
  full of conifers and broadleaf deciduous trees. The flatter 
  lands in Lushbarrow across to Pennoncelle are cooler 
  on average than the heights, but many lowland areas, in 
  particular those near the Erato Sea, experience more than 
  a hundred inches of snowfall each winter. Water spouts are 
  not uncommon, and they have been known to touch down 
  on flat terrain and form into full-blown tornadoes across 
  the region. Various vermin of staggering sizes persist under 
  many of the largest cities and in hidden country hollows. 
  Monstrous crabs, selkies, and sea serpents plague the waters 
  all the way from Delaminate Estuary to north of The Hook.
  AMBROSIA SYRUP
  Ambrosia syrup is harvested in the Uplands of Vorlejj  
  (the area between the Warren and Gruntland) from 
  the Elder Trees, known for their amazing regenerative 
  capabilities. The syrup can be made into one of the 
  following applications: a salve, a lotion, or a paste. As 
  a salve, it heals most minor wounds (1d4 hit points, and 
  stops bleeding effects or effects that require magical 
  healing; a creature cannot heal more than 4 hit points per 
  day from ambrosia syrup); as a lotion, it provides acid and 
  fire resistance 2 for 1 hour; as a paste, it can be used to 
  reattach severed limbs so long as the limb is recovered 
  within 1 hour of its amputation (requires 5 applications 
  of the syrup).
  Turning sap into syrup is the tedious work of a careful 
  dehydration and mixing process, understood or practiced by 
  very few outside Vorlejj. Ambrosia is one of the major cash 
  crops of the Uplands, for the syrup is worth its weight in gold. 
  Fierce feuds have erupted over ownership of specific trees 
  and accusations of sap piracy. Elder Trees are well guarded 
  and tended by hereditary ambrosia farmers. Rumored 
  byproducts of ambrosia are also valuable and include a 
  powerful incendiary fluid and a potent narcoleptic powder.
  Cost: $75 (per application)
  Abysspolis: Abysspolis is not only the center of coal and 
  oil mining in the district, but also the chief exporter of fossil 
  fuels in Keystone. The city is named after the network of 
  narrow, lightless, mining tunnels excavated from beneath 
  the city. The miners are mostly dwarves, but goblinoids, 
  kobolds, and tamers are also hired at greatly reduced wages. 
  The most valuable mineral apart from “abyss diamonds” is 
  anthracite. This high luster coal has the greatest calorific 
  content of any coal and produces a smokeless blue flame 
  of incredible heat. A steam vehicle fueled with anthracite 
  needs only half as much coal and is 10% faster. Anthracite 
  averages 20 bucks per pound up and down Topper’s 
  Highway.
  Miners spin stories about the creatures lurking in the 
  deepest mines when every year some of them disappear 
  without a trace. The output of each mine is not only a 
  matter of profit for the mining company, but an issue of 
  state security. Unions and labor strikes are discouraged 
  at both the local and federal level, and any decrease in 
  productivity must be rapidly addressed. Problem solvers 
  are handsomely rewarded and viewed favorably by the 
  government.
  Alabaster: So named for the many pieces of worked gypsum 
  and calcite that virtually litter the entire city. In its early 
  days, limestone quarries throughout Keystone had trouble 
  marketing the material for use in construction, and the city 
  of Alabaster was conceived as a marketing ploy to show 
  other municipalities that the material was worthy of notice. 
  Instead of propagating its use region-wide, people from all 
  over began to migrate to Alabaster, summoned some say 
  by an irrational attraction to the mineral, and ultimately it 
  became the seat of the district. Here all manner of buildings, 
  statuary, thoroughfares, and new “stonecraft” machineries 
  are made of the stuff. 
  Arsenal: The largest mass producer of single-shot pistols 
  and long firearms in Ullera, the city’s blast facilities also 
  supply the Ulleran Army and Navy divisions with brass 
  cannons, mortars, and other siege weaponry. Arsenal has 
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  transfigured the construction of firearms with its assembly 
  lines and production of interchangeable gun parts. And 
  even though the city contains more firepower than any three 
  others combined, Arsenal’s heavily enforced ordnance 
  policies ensure that accidents and mass shootings are kept 
  to a nationwide record low.
  Brass Tub: As a major coastal port and shipping center, 
  Brass Tub features a much lauded row of docking slips that 
  form its pristine shipyard. Local lumber is used here to build 
  a variety of clippers and coasters that ply the trade routes 
  of the Great Span. Many shipbuilders here also contract 
  to make very specific vessels: unique types bought by 
  collectors or buyers seeking a ship unlike any other. Many 
  independent nautical craftsmen got their start at Haberrath 
  Industries, which is headquartered here.
  The city takes its name from several of its famed slips which are 
  built almost entirely from brass. The upkeep on these facilities is 
  tremendous, but workers say the product is infinitely of a higher 
  quality. The brass housings of the slips help to prevent sparks 
  and fires from damaging a hull during the build. Vessels which 
  “sing” as they slide off the brass slips are said to be the most 
  fortunate; blessed with special traits or characteristics generally 
  unknown to all, even the ship’s designers.
  Brickton: The birthplace of Ullera’s founding contract with 
  its peoples, Brickton is the fortified seat of the district, and by 
  far the most industrious and populous of all the cities in the 
  Commonwealth. Its citizens see themselves as Bricktonians 
  foremost, with their allegiance to Keystone secondary and 
  to Ullera in general tertiary. As its name implies, most of 
  the buildings of the city are made of red clay bricks as well 
  as many of its most scenic streets. Redheaded births are also 
  curiously common in the region despite the appearance of 
  their parents. Bricks, unfortunately, perform poorly against 
  earthquakes, and much of the city was heavily damaged 
  after the historic Brickton Quake.
  The city itself is on a heavily fortified peninsula with only a 
  tiny land bridge linking it to the continent. Harbors surround 
  the city, but many of the subsistence level fishers and sailors 
  live outside these areas, superstitious that their presence 
  there would generate another earthquake. Replacing much 
  of the low cost housing are massive warehouses used for 
  shipping and other commercial structures. The focus of 
  Brickton’s economy is banking, medicine, book publishing, 
  and higher education. This focus has created a greater than 
  normal concentration of entrepreneurs, professors, and 
  tycoons. Magister’s Road is a well known chaplain college 
  located here since the city’s founding, its campus one of the 
  richest and most well staffed in the nation. Castle Island is 
  a vital naval fortress used to protect the sea lanes leading to 
  the city with tea kettle destroyers and massive cannons. The 
  largest naval battle fought in the harbor was the “Brickton 
  Brouhaha,” so dubbed in honor of the valiant role the 
  district’s naval services had played.
  Camaraderie: The third most populous city in all of Ullera, 
  Camaraderie sprawls across the roof of the Delaminate 
  Estuary and the South River. Numerous railroads and canals 
  carve up the city’s infrastructure into neat quadrangles and 
  open-area courtyards that serve as popular meeting venues 
  for the citizens’ personal and business affairs. The city 
  is built on a principle of openness and fair use of local 
  resources as a means of fostering the key value attributed 
  by the city’s namesake. Still, though, visitors can’t help 
  but notice a strange patina of inauthenticity in many of the 
  citizens’ attitudes toward togetherness. Certain “crackpot” 
  analysts have pointed out  time and time again that this is 
  due to the city’s water supply and/or architectural style—a 
  style that borderlines on the inhumanly mechanical.
  Catamount Mountains: Throughout Keystone, but 
  especially in the Catamounts of Heavenswake, environmental 
  phenomena like temporal riparian biomes (TRB) are 
  relatively common. TRBs, first identified in Keystone, are 
  usually acre-sized plots of land or larger, the environment of 
  which is distinguished by finite temporal vortexes causing 
  lifeforms within them to experience time at a much slower 
  or faster rate than normal. It is theorized that inhabitants 
  can spend a minute (10 rounds) of “false time” in a riparian 
  biome that may last only seconds or several hours of real time 
  (1d100 x 1d20 rounds). TRBs are typically undetectable and 
  require special instruments to observe. The biomes expand 
  and contract haphazardly in random locations, and travelers 
  are frequently enveloped in a TRB by accident. The effect of 
  TRBs is often apparent in the deciduous trees of the range, 
  in that some swaths of forest acquire their autumn colors 
  prematurely while others remain inexplicably green. Rumors 
  of immortal hermits living in the mountains have been the 
  basis of songs and folklore for generations, and some have 
  even taken up residence in regional sanatoriums.
  Cog Island: This historic and awe-inspiring stretch of land 
  is composed of an interconnected set of five dials made 
  of concentric rings of bedrock in constant counterpoint 
  rotation. Each cog disc is twenty-three miles in diameter 
  and divided into one-mile wide rings with a five-mile 
  diameter wooded park at their centers. The outer rim of each 
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  disc is the busiest and is filled with federally licensed and 
  leased vendors of all sorts—including the workshops of the 
  widely successful Savig’s brand (named for the inventor, 
  Niklos Savig [CG male half-elf [loci] expert 3/gearhead 
  9/wizard 6]). The inner rings are largely residential with 
  the most valuable property surrounding the central parks. 
  Building codes and loitering laws here are very strict so as 
  not to interrupt the so-called delicate and intricate work of 
  the cogs. The entire chain of five cogs is 118 miles long.
  The origins of the island are shrouded in mystery, but it was the 
  throne of Dominion rule for centuries. Some believed the island 
  was a divine miracle while others saw it as a curse. Today, the 
  widely held orthodox view is that Cog Island is an exposed part 
  of the buried machinery that regulates the globe, and the spark 
  from which the Scholarly Method lights up the world.
  “Cut a swath with nature’s knife”: No other region in 
  Ullera contains as many artificial waterways connecting 
  its natural rivers and lakes as does Keystone. Long ago, a 
  plethora of developers, many owing their trade and expertise 
  to either gnomish or dwarven engineering, rallied round 
  a common motto and set about carving up the land with 
  canals, levees, and dams for creating new routes of travel and 
  commerce. And it is little wonder that many of the state’s 
  townships developed along these lines. The most famous 
  canal-city of Cataract (pop 4,950), site of where the truce 
  to end the First and Last Stand was signed, is built on both 
  sides of the Cataract Falls between the lakes Erato and Clio. 
  Turbine-driven mills are powered by the rushing waters, 
  unnavigable by ship. The citizenry here are also unique in that 
  they maintain a strictly neutral policy—some say encouraged 
  by federal agents—toward Ulleran and Atanakan influences, 
  even though Cataract is on Ulleran soil. Concerned more with 
  managing the canals circumscribing the falls than politics, the 
  people of Cataract have peaceably negotiated a toll system the 
  bordering nations use as one of the only standing legal means 
  of egress to the other side.
  Much of the rest of these canal-cities are found in Nova 
  Hamal. The town of Pitfall (pop 3,350) stands on pylons 
  driven deep into the four inky black Pit Lakes which are 
  connected by dam to the River Lush. Oldgravesport (pop 
  7,850) sprang up on the coast where an old logging facility, 
  now a regional landmark, had been converted into a receiving 
  facility on the “Coffinway”—a canal route used to float 
  boxed corpses down the Merrimack for internment—during 
  the war. And Embargo (pop 4,550) uses a sophisticated 
  series of canals to herd its giant leeches into culling pools 
  where they are taken up as “part of security” to the floating 
  ironclad fortress/prison that is permanently moored above 
  the trees near the district border with Acarest.
  Dead River: The Dead River stretches over 170 miles from 
  Hornhead Lake down to the southern coast of Acarest. 
  It is primarily used to float lumber but was once used as 
  an invasion route into Atanak. Ulleran Brigadier General 
  Auldor Benedok infamously led a force of 1,100 infantry 
  troops up the unmapped river in hopes of out flanking the 
  Rageaic city of Quelfloh. At the end of his ill-conceived 
  march, only 600 infantry remained to fight the disastrous 
  Battle of Quelfloh. Some claim that the slain soldiers of 
  that march lie-in-wait to drag unlucky travelers beneath 
  the Dead River’s waters to join their ranks. In spite of 
  the legends, the Dead River is an important waterway for 
  Acarest. Its banks pass directly through the frozen village of 
  Snow Hedge (pop 500) and the early Folk settlement of Ol’ 
  Gustav (pop 6,950). The Dead River also supplies drainage 
  for the shipbuilding center at Brass Tub.
  Erato: Erato has the distinction of being a significant 
  launchpad from which many of the earliest air-based 
  expeditions set out to navigate and map the Inland Seas and 
  settle Sunderland. Besides the more typical steep-roofed 
  structures, or “roosts,” built here, dwarven designs have 
  yielded wide, squatty, partial-subterranean hangar facilities 
  that can sustain the stress of winter snows equally well.
  Erato also serves as an important shipping and refueling 
  port for long voyage vessels plying the Inland Sea routes 
  across country. During the Abolition War, the Battle of 
  Erato Sea proved that Keystone’s control over waters it 
  bordered would be absolute and lasting against further 
  Atanakan naval assaults.
  Esteem: Esteem is centered on a spit of land north of 
  Cog Island known as Mannazan Island. The City of 
  Esteem has flourished and overgrown its borders many 
  times, subsuming other nearby neighborhoods, and even 
  developing public and private facilities and residences 
  on Cog Island. An inspiration to scientists, industrialists, 
  and inventors everywhere, many come to Esteem risking 
  fortunes and standing in vast waiting-lines simply to find a 
  lease on Cog Island for a brief stay.
  Esteem is home to every humanoid race in the nation, be 
  they goblin or giant. Residents daily commute to the city by 
  rail or ferry, but living and parking space is at a premium, 
  so foot travel is preferred except for the many corporate 
  dirigibles and courier gyro-copters that slide between city 
  buildings like coy tropical fish. On Cog Island, travel 
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  is restricted to foot—partly to combat pollution, but also 
  because the island is always in motion. Instead of vehicle 
  transport, one simply waits until a cog ring has rotated to 
  the desired location. The rings move with enough speed to 
  be mildly treacherous, but the young and spry have little 
  difficulty moving from circle to circle.
  On the mainland, the city is divided vertically into Upper 
  Esteem and Lower Esteem due to the numerous towers, 
  skyways, and skywalks. All floors 20th and above are 
  Upper Esteem; floors beneath the 20th and the underground 
  are considered Lower Esteem. It is common for residents 
  to place emphasis on how high above the ground they live, 
  and the wealthiest use dirigibles to move about the rooftops 
  rather than pedestrian traffic.
  Foundry: Nova Hamal’s largest city and district seat, this 
  “company town” is owned and operated by Mayrbronne 
  Limited. Ariettas “Blood” Mayrbronne (LE female dwarf 
  [drague] aristocrat 3/inquisitor [iconoclast] 11) is a leading 
  capitalist and the most powerful rail baron in Keystone. 
  Besides rail, her factories produce an eclectic variety of 
  custom-made equipment marketed to adventurous types. 
  Always one to diversify, Blood’s other holdings use 
  massive looms and water power from the Merrymaker to 
  weave fully 15% of the nation’s cloth. Unbeknownst to 
  citizens and visitors alike, every business in Foundry is 
  run by Blood, meaning all employees effectively work for 
  Blood, and all the goods bought and brought into the city 
  are at Blood’s discretion.
  Hamal Beach: A prosperous vacation resort with boardwalk 
  casinos, several glamorous pleasure parlors, and a number 
  of offshore flophouses catering to a discrete clientele of 
  outdwellers. The beach faces the Shrouded Isles seven miles 
  offshore, and is only fifteen miles south of the industrious 
  ocean harbor of Reverie (pop 2,800).
  The Hamate: The Hamate (“The Hook”) is the eastern 
  most portion of the Commonwealth and is a massive 
  peninsula that shelters the coast of the district from storm 
  waves. Replete with fishermen and whaling communities, 
  The Hamate has become a summer haven for wealthy 
  city folk who use the cape for yachting, sailboat racing, 
  and trophy fishing. Poor soil and limited freshwater on 
  The Hook means that agriculture is limited to smaller 
  farms, vineyards, and cranberry orchards. And standing 
  watch to the constantly shifting sandy shoals luring in the 
  bay, numerous lighthouses with permanent crews dot the 
  peninsula.
  The Hook is also home to a massive federal air base which 
  houses facilities for both naval airships and steamships. 
  Local parlance out of Hamate Port (pop 5,650) has taken 
  to naming the personnel among the naval crews in colorful 
  fashion. “Slicks,” the lowest rank of naval sailor, including 
  those who man hydrogen airships, are known for their 
  unmarked rubberized uniforms. A “killick” or “air boss” 
  are the leading crewmen for sea and air, respectively. 
  “Windjammer” refers to the helmsman of a vessel propelled 
  by wind. The soot covered uniforms of “tars” indicate 
  they crew a steam-driven vehicle. “Roughnecks” are 
  specially trained shock troops used in boarding actions and 
  amphibious assaults. “Lascars,” derived from Dwarven, 
  are foreign-born merchant marines hired by overseas 
  shipowners and traders. And a “swabbie” is a broken down 
  sailor reduced to menial duties.
  Harrowgate: Harrowgate is named after unusual rifts of 
  unknown origin common in the land here. It is said that 
  some of the of these crevasses extend deep into the crust 
  and may be volcanic fissures. Local legend abounds of fiery 
  creatures emerging from these rifts and setting homes and 
  fields ablaze. As the district seat, the city is the central hub 
  of a recently completed local railroad and canal network 
  linking with Camaraderie, Abysspolis, and many other 
  Pennoncelle townships along Topper’s Highway.
  The Paxton Riders, a criminal syndicate, is based in 
  Harrowgate. They engage in smuggling, gunrunning, 
  and racketeering. The Riders have made deep inroads 
  into local government and are virtually immune to 
  prosecution. The city is also at the heart of the fertile 
  Dusun Country, known for its orchards and concentration 
  of dwarves. The Dwarves of Dusun Country are isolated 
  within their own dialect and culture, having largely been 
  unable to take advantage of the rapid industrialization 
  of the region. Dusun Dwarves are trained through 
  apprenticeship rather than formal schooling, with many 
  settling down to become farmers, miners, and day 
  laborers, but nary a foreman or strong unifying leader 
  among them. Numerous rights efforts have been made 
  to unionize the city’s laborers, all so far unsuccessful.
  Lacum Rubro Ipsum: Beneath the coast of Rubio Ipsum is 
  a subterranean lake and cave system that can only be reached 
  by diving bell. By far the most hazardous and profitable labor 
  available in Rubio Ipsum, the threat of freezing, asphyxiation, 
  cave-ins, and predator attack are frequent perils faced by those 
  who dare. The underwater caverns have extensive pockets of 
  air allowing for mining and undersea exploration.
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  Among the many prized minerals, shells, and sea creatures 
  found in these caves, the most desired are night pearls. This 
  milky crystal gives off an eerie blue or green glow and can 
  be shaped into artwork, jewelry, weapons, or armor (add 
  $100 per pound to the object’s cost). A night pearl lantern 
  is prized by spelunkers since it is as bright as an oil lantern 
  but can be submerged, will not set off combustible gasses, 
  and does not need fuel.
  AQUA VITAE
  Aqua vitae is a drug that nearly all prisoners of Rubro Ipsum 
  become addicted to, made from the purple sap of a shrub that 
  only grows in the red soil of the district. Aqua vitae addicts are 
  marked by a web-like network of purple veins on their arms and 
  neck that fades away as the drug leaves the addict’s system. 
  Without the drug, however, the inmate sickens and quickly dies.
  Type ingested or injury; Addiction severe, Fortitude DC 18
  Price $200
  Effects 1 day; imbiber gains the benefits of an 8-hour rest by 
  resting only 4 hours, or the benefits of a full day’s rest by resting 
  only 8 hours. If addicted, imbiber must take this drug every 8 
  hours or take 1 Con drain.
  Damage 1d2 Cha damage
  Needle Barrens: The Needle Barrens is an ancient forest 
  of spindly conifers and thorny bushland spanning central 
  Gardenia. The sandy, acidic, nutrient-poor soil of the area 
  is hostile to crops. Despite its proximity to major cities, 
  the Needles Barrens remains largely untamed and uncut. 
  These uncommon conditions enable the Barrens to support 
  a unique and diverse spectrum of plant life, including wild 
  orchids and carnivorous man-eating plants. The area is also 
  home to rare pygmy Pitch Pines—a plant with sap that can 
  be refined into a low-emission fuel—and a well-kept secret 
  by the locals. The sand here is called “sugar sand” due to its 
  high silicon content and white color.
  The Barrens are extremely hazardous to travelers with 
  quicksand, forest fires, dire wolves, giant rats, and monstrous 
  insects a common threat. But the most dreaded threat inhabiting 
  the Barrens, if reports of the gruesome evidence left by its 
  attacks are to be believed, is the curiously named “Jocelyn 
  Devil” (an advanced 8 HD peryton).
  North River: Emptying into estuary waters south of Esteem, 
  the North River flows through eastern Heavenswake and is 
  linked in the north by canals to the Inland Seas. The district 
  seat at Alabaster lies on the banks of the North River. The 
  Tears Glacier on Mount Mercy is the highest tributary to the 
  North River at an altitude of 6,000 feet, known to be home 
  to a pair of polar rocs that migrate here in late fall.
  Paternoster: Mechanization has caused northern cities like 
  Paternoster to grow and prosper. It was the first planned 
  industrial city developed using private funds. Previously, 
  the district’s economy was largely agrarian; subject to 
  crop failures, poor soil, and hurricanes. The shift to an 
  industrialized economy has drawn laborers out of the fields 
  and into the city. The Society for the Establishment of 
  Useful Manufactures (SUM), currently headed by Alexia 
  Hamung (LN female human [ulleran] aristocrat 4/oracle 
  10) directs the funds of many would-be investors. SUM’s 
  goal has been to create an industrial complex capable 
  of satisfying the rapidly growing populations across all 
  eastern Ulleran metropolises. Many district industries and 
  refineries (collectively called the “Alchemical Coast”) 
  are powered by coal-house kilns above which building 
  materials are produced and excess heat energy is either lost 
  through the towering stacks or siphoned into machinery at 
  other factories, like the Lyrist Sewing Machine Company, 
  where cotton fabrics, silk, and furniture are assembled. 
  The demand on laborers has spurred union activity which 
  recently peaked with the notorious “Silk Strike,” when the 
  silk workers demanded an eight-hour day.
  Paternoster is the cradle of many entrepreneurial inventors. 
  Discoveries and inventions made in the region include the 
  steam engine, the rotary pistol, the incandescent bulb, the 
  wax recorder, the self-sealing steam bolt, and the pneumatic 
  tube. Famed inventor Rhomiston Edeillon (LN male gnome 
  [gentry] expert 9/gearhead 7) has become a well-respected 
  figure among scientific circles, owning over a thousand 
  patents for inventions he developed locally. Edeillon’s 
  facilities, at Memento Square, are rivaled only by Savig’s 
  workshops in all of Ullera. Chrystal Street in Memento 
  Square was the first thoroughfare on the continent to have 
  direct current lighting installed.
  RAPID OXIDATION TEMPEST (ROT)
  ROTs are infamous and unpredictable meteorological 
  menaces in the northern districts of Keystone. ROT weather 
  can strip the metal from man and machine within minutes, 
  dealing 5 damage (ignores hardness) per round to metallic 
  objects unless a DC 15 Fortitude save is made to resist 
  damage that round, or shelter is taken. There is a 25% chance 
  ROT conditions will persist within northern districts (e.g. 
  Acarest, Vorlejj, Nova Hamal, and the Commonwealth) 
  for 6d10 minutes during any period of precipitation. ROT 
  conditions are almost assured for the same duration under 
  storm conditions.
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  Sanctuary: The district seat and largest township in 
  Lushbarrow lies in the middle of the southern coastline 
  and has its own natural harbor. The city is famous as the 
  home of the gifted inventor and entrepreneur, Ollestrom 
  “Ollie” Whiteknees (NG male gnome [sharper] aristocrat 
  4/gearhead 13), whose one-time apprentices included both 
  Savig and Edeillon. His genius laid the foundation for 
  many of the mechanical marvels of today. The Safe Arms 
  Company he founded long ago is still one of the premier 
  firearms innovators. Other notable companies based here 
  include Grandee’s Candy Company (the foremost producer 
  of sugary confections and hard candies), Samson Locks & 
  Safes (one of the nation’s leading manufacturers), Sanctuary 
  School Press, and Revenant Trust (the public arm of the 
  Lobe and Lock Society). The Civic Telegraph Company 
  (CTC), headquartered in Sanctuary, provides telegraph and 
  ticker-tape service for all but the smallest townships in the 
  region.
  The city has a long history of urban planning and was the 
  first in the region to institute the Nine-Square Plan, with 
  each central plot in the square design left to function as a 
  forum or green, often beautified by slender paved avenues 
  lined with elms. The city is also the envy of the region for 
  its many handsome sporting venues, including dedicated 
  stadium grounds for year-round turfball and knattleikr play. 
  The vital Farmark Canal flows through the city and links 
  Sanctuary Harbor allowing seagoing vessels to move their 
  cargoes inland all the way north to the district border with 
  the Commonwealth. The city council, known as the Board 
  of Aldermen, consists of thirty spokesmen elected by each 
  city ward. Exercising greater influence than the Board is the 
  Drevan Academy, famous for producing the high-caliber 
  federal agents known as “widowmen,” strives to ensure the 
  city  lives up to its reputation.
  Serenome: During its subjugated years, the village of 
  Serenome (Gnome for “place of peace”), was notorious for 
  wreckers, pirates, and smugglers. While under the authority of 
  the Dominion, the citizens led a double life of ordinary peasants 
  and new moon raiders. Eventually, a massive tribunal was held 
  on the village green. Public torture was used to force citizens to 
  inform on friends and family, followed by a ruthless lynching 
  of the indicted. This once thriving township is now largely 
  abandoned and many claim is haunted by the undead. The 
  legacy of bloodshed here is said to attract fell spirits and other 
  unsavory menaces. Only the brave, foolish, or ashamed choose 
  to live in Serenome now, but treasure hunters and investigators 
  often venture here to either sate their greed in finding hidden 
  bounties or to sharpen their skills at solving dormant mysteries.
  Smithfelled: This large commune (pop 15,200) is an 
  exclave of the Commonwealth to the south. They ignore 
  Acarest authorities and only take direction from their 
  southern patrons (who rarely seem to pay them much heed). 
  This heavily fortified community, having never attained 
  township status, is an island of steam technology in the feral 
  wilderness of central Acarest, and makes extensive use of 
  exoskeletons for lumber harvesting, slate quarrying, and 
  town defense.
  Always at risk to ROT weather, massive slabs of slate are 
  used to cover hangers, smelters, and drop forges. Small 
  local mines provide the community with gems, metals, and 
  minerals, but coal must be shipped here from Harmonia, 
  where Topper’s Highway begins (or ends, according 
  to some), as few other districts will sell to Smithfelled. 
  Smithfelled is one of the largest quasi-legal corporate 
  communes in Keystone, supplying its hushed masters with 
  timber and slate without paying local taxes. Tensions are 
  high between the Commonwealth and Acarest over what 
  local officials consider the resource poaching of their 
  district.
  The Shrouded Isles: The Shrouded Isles are a chain of 
  rocky outcroppings split between Acarest and Nova Hamal. 
  These islands are treeless and desolate without cultivatable 
  soil. Centuries ago the isles were used as an anchorage for 
  sea pirates and many believe that the isles are haunted by 
  the shadows and shades of these buccaneers.
  Hog Island is the largest with a small fishing community, 
  artists enclave, and a respected sanatorium to call its own. 
  Pentacle Island is a religious retreat that only allows day 
  visitors. Silver Noose Island is the home of Thaxter Shreve 
  (LN male human [ulleran] expert 5/bard [court bard] 14) 
  a notable inventor, shipping tycoon, and host of the most 
  lavish and decadent parties on the coast. Cinder Island 
  is also a private residence. A breakwater connecting tiny 
  Malefic Isle to Silver Noose to Cinder to Pentacle creates 
  a harbor for visiting ships and private yachts. Duccover 
  Island to the north is used as a bomb range for the military 
  and is dotted with unexploded bombs and other volatiles; 
  where few are willing to risk a landing regardless of rumors 
  of hidden pirate treasure. Whiting and Codfish Islands are 
  the sites of matching Nova Hamal lighthouses as well as 
  aquatic trade bazaars.
  SOUGH WHIRLPOOL
  These massive wandering vortexes can be hundreds of feet 
  in diameter and are the scourge of unwary captains and 
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  becalmed ships in the Gulf of Acarest. Only vessels with 
  very powerful engines or skilled pilots can hope to pull free 
  of a whirlpool’s grasp. Smaller sough whirlpools that spawn 
  randomly are more common but are much less dangerous 
  to shipping. Some believe the whirlpools can be attributed 
  to natural phenomenon, but others claim sea elementals, 
  krakens, or ocean leviathans create them.
  A whirlpool is an environmental hazard for ocean vessels 
  and sea creatures that requires a skill check to escape. The 
  whirlpool grows stronger the closer a target is to it. Escaping 
  a whirlpool requires a Swim check or Vehicle Piloting 
  (+CMB) check, and allows a creature or vessel to move 
  half its speed away from the vortex. Failure at such a check 
  causes a target to move closer to the whirlpool’s center, into 
  the next reach bracket where it becomes more difficult to 
  escape the vortex’s area of effect. Falling into the whirlpool 
  center (i.e. failing three checks in a row) causes a creature 
  or vessel to be thrashed around and rammed against other 
  objects caught in the vortex (during which it may begin to 
  drown also) for 1d4 rounds. Afterward, those things caught 
  in the vortex are ejected from the whirlpool underwater, 
  but can be sucked back in again if the whirlpool’s targets 
  resurface before moving outside the whirlpool’s reach. If the 
  creature or vessel is larger than the vortex, it is only slowed 
  to one-half its normal movement rate while within reach of 
  the vortex, and cannot be dragged under and damaged.
  White Ant and Farstrider Mountains: Notorious for gale 
  force winds and bitter cold, the White Ant and Farstrider 
  Mountains are a forking pair of ranges that together form 
  the northeastern-most extent of the Ulleran Uplands. Said to 
  be infested with air elementals, banshees, and cannibalistic 
  mountain men, some even claim to have spotted scantily 
  dressed white-haired nymphs with indigo eyes and lips 
  during the fiercest blizzards. The storms common to the 
  area often blot out the sun with intense snowdrifts. Beneath 
  the steep escarpments, early underground Folk and Dwarf 
  communities dot the range. Yetis and ice drakes are the 
  dominant predators, trophies from these specimens adorning 
  the mantlepieces of many a big game lodge. The subalpine 
  krumholtz forests are home to giant white ants that will 
  attack foragers and unwary travelers. Many brave souls 
  journey into these ranges in hopes of wealth and adventure, 
  but more than a few do so because they say the mountains 
  call to them.
  GALVANITE CITY
  Latitude 41N 24’, Longitude 75W 40’ 
  LG small city
  Corruption -5; Crime +1; Economy +3; Law +2; 
      Lore +1; Society +2
  Qualities holy site, pious, prosperous, tourist attraction
  Disadvantages cursed
  Danger +5
  DEMOGRAPHICS
  Government autogracy
  Population 60,150 (29% human, 22% dwarf, 21% 
      gnome, 21% halfling, 7% other races)
  NOTABLE NPCS
  Everett Blondhawk (LG male halfling [tenderfoot] 
      paladin [holy gun] 11),
  Fellow Tawn Shane Irwynn (CE male human [rauschite] 
      antipaladin [knight of the sepulcher] 15; spokesman 
      and face for the Temple of Empty Penance).
  MARKETPLACE
  Base Value $12,480; Purchase Limit $75,000; 
  Spellcasting 4th (7th divine)
  Technological Items Minor 4d4; Medium 3d4; Major 2d4
  Magic Items Minor 1d4; Medium 1d2-1; Major ---
  Major Industries Anthracite coal, iron, rail, tourism
  From its humble days as a summer coterage camp belonging 
  to the Delamin family of Folk tribes, to its frontier and 
  freedom fighting days as the growing mill-town of Briggs 
  Hollow, the place that would become Galvanite City has long 
  indicated the trajectory of Ullera’s future. The trailblazing 
  efforts of Ulleran patriot Topper Sowersgell galvanized the 
  citizens around him into forging the Highway, a life’s work 
  and sister pathway to freedom and economic opportunity as 
  the Abolition Trail before it.
  Galvanite City was among the locations in competition over 
  the naming of Ullera’s new capital over ten years ago, due 
  in part to the city’s record growth, sparkling infrastructure, 
  and amazing quality of life. The citizens of Galvanite City 
  are among the longest lived and healthiest in the nation. 
  Locals are known for carrying worn tokens, “galvanite,” 
  each made from chemically hardened anthracite that is 
  Vortex Size
  Whirlpool 
  Reach (feet)
  Crushing 
  Damage
  Escape 
  DC
  CR
  Large (common)
  100/50/25
  2d10
  15/20/25
  2
  Huge (uncommon)
  400/200/100
  4d10
  20/25/30
  5
  Gargantuan (rare)
  800/400/200
  6d10
  25/30/35
  10
  Colossal (very rare)
  1200/600/300
  8d10
  30/35/40
  15
  Elder (unique)
  1 mile/2500/1250
  10d10
  35/40/45
  20
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  periodically magnetized through a special process as 
  needed by the wearer. These tokens not only serve as a kind 
  of privileged identification, but are said to ward off disease, 
  “bad influences,” and even make an attuned wearer aware 
  of unlocked potentials within them they would otherwise be 
  unable to access.
  POINTS OF INTEREST
  The Brothers’ Basilica: Originally the “High Basilica” as 
  left by Rauschite settlers who had flourished here during the 
  Abolition War, the place was renovated after the Rauschite 
  population left and is now kept as a grand ballroom and event 
  center by a pair of local twin philanthropists. The building 
  features a central domed and stained-glass atrium with four 
  separate wings branching in the cardinal directions, each 
  rented out to interested parties for private events.
  Delamin Coal Mine: The only functioning coal mine that 
  also doubles as a guided-tour museum for visitors who wish 
  to learn the history of and observe coal mining firsthand. 
  The Delamin mines date back to their earliest occupation 
  by Folk tribes, and boast a safety record unmatched in all 
  the nation.
  Elessini’s Parlor: At once the family domicile and private 
  laboratory of Eienhart Elessini (CG male gnome [sharper] 
  bard [street performer] 4/inquistor [spellbreaker] 4/ninja 
  6), this three-story home is also the burgeoning guild 
  for a group of Elessini’s apprentices, though he does not 
  advertise. Though Elessini, a known skeptic who has made 
  a side-career of exposing otherwise legitimate spellcasters 
  as frauds, does most of his work in Esteem, he retreats 
  here from time to time to study and recoup. Adversaries of 
  his in the city would like nothing more than to breach his 
  inner sanctum, regardless of the terrible deterrents that are 
  rumored to guard his manse.
  The Temple of Empty Penance: A dual-purpose ore 
  processing center below ground and membership-only 
  edifice of civic and moral virtues above, many flock here 
  to do nothing more than tour the exquisite grounds. This 
  sprawling mansion rests on twenty-five square acres 
  of manicured lawns and menageries, all crawling with 
  clockwork insects and decorated with gear-wound statuary 
  of animals and people that periodically shift into new poses. 
  The grounds are kept by temple fellows, of which Tawn 
  Shane Irwynn is the head, who also spend time proctoring 
  social acceptance and civic duty seminars citywide. It is 
  here that citizens can apply for membership to receive their 
  galvanite, which are visibly common throughout the city.
  Whistle-Stop Square: Whistle-Stop is the nexus of 
  mechanization and industrial knowhow for hundreds of 
  miles around. Pneumatic roundhouses, tracked aerodromes, 
  polished factory stacks, and artfully calibrated lengths 
  of curving rail stand out from the Square like trophies to 
  the world. Both the North & South (NS) Canal Company, 
  known for its more traditional gravity and steam rail, and 
  Heavenswake/Pennoncelle Conglomerate and Western 
  (HPC&W) Rail, famous for producing “coalless carriages” 
  or electrified cable cars, are headquartered here. Galvanite 
  Furnaces Incorporated, one of Ullera’s most prolific 
  steelworks factories, also maintains its central offices here.
  ALISTAIR SERAFUS BLYTHE
  CR 7
  “I’ve not the mind to sit here and prattle on with ye city 
  folk all day. You wish to see what my trade is like? Grab 
  that longarm there and strap in behind me, if’n ye care. 
  Now then, you there, bring me a brew!”
  XP 3,200
  Male human [ulleran] aristocrat 1/ranger [trophy 
      hunter, trapper] 7
  LN Medium humanoid (human)
  Init +4; Senses Perception +11
  Artwork by Mates Laurentiu
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  DEFENSE
  AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 
      dodge)
  hp 55 (7d10+7 plus 1d8+1)
  Fort +6, Ref +9, Will +6; +4 vs. hot/cold environments, 
      suffocation
  OFFENSE
  Speed 30 ft.
  Melee shortsword +9/+4 (1d6+2/19-20, x2)
  Ranged mwk musket +12/+7 (1d10+2/x4), or double-
      barreled musket +11/+6 (1d12/x4), or pistol +11/+6 
      (1d8/x4)
  Special Attacks favored enemies (aberrations +4, magical 
      beasts +2)
  TACTICS
  During Combat Blythe has a great eye for distance and 
      always positions himself at the optimum distance to 
      force opponents to eat his most accurate gunfire for a 
      couple rounds before closing. Afterward, he tends to 
      stay on the move, unafraid to continue firing thanks to his 
      specific training. Given prep time, he will be sure to seed 
      the battlefield with traps to harry his enemies as they close.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +7; CMB +9; CMD 24
  Feats Amateur Gunslinger, Deft Shootist Deed, Dodge, 
      Endurance, Mobility, Rapid Reload (Rifle), Weapon 
      Specialization (musket)
  Traits Heart of the Fields (Craft [firearms]; ignore fatigued 
      or exhausted condition 1/day)
  Skills Acrobatics +2, Appraise +4, Bluff -1 (+3 vs. aberrations, 
      +1 vs. magical beasts), Climb +4, Craft (alchemy) +9, 
      Craft (firearms) +15, Diplomacy +3, Disable Device +11, 
      Escape Artist +2, Fly +2, Heal +11 (+14 to treat poison), 
      Knowledge (nature) +9 (+13 vs. aberrations, +11 vs. magical 
      beasts), Knowledge (nobility) +9 (+13 vs. aberrations, +11 
      vs. magical beasts), Perception +11 (+14 to locate traps, 
      +15 vs. aberrations, +13 vs. magical beasts,  +13 while in 
      forest terrain), Ride +2, Sense Motive +2 (+6 vs. aberrations, 
      +4 vs. magical beasts), Stealth +11 (+13 while in forest 
      terrain), Survival +11 (+15 vs. aberrations, +13 vs. magical 
      beasts, +13 while in forest terrain, +16 to track), Swim +4 
      (+8 to resist nonlethal damage from exhaustion)
  Languages Common
  SQ deadeye, dead shot, favored terrain (forest +2), freezing 
      trap, grit: 2, hunter’s aim, improved tracking, poison 
      trap, snare trap, track, trap (5/day; DC 15), trapfinding +3, 
      woodland stride
  Gear antiplague, antitoxin, 3 silver pellet grenades, rusting 
      powder, smelling salts, hide armor (torso), alchemical 
      cartridge (dragon’s breath), alchemical pistol cartridges 
      (paper[x10]), masterwork musket, double-barreled 
      musket, pistol, 60 firearm bullets, stainless steel short 
      sword, antidote kit (10 uses), masterwork backpack, 
      waterproof belt pouch, explorer’s outfit, masterwork tool 
      (Craft [firearms]), masterwork thieves’ tools, $1,100
  BOON
  Blythe will loan out a single firearm of the PC’s choice 
  (though nothing more expensive than what he has in his 
  personal gear) so long as they assure him they intend to 
  “bag a big one” with it and bring him back a trophy.
  Few people are more enthusiastic about hunting than Mr. 
  Blythe, and very few have the wealth to travel round the 
  world to gather the collection of trophies he possesses. 
  He is very comfortable in the old growth forests of 
  Keystone, but the rumor of the discovery of a new and 
  dangerous species somewhere will bring him running. 
  His fortune is based on the not inconsiderable land 
  holdings of his family, but he has very little to do with 
  the business and political side of things which he leaves 
  to his younger siblings.
  PLOTS
  Cresape Reborn!: The truce signed after “Cresape’s 
  War,” a series of marked conflicts concerning borders 
  between Keystone, Harmonia, and Sunderland, defines 
  these regional boundaries as depicted on most current 
  maps. Interested individuals, however, differ on the lay 
  of certain properties that predated the border. Though 
  the conflict was louder than it was bloody, and casualties 
  were low, few if anyone has forgotten. Now, word has 
  it a new agitator claiming to be “Cresape the Reborn” 
  has begun riling up small town fervor in the countryside.
  The Great Jail Break-in: In Rubro Ipsum, a loose 
  syndicate of kingpins, known locally as “stains,” have 
  set up protection rackets and smuggling scams that keep 
  even their business partners “juiced” on aqua vitae, 
  thus squeezing their clients to maintain contact due to 
  their addiction. A small union of common laborers so 
  addicted, forced to live on subsidized quarters within the 
  district for the sake of their lives, have managed to send 
  word of their predicament to outside concerns, offering 
  all they have for someone to stage a “break-in” and 
  devise a way for them to be free of their predicament.
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  High Society: New activity is ongoing at Serenome. 
  Cloaked and hooded figures sneak about at night tending 
  to unknown concerns. Several residents have reported 
  finding strange runes or crests freshly burnt into the 
  ground or on objects lying about town. Symbology 
  experts claim the crests are reminiscent of older ones 
  used by the Lobe and Lock Society as a kind of ward 
  or mark of ownership. Curiously, the Society seems 
  unashamed to mark sensitive places in Serenome 
  steeped in the town’s dark past. This press and activity 
  is bringing up questions of what the Lobe and Lock has 
  planned, or what responsibility they may had in shaping 
  the town’s past?
  “The Monowheel Rally”: Jacona (pop 5,550) is a small 
  city on the shore of Lake Whipsaw Koi. It is here that the 
  largest monowheel rally in Ullera takes place. Gyrocycle 
  clubs from all over the country attend this week-long 
  celebration. In addition, this rally hosts a number of 
  nationally sanctioned sporting events including: road and 
  off-road racing, endurance events, the “Hare Scramble,” 
  indoor grease track events, power pulling events, and 
  street sprints. Most races feature the unique capabilities 
  given gyroscopic design, including racing along a steel 
  cable, extreme hairpins, backspins, topspins, and spin 
  jumps. In this fiercely competitive sporting environment, 
  hundreds of golden eagle medallions (a special currency 
  awarded during the rally) are gained and lost in betting, 
  endorsements, and company sponsorship.
  Up for Grabs: Recently, leadership for the Warren 
  (pop 3,700) in Vorlejj has either moved on or passed 
  on, leaving the small town in the lurch. The Warren 
  lives up to its name due to its twisted, unpaved streets 
  and tumbled granite buildings. The Borderlords, unable 
  to settle political squabbles between themselves and 
  having no interest in the failing town, have sent out a 
  public request seeking to give enterprising adventurers a 
  chance at running the leaderless city.
  SUNDERLAND
  “The sky can be just too big sometimes. That’s why I live in 
  the city behind nice thick walls.” – Lowell Carver (N male 
  human [ulleran] commoner 3; factory worker)
  Alignment Chaotic Neutral
  Population 2,496,150 (24% Human, 23% Half-Orc, 
      16% Dwarf, 10% Orc, 7% Halfling, 5% Centaur, 5% 
      Gnome, 4% goblinoid, 3% Giant, 3% other races)
  Capital Centerpoint (pop 85,450)
  Notable Settlements Second City (pop 919,850), 
      Cinnabar (243,200), Tallmills (154,450), Paddlewheel 
      Bend (40,600), Acme City (27,600)
  Government Associated state governed by local unitary 
      authorities
  AUTHORITY
  The Assembly of Inland Sea Cities (LN group composed 
      of LG and LE representatives under the “purview” of a 
      bought and paid federal advisor).
  NOTABLE RESIDENTS
  Burrigun Rostren (CN male dwarf [brey] gearhead 6; 
      corporate steam-tech “test dummy” and firebrand), 
  Fiegaraugh the Fierce of Nebenjo (NE male cloud giant 
      ranger [trophy hunter] 6; celebrated warrior and self-
      proclaimed leader of all giants in Sunderland), 
  “Judge” Handus Cloudborn the Honorable (LG male 
      human [rauschite] cleric 10; highest ranking holy order 
      priest east of The Great River, and walking antique), 
  “Shaky Loupe” (CN female half-elf [loci] rogue [bandit] 9/
      barbarian [civil bedlamite] 3; current leader of the 
      Bootleggers operating out of Second City), 
  Zhara the Unbridled (N female centaur barbarian [true 
      primitive] 5; mother hen to the largest clan of Enesora 
      in the region, and troubled opponent of industrialization).
  LANGUAGES
  Orc, Common, “Herdian” (a mongrel blend of Orc, 
  Goblin, and various native trade tongues of the plains), 
  Sylvan, Dwarven, and Giant.
  MAJOR EXPORTS
  Dairy products, grain, fruit, feed, raw materials (coal, 
  metal ore, timber), paper, livestock.
  MAJOR IMPORTS
  Immigrants, laborers, building supplies, transportation 
  equipment, textiles, fine tobacco products, fine alcoholic 
  products.
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  The youngest state of Ullera, Sunderland has no regional 
  districts. Technology is sporadic and unwanted outside 
  urban centers. The nomadic and monstrous cultures living 
  on the rustic tundra and lake-dotted prairies have little 
  interest in steam gadgets, preferring to use the fuel for heat. 
  They also have little tolerance for foreign interference. The 
  city folk, however, view the nomadic clans as dirty savages 
  and obstructions to progress.
  Alluvial river valleys, glacial plains, and primeval plateaus 
  dominate this newly settled region. Principally Jonnish and 
  Borndrin until the last century, with the construction of the 
  Grand Bridge Canal, Sunderland has become flooded with 
  immigrants from the crowded eastern cities of Ullera. Along 
  rivers and man-made canals, cargo travels northwest from 
  Keystone, through the Inland Seas, and south to Harmonia 
  and the Bastion. Waterways are the lifeblood of many 
  here, with local shipping carrying freshly harvested crops, 
  timber, and dairy goods across borders and even directly 
  into people’s homes, where livelihoods so heavily rely 
  on the rivers themselves. Railroad in the region has been 
  slow to develop. Rail connections between the big cities 
  are available and well protected, mainly due to political 
  encouragement and funding from business interests south 
  where rail is lucrative, but spur lines out to rural areas 
  don’t stretch far and are plagued by the weather, sabotage, 
  banditry, and land shark attack.
  HISTORY
  Clinging to prehistoric traditions that have served them well 
  against the cold and predators of the plain, industrialization 
  is a new and troubling concept to the earliest inhabitants 
  of Sunderland. Indigenous plainsfolk still hunt the bison, 
  mastodon, and native dinosaur herds, and have long 
  gathered the same wild plants and fungi as their ancestors 
  until the time of the Border Threat. These practices were first 
  seriously challenged in the wave of settlers eager to stake 
  out farms, ranches, and mineral claims. The encroachment 
  of Ullera into Sunderland followed an expedition by early 
  airship crews that sought to map out navigational routes 
  across the wind torn lake lands. The agronomist Ram Arness 
  (NG male dwarf [drague] ranger 11) was the first to land at 
  the site that would come to be known as Ramson Downs, 
  named for the abundance of wild leeks growing there that 
  the dwarven captain vigorously took to cultivating (the leeks 
  taking on the epithet, “sons of Ram,” and eventually the 
  plural “ramsons”). Sprawling along the shoreline of Lake 
  Melpomene, so too did the landing site quickly grow from 
  depot to permanent settlement. Many would-be aeronauts 
  often died tragically when embarking on the “Fortuitous 
  Flight,” leading future settlers to brave the rivers rather than 
  the air during the initial Sunderland Land Rush.
  That mood changed when the Downs burned to cinders 
  in the Great Hellfire (or Hellfire Uprising, depending on 
  whom you ask) thirty years later. Though Ulleran settlers 
  had been struggling against their northern oppressors for 
  years in the state, this startling incident (what many in 
  the region contend was merely the height of the conflict) 
  made clear the seriousness of the ongoing frontier war, and 
  brought public attention to a hard question: Could civilized 
  folk coexist with the harsh natives of these unforgiving 
  lands? It took the vision of one gnome and the labor of a 
  nation to build what is now Second City over the ruins. The 
  Lord Builder W. T. Marrenck (LN male gnome [gentry] 
  expert 14) and his visionary idea of manufacturing modular 
  component buildings precut in a factory and assembled on 
  location contributed to the city’s--and in turn the state’s-
  -recovery. While astonishing numbers returned to ensure 
  Second City’s rise and prominence, many of those who had 
  fled the Hellfire contributed to burgeoning cities elsewhere, 
  spreading an ideological spirit and belief in progress through 
  industry across the region.
  Summarily, the Border Threat ended due to the bulge and 
  often violent push of unchecked populations that came to 
  dwell on either side of the Patrol Line shared by Ullera 
  and Atanak. Since then, outside of immigrant farmers and 
  ranchers whose private goals of cultivating square plot fields 
  and raising livestock on the hinterlands don’t always match 
  up with the big city vision of the future, the real drama plays 
  out within the cities as they compete with each other in a race 
  to see which can tame Sunderland first. These frontiersfolk 
  face considerable challenges from the local weather, beasts, 
  and clans that share this land of rapidly industrialized cities 
  and staunchly unchanging mud brick villages; skyscrapers 
  and megaliths; railroads and river canoes; steam engines 
  and muscle power; courage and doubt.
  GOVERNMENT & PEOPLE
  Throughout history, the ancient peoples of Sunderland 
  have built massive monuments of earth and stone. These 
  petroforms not only display the industry and artistry of a 
  people, but are vital to the defense of their communities, 
  and remain highly visible even today.
  Giants of Sunderland, the Cairnbrûd, build dolmens (large 
  stone mounds or “tables”). Dolmens are used to dry meat, 
  place items out of reach, and as a safe place to sleep at night. 
  Whenever giants gather to parley, trade, or form a war band 
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  (fist), they always construct a dolmen. Abandoned dolmens 
  are often converted into stone keeps or bolt-holes used by 
  tengu, derro, or morlocks. Entire cities of dolmens, such as 
  Nebenjo (pop 2,900) and Paukinok (pop 1,750) still stand 
  in the uplands, the last vestiges of nephilim power where 
  they hold sway over their less intelligent cousins. Hill and 
  stone giants are the most common type in Sunderland, but 
  spontaneous mutation can see a clan evolve within a single 
  generation to become frost, storm, fire, or any other type 
  adapted to its new habitat.
  Centaurs of Sunderland, calling themselves the Enesora 
  raise menhirs (long stones) throughout their territories. Solo 
  standing stones are decorative, act as landmarks, and help 
  detect the presence of bulettes, remorhazes, or ankhegs. A 
  loose ring of menhirs can warn a campsite or animal herd 
  of imminent attack. Multiple rings of heavy stones can 
  block or deflect assault, and may force the creature to the 
  surface where the clan can kill it. Stone ring designs can be 
  extremely sophisticated and used as clocks, calendars, or 
  ley line markers important in ritual practice or for focusing 
  “energy.”
  Orcs, believing themselves to be the Jonnish, and frequently 
  called “tamers” for their propensity to create seeming 
  symbiosis among fell creatures, live in large encampments 
  throughout Sunderland. They have little of the technology 
  and none of the creativity of their Dwarf and Human 
  neighbors, but turn their numbers and muscle to advantage. 
  A Jonnish encampment has multiple lines of defense: deep 
  trenches to break charges and spot burrowers; wooden 
  palisades decked with covered catwalks and weapon turrets; 
  and massive tumuli (flat mounds of earth and stone) to grant 
  the defenders high ground, force attackers to fight uphill 
  (often over hazard-laden ground), and block burrowers 
  from tunneling in (due to heavy stones sunk into the slope).
  Half-orcs of the region, called Borndrin in Orc or 
  “icetreaders” by those who speak Common, are steadily 
  leaving their perennial lands and moving into the cities of 
  Sunderland. Most are looking for greater prosperity and 
  security in a factory job. Historically, half-orc communities 
  are round dried clay houses built in an oval ring around a 
  stone block plaza. The ceremonial mounds half-orcs build 
  are often shaped like animals.
  Eschewing megalith use altogether, less hearty races find 
  pole houses to be suitable dwellings in the hinterlands 
  where wood is plentiful. Chain nets and concrete slabs 
  are often the foundation of homes and barns built on the 
  ground. Settlers employ minefields or fences (including 
  subterranean elements) to dissuade predators. However, the 
  greatest development in defense against unwanted incursion 
  has been the establishment of the Assembly of Inland Sea 
  Cities, a revolving body of civic leaders drawn from each of 
  the richest water-trade cities in the state. The Assembly has 
  little true governing power, leaving most matters to local 
  leaders, but the body’s primary objective is in attracting 
  moneyed interests to their respective cities to maintain their 
  prestigious lifestyles on the Assembly. This money in turn 
  goes into the hiring of private adventuring companies and 
  other measures of self-preservation that keep these islands 
  of civility afloat in a sea of wilderness.
  Regardless of how one survives in the region, the recognized 
  government of Sunderland has waged a “war on chaos” since 
  its inception. Civic proctors brutally rounding-up vagrants, 
  vandals, rebels, free traders, and other criminals, labeling 
  any divergent behavior the work of Anarchaea, forced these 
  miscreants into the Underground. Anarchaea cells living 
  in the Underground—and throughout Sunderland—are 
  diverse in both nature and goals, but four major criminal 
  cartels exist.
  Reverand Geirhardt “Gard” Hathsbury (LN male 
  human [ulleran] aristocrat 2/chaplain [gatekeeper] 9), 
  Civic Proctors’ Nest, Second City
  5 April 188 E.A.
  The thaw is on and as the ice recedes so too do the 
  hidden places, and those kept hidden within them, 
  make themselves more visible. A look now at the 
  current habits and perceived activities of the fringe 
  elements that persist in our homes—may we be 
  wise in our studies to catch the stirring schemers 
  unawares!
  First are the “Cold Hawks,” paramilitary insurgents 
  dedicated to undermining or usurping current 
  city governments. Most are infiltrators trained 
  in winterland warfare (utilizing “snowsheds” or 
  “snowfalls”, i.e. snow-covered ambush mounds 
  and snowy pit-traps, and manufactured avalanches 
  to great effect). While not officially sanctioned by 
  High Atanak, Cold Hawks do receive funding from 
  private citizens of the Old Dominion sympathetic 
  to their seditionist cause.
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  GAZETTEER
  The prairies of Sunderland are thick with discovery and 
  the clash of cultures. In particular, the peninsular and 
  uplands areas are filled with monstrous threats. Burrowing 
  predators such as the ankheg and bulette prowl just below 
  the ground, and the grass offers little concealment from 
  aerial hunters like the griffin, wyvern, and cockatrice. 
  Packs of cunning beasts such as harpies, barghests, and 
  blink dogs are always looking for an easy meal. If you 
  can’t fly or outrun these hunters you must develop other 
  defenses, or keep to the urban islands of this untamed land.
  Acme City: Begun as a work camp forty miles south of 
  Lake Erato, this city has become famous for its rubber 
  industry (producing components for everything from armor, 
  airships, boots, vinyl, linoleum, and a variety of toys), as 
  well as stoneware, metal casting, fishing supply, and farm 
  equipment factories. Davro Designs Dispensary keeps its 
  main offices here also.
  Each corner of the city is controlled by powerful factory 
  tycoons that have made their fortunes in rubber. Markus 
  the Younger (NE male dwarf [brey] aristocrat 4) of 
  Bellwether is taking over the company from his father, 
  recently deposed and presumed insane. Jess Stone (CN 
  female human [ulleran] aristocrat 10/expert 4) of Stone 
  Park is the elderly baroness that has bitterly competed 
  with the Bellwethers her entire career. Tobias Turnwell 
  (N male gnome [sharper] gearhead 12) of Turnwell 
  started not just a tire company, but is also a noted blimp 
  manufacturer with many military contracts—like those 
  that are housed in the Acme Airdock, a massive hollow 
  hangar that invariably houses at least eight rigid airships 
  year round. Zacharias Ozul (CG male human [rauschite] 
  rogue 8) of the Heights is a newcomer investor to the 
  rubber industry, but his “renewable elastics” is growing 
  quickly due to his innovative polymers.
  BUCKEYE TREE FRUIT
  The buckeye trees of the Bellwether Valley are notorious 
  for their hard poisonous fruits. When the ubiquitous 
  brown buckeyes are boiled, peeled, and mashed they 
  make a long lasting trail ration. Common yellow buckeyes 
  can be blanched to extract tannic acid and provides a +1 
  circumstance bonus when doing such things that include 
  alchemy, leatherworking, dye-making, and/or when 
  applying a medical astringent. Uncommon pewter buckeyes 
  are so tough they can be used as sling bullets (as slinging as 
  stone). Rare oxblood buckeyes, when oven dried, explode 
  The “8” is a radical activist group striving 
  for better working conditions for all laborers 
  (specifically an 8-hour workday). A noble pursuit, 
  they are sadly named after a group of eight men 
  lawfully sentenced and hanged for participating in 
  the Hill House Rebellion, which was broken up by 
  lethal gunfire from rogue proctors—the identities 
  and motives of whom have never been agreed 
  upon. The “8” publish propaganda, incite unrest, 
  and will use violence to accomplish their goals.
  The Hallowed Order of Boilermakers is a male 
  only guild that attempted to maintain a citywide 
  monopoly on industrial engineering contracts. The 
  monopoly was broken, in no small part due to our 
  vigilance, and the activities of “HOB” now include 
  illegal racing, chop shops, and gun-running. HOB 
  members usually wear leather masks to keep their 
  identity a secret, and frequently target women 
  inventors and engineers with hate mail, vandalism, 
  and even violence.
  The “Bootleggers” are a smuggling ring for 
  alcohol and other commodities. They also run 
  gambling halls and unlicensed gin parlors. Second 
  City is a proven example where income and 
  property taxes are void, and the stores run  dry. 
  Revenue comes from sales taxes and tariffs and 
  every conscience-minded citizen readily pays 10% 
  more than average on legal purchases. Bootleggers 
  circumvent city taxes by supplying buyers with 
  untaxed contraband, and drinkers with cheap 
  booze. The historical origin of the Bootlegger 
  name is attributed to Shaky Loupe (the inherited 
  title of the group’s leader), a double amputee that 
  hid bottles of liquor in his hollow artificial legs. 
  It is rumored many politicians and police officials 
  are on the take, therefore we must be vigilant. 
  Worse still, others tend to ignore Bootlegger 
  activities so long as they remain discreet. Word 
  has it independent operators are straining for a 
  larger slice of the pie, giving us cautious hope that 
  the current ring is crumbling. Alarmingly, violence 
  appears inevitable as the smuggling ring becomes 
  factionalized.
  Tall and wide is the place we have come to call 
  home, therefore no less in stature must our resolve 
  be to see these ills made well. All in due time.
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  into a powdery mist on a high velocity impact (damage 
  dealt is nonlethal, target is blind for 1 round on successful 
  sling attack; move action removes blind condition).
  Cost $20-$40 per buckeye (depending on rarity); Weight 1/2 lb.
  Centerpoint: The great hope for Ullera’s future as conceived 
  by Sunderland’s elite is best represented by the utopian 
  dream of transportation control that is Centerpoint. The city 
  plan is of concentric rings bisected through the heart by the 
  main thoroughfares, the Meridian and the Nadir. Elevated 
  rail-lines run the megastructure’s perimeter, with public 
  cable cars and private pneumatic transport tubes radiating 
  throughout, both above and below ground. With its creation, 
  Sunderland’s founders hoped to help bring people together, 
  facilitating movement across country through a city-sized 
  switchtrack and depot.
  Fully 60% of Centerpoint’s population are low-level 
  maintanence and civil engineers who receive subsidized 
  housing here in return for upkeep and development. The 
  city is home to the KorNaughton Emporium, famous for its 
  “KorNott Gels” (priced 25% less than standard fuels, but 
  reduce vehicle speed by 10%, and CMB/CMD by 1 each). 
  There’s also the Delos Gnosis University, known for its 
  agricultural experiments in crossing odd and dangerous 
  plants with domestic varieties to increase crop yield, pest 
  resistance, and fertility.
  Cinnabar: A well developed rail and river hub, replete 
  with stockyards and meat packing plants on the banks of 
  the Buckeye River, Cinnabar has grown like a boomtown 
  over the last century, enjoying an influx in population after 
  the Great Hellfire that befell its chief trade rival. Outside of 
  refugees and immigrants, the families of landed gentry—
  some decendents of war veterans, but money holders and 
  power brokers all—make up the bulk of the population.
  The old blood of the city rule as the Court of Cinnabar. 
  Aside from charitable pursuits, the Court exists to strengthen 
  military and rail ties with the southern regions, ensuring that 
  their competitive political needs are met through proxies and 
  agreements. Another influential group is the Steam Enginemen 
  League (STEEL), a fellowship of extraordinary inventors, pilots, 
  explorers, and rail marshals housed in the Grand Terminal, a 
  massive 180-ft art deco dome and railway consortium. The 
  League is subsidized by the local railways to insure the safety 
  and security of passengers, but is also hired by river boat traders 
  as investigators, contractors, and privateers. From the Grand 
  Terminal, most citizens use a grid of railed streetcars to move 
  about, transferring to trains and ferries on the outskirts.
  Other attractions in the city include Canary Tower (a 
  mulitplex hotel/department store/theater topped with an 
  aviary), the Ingot (a 15-story heavily fortified federal bank, 
  mint, and silver and gold reserve said to house a treasure 
  trove of other indigenous artifacts and family heirlooms), 
  and the Hippodrome (which hosts turfball play, and is 
  famed for its horse, cart, and now razorback races) are also 
  well known.
  Grand Tar Bogs: Named after the oily black water and 
  naturally occurring tar pits of the local swamps and marshes, 
  points of dry ground are sprinkled about this ancient glacial 
  lake, used for farms and homesteads. The tar bogs are a 
  natural defense against land assault, but only hardy souls 
  can thrive in this pestiferous muck. Lumberjacks, trappers, 
  and fishermen that tend the area call Blackjack (pop 6,550) 
  home, where icetreaders, boggards, and goblins dwell.
  Venomous plants, animals, and vermin thrive in the region, 
  and their glands are sold to pharmacologists back east. 
  Gases and distillates are also pumped out of the ground and 
  sold to passing airships. Only during the summer and winter 
  is wheeled traffic feasible on roads made of logs that float 
  just above the oily waters. The common tar trees are used to 
  produce rubber and flammable oils.
  TAR BOG FEVER
  Tar Bog Fever is a common disease afflicting vistors to 
  Blackjack. It is transmitted through contaminated water and 
  mosquito bite, and only borndrin have developed immunity 
  through exposure. Threat of the fever makes traveling through 
  the Grand Tar Bogs extremely dangerous and has inspired 
  plans for draining the swamp and converting it to farmland.
  Type disease, injury or ingested; Save Fortitude DC 16
  Onset 1 day; Frequency 1/day
  Effect 1d4 Str damage and target is blinded; 
  Cure 2 consecutive saves
  The Inland Seas: The Inland Seas are five gigantic, 
  interconnected, brackish lakes between Sunderland and 
  Keystone and shared with Atanak. Due to the nation’s 
  extensive use of canals, watercraft can travel the circuit 
  from the North River of Keystone or the Sentinal River into 
  the Inland Seas, up from The Great River at Belle Venue, 
  or laterally on the Buckeye River or its many tributaries to 
  navigate across the nation’s northern reaches. Atanak’s veiled 
  hostility toward Ullera means that its shipping is never fully 
  safe from raiders and pirates based in Atanakan ports. The 
  Inland Seas are also home to a variety of aquatic species that 
  trade with both nations and often play Ullera and Atanak 
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  against each other, intensifying the rivalry. The seas, named 
  after mythic aspects of Folk ancestry, are from west to east: 
  Terpsichore, Melpomene, Urania, Erato, and Clio.
  “Perpetual work promises endless growth”: This familiar 
  adage not only sums up the constant push and grind to 
  maintain life in Second City, but points to the greatest 
  achievement of this triumph: the city’s towering high-
  rises that form the industrial and financial heart of the city. 
  Munificent Mile is one example—a loop of mega-towers 
  connected by sky bridges, each with its own manufacturing, 
  shopping, gardens, schools, and residences.. Others are like 
  the water spires that soar overhead throughout the city. 
  Each spire is a castellated monstrousity completely filled 
  with water (directed to the spires by massive cribs or intakes 
  that carry water and aquatic humanoids to the city from the 
  Inland Seas), with pepperbox hydrants sprouting out of 
  every eave (useful for dousing fire).
  Most famous, however, is the Second City Trading House, 
  a massive affair that holds a commodities market, the Board 
  of Trade, and the massive Babbage Trade Index Calculator 
  (BTIC). The bottom six stories of the Trading House is a 
  cathedral like space of terraced balconies known as the 
  Trading Floor. The next ten floors are the office space of 
  the members and functionaries of the Board of Trade. The 
  final ten floors are filled with the complex gears, cogs, and 
  punch card stacks of the BTIC.
  Second City: A synthesis of art, architecture, and 
  organization; massive wind towers of steel, stained glass, 
  and polished stone fill the skyline in what its people call, 
  “The City That Never Ceases.”
  Ribbons of road and sky bridges connect the city together 
  in an asphaltum and iron web. Towers are topped with 
  turbines that use the constant winds to spin the gears far 
  below in the factories at the base of each. Solariums and 
  multistory glass arcades plaster the sides of most towers 
  like moss growing on a tree, creating vertical gardens and 
  parks a hundred feet above the ground. Arched roadways 
  tunnel through buildings, and rotating bridges act as traffic 
  intersections. Balloon platforms move people and vehicles 
  vertically throughout the city. Like Ramson Downs before 
  it, Second City commands shipping from the Inland Seas of 
  Sunderland and Keystone to the Heartwater of Harmonia 
  and the Bastion.
  However, for all its growth and splendor, the city is not 
  without flaw. The sewers empty directly into the harbor 
  making it the filthiest of any Ulleran city. The criminals 
  of the city are notoriously violent and many cartels have 
  their hooks into local government and law enforcement. 
  Additionally, working conditions for most unskilled 
  laborers is extremely poor and the city government takes an 
  active role in suppressing political unrest and maintaining 
  the status quo. Second City is home to all the races of Ullera, 
  but the Underground appeals especially to those with light 
  sensitivities.
  TALLY BOOK
  A tally book is a thick leather folder filled with stamped, 
  signed, and perforated cards. The cards are proof of 
  ownership, title, and a receipt of all legal transactions 
  occurring within Second City. Common tally books are 
  closed with a buckle, but fancier designs often have a lock. 
  Forging a tally book entry is extremely difficult due to the 
  complex ciphers used by the government (DC 30).
  Cost $5 plus cost of lock; Weight 3 lbs. plus weight of lock
  Starvation Rock: A famous landmark, this large 
  sandstone promontory was the site of an oft retold military 
  disaster. History tells that a cavalry unit lead by Gilliam 
  “Uncle Gill” Tecumsar was isolated and trapped on the 
  rock by a pair of bulettes. After several attempts at escape, 
  the unit perished from suicide and hunger. Starvation Fort 
  (pop 70) in recent years has been converted into a hotel 
  resort known for beautiful vistas and seclusion. It can 
  only be reached by horseback (due to lack of space for 
  airships), and has become a famous retreat for poets and 
  big game hunters. It was originally built to protect lead 
  miners and lumberjacks in the area.
  Sunup Aerodrome: One of the largest aircraft testing 
  fields in Ullera, not only was this the launching point 
  from where early airship pilots began to chart these 
  lands, it is also the main base of operations for the 
  Ulleran Air Marshals. The UAM is tasked with arma-
  piracy patrols, airspace security, predation control, 
  and weather forecasting. Each air task group, or “AT-
  wing,” follows a circuit beginning in the community of 
  Sunup (pop 14,000), which supports the base, and passes 
  through satellite aerodromes to the north, south, and east. 
  Messages are sped from the ground to airship patrols by 
  use of massive parabolic mirrors that can hit a target 
  with signal flashes over a hundred miles away on a clear 
  day. Latest innovations in aerodynamics and armament 
  make this locale a high security risk, with guards given 
  standing orders to shoot intruders on sight.
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  Tallmills: Once the gathering place for Borndrin tribes 
  called the Mastodon Hunters, the Tallmills of today is the 
  conurbation of three embedded rivals branching across the 
  Redstone River. “Westsiders,” who live in Kilborn (for the 
  liberator patriarch, Colonel Jafreg Kilborn [LN male dwarf  
  [brey] fighter 18]), center around their operation of the 
  Kilborn Bottling Company, the region’s leading provider of 
  beer, milk, and seltzer. Normally reduced to selling their 
  products from sawdust-floor dives, the KBC raises the bar for 
  the industry with its upscale saloons, high quality products, 
  corporate sponsorship, and blatant political lobbying. 
  “Eastsiders,” hailing from either Onjeneau or Volker Point 
  slightly south, share ownership of the Meatpackers Union 
  which commands activities in the many slaughterhouses 
  where cattle, bison, and mastodon are shipped.
  While the city’s largely borndrin population is contentious 
  at times, no citizen is unfamiliar with the ubiquitous “badger 
  holes”—converted concrete bunkers from where old lead 
  mining caverns used to be, used for living space. The city 
  also never lost sight of its old face; the oxidized silhouettes 
  of grain silos, paper mills, and lumberyards, once used by 
  the early miners and foresters who settled here, still dot 
  the area like metal tombstones, about which nothing much 
  grows but rust.
  The Underground: When Second City was rebuilt, 
  the city planners took advantage of the ruins to raise the 
  entire city above the flood zone. These areas have been 
  excavated and linked together to form the undercity called 
  the Underground. Here be the homes of the counter culture 
  comprising Anarchaea members and disenfranchised 
  groups. The Underground Economy is Second City’s version 
  of the black market. The saying goes that anything that can 
  be bought or sold is available for sale in the Underground. 
  The Underground also has its criminal attractions including 
  gambling, speakeasies, and illegal blood sports like steel 
  boxing, steamroller derbies, and circus dueling. The 
  Underground Economy is the only place one can purchase 
  restricted items without a permit (including weapons, 
  armor, drugs, explosives, and smuggled military grade 
  technology).
  The sewers beneath the Underground are labyrinthine and 
  add another layer of complexity to the city. Few voluntarily 
  choose to live and work in the sewers due to the common 
  infestation of dire rats and other vermin. Goblins and kobolds 
  often hide in the sewers and sneak above ground to loot and 
  pillage during the night. Most city factories dump their toxic 
  wastes into the sewers which empty into the harbor.
  BLACKBURN
  Latitude 44N 44’, Longitude 85W 10’
  N village
  Corruption +1; Crime -4; Economy -1; Law +2; 
      Lore +1; Society -3
  Qualities insular, radically intolerant (goblinoids)
  Danger +0
  DEMOGRAPHICS
  Government autocracy
  Population 707 (50% humans, 41% dwarves, 5% stone 
      giants, 4% others)
  NOTABLE NPCS
  Xalter Loess (LE male dwarf [drague] rogue [charlatan] 
     12; a cowardly career politician who turns a blind eye to 
     foreign interests and knows how to keep his job).
  MARKETPLACE
  Base Value $1,000; Purchase Limit $5,000; 
  Spellcasting 1st
  Technological Items Minor 2d4; Medium 1d4; Major ---
  Magic Items Minor 1d2-1; Medium ---; Major ---
  Major Industries Timber, fishing
  Far outside the worries of most Sunderlanders, Blackburn 
  lies on a glacial plateau in the northeast corner of Barren 
  Country (the wide lower peninsula of Sunderland). Built 
  after the Hellfire Uprising, the town is protected by a 
  wooden palisade and log fort housing a division of Ulleran 
  irregulars. Blackburn is one of a chain of fortified towns 
  protecting the cities to the south from northern invaders. 
  In truth, the only real protection afforded the town is that 
  by a clan of Cairnbrûd (mostly NG stone giants) who 
  regularly interact with locals and trade information and 
  their menacing presence for tobacco, alcohol, and other 
  exotic trade goods brought up from the south. These 
  Cairnbrûd had their own homes raised and plundered 
  during the Hellfire Uprising, and remember well whose 
  side they weren’t on all those years ago.
  Other than Cedar Street, the roads about town are 
  unpaved, with most commercial traffic keeping to 
  water. The town’s single unfinished light-rail line sees 
  little movement as developers claim spur-lines north 
  of Metris are a dead end. Timber is commonly floated 
  down an intricate watershed of rivers and streams to the 
  Inland Seas. Wooly trout fishing is also popular along 
  these waterways. During winter, the heavy snow and 
  ice choked waterways means the only way in and out of 
  town is by sled or snowshoe.
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  POINTS OF INTEREST
  Abompson Sawmill: The Abompson Sawmill employs 
  nearly everyone in town. It uses a weir turbine on the 
  Swift River to power the saw belts during the spring and 
  summer months. The prized Night Wood conifers only 
  grow in the pitch black soils of the area. Night Wood gets 
  its name from the ebony grain and shiny crystal inclusions 
  in the wood. Blackburn harvests Night Wood Pines 
  through fire since the outer layers of the tree are as hard 
  as stone and fire resistant. The fire burns through the roots 
  and inner core of the tree, leaving the shell to be tipped 
  over and stacked like sections of pipe. The beauty of the 
  wood means it is usually used for furnishings, but can be 
  incorporated into weapons and armor.
  Blackburn Hotel: The Knights of Gordryyn, the town’s 
  sole winter lodge and sporting club, gathers weekly 
  in the oval ballroom of the town’s only inn. Lodge 
  membership is the closest thing the town has to local 
  politicians or celebrities, featuring eccentric town 
  elders and their loyal offspring. Outsiders might view 
  the bunch as a brainwashed lot, at times spending hours 
  commenting on nothing more than the shape of a snow 
  flake, and at others engaging in wild saber-toothed tiger 
  hunts. In winter, the hotel hosts knattleikr season, an 
  ancient ball game played by the dwarves on an outdoor 
  ice rink. Players are divided into teams and strike at a 
  wooden ball with a stick or with their hands. Physical 
  contact, intimidation, and tarred or roughshod shoes—
  now ice skates—are all vital aspects of the game. 
  Winning is achieved by hitting the ball into the net of 
  the opposing team more often, or by sundering the ball 
  in a single stroke when taking aim at the net. Penalties 
  are assessed by removing players from the game into a 
  “penalty pillory.” Most knattleikr rinks are circular in 
  shape, but other shapes exist.
  Fort Drumlin: Fort Drumlin is tasked with patrolling the 
  coast of Barren Country and houses up to 200 soldiers. 
  Military post is delivered by airship year-round, and the 
  fort maintains a single small airship hanger. The fort is 
  built on a dome-shaped hill with wooden walls and has 
  five cannons and five bombards for defense. The current 
  commander is Franco Addax (LE male human [ulleran] 
  fighter 6) a former boxer with a reputation for avarice 
  and sudden violence. His devoted second is Blaine 
  “Rags” Ricoh (NG male halfling [leatherfoot] bard 6) 
  who handles most of the day-to-day operations of the 
  fort and conceals his commander’s misdeeds.
  PALOS KONEV 
  CR 5
  “No use in fightin’ it, friend. Let the music take you where 
  it will, I always say.”
  XP 1,600
  Male half-orc [borndrin] bard [detective, sound striker] 6
  CN Medium humanoid (human, orc)
  Init -1; Senses darkvision; Perception +14
  DEFENSE
  AC 15, touch 11, flat-footed 15 (+4 armor, -1 Dex, +2 
      deflection)
  hp 37 (6d8+6)
  Fort +4, Ref +5, Will +6; +4 vs. illusion and to see through 
      disguises and protections against divination
  OFFENSE
  Speed 30 ft.
  Melee mwk sword cane +6 (1d6+1/x2) or mwk orc bang 
      stick +5 (1d6+1/x2; double; see weapon description)
  Special Attacks bardic performance (18 rounds/day; 
      countersong, distraction, fascinate [2 targets; DC 17], weird 
      words [6 attacks @ 1d8+4], wordstrike [1d4+6])
  Bard Spells Known (CL 6; concentration +10)
      2nd (4/day)—delay poison, eagle’s splendor, acute senses 
          (DC 16), blood biography (DC 16), create treasure map
      1st (5/day)—cause fear (DC 15), anticipate peril (DC 15), 
          borrow skill (DC 15), deadeye’s lore, urban grace
      0 (at will)—know direction, read magic, message, detect 
          magic, mending, sift
  TACTICS
  During Combat Palos’s most dangerous weapon is his 
      words, but he carries a sword cane and orc bang stick, and 
      relies on his concealed mithral vest and gyrocuffs to 
      deflect incoming attacks.
  STATISTICS
  Str 13, Dex 8, Con 12, Int 14, Wis 10, Cha 18
  Base Atk +4; CMB +5; CMD 14
  Feats Alertness, Arcane Strike, War Singer
  Skills Appraise +8 (+10 for small or highly detailed items 
      when using a magnifying glass), Bluff +8, Climb +10, Craft 
      (firearms) +8, Diplomacy +13 (+16 to gather information), 
      Disguise +8, Intimidate +8, Knowledge (engineering) 
      +6, Knowledge (local) +9, Linguistics +11 (+13 to make 
      forgeries), Perception +14 (+16 to find hidden objects, 
      secret doors and traps, determine whether food is spoiled, 
      or identify a potion by taste), Perform (sing) +13, Sense 
      Motive +14, Stealth +8, Use Magic Device +10
  Languages Abyssal, Common, Draconic, Dwarven, Giant,  
      Herdian, Goblin, Halfling, Orc, Rauschite
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  SQ arcane insight, bardic performance (careful teamwork 
      +2), eye for detail, lore master (1/day)
  Gear mithral shirt, 10 doses of black powder, masterwork 
      orc bang stick, masterwork sword cane, gyrocyuffs +2 
      (technological bracers of deflection +2), artisan’s outfit, 
      forger’s kit, gunsmith’s kit, magnifying glass, masterwork 
      tool (Craft [firearms]), powder horn (empty), pocket 
      watch, $49.15
  BOON
  Palos can arrange to perform in a location sure to draw 
  attention away from the PCs to lessen the likelihood that 
  they’ll be noticed passing through the area.
  Palos Konev was a purser on an airship transport but 
  was driven out for his insubordination and a scandal 
  involving some missing jewelry. He now works as a 
  private eye and freelance reporter. Unlike most civilians 
  he races toward danger rather than flee it. He uses his 
  performance abilities and skills to grill witnesses and 
  suspects, but can be very charming when he wants.
  LEACHER’S VALE
  Latitude 40N 37’, Longitude 80W 50’
  NG village
  Corruption -1; Crime -5; Economy -1; Law -1; 
      Lore -1; Society +5
  Qualities rumormongering citizens, superstitious
  Danger +0
  DEMOGRAPHICS
  Government council
  Population 652 (63% humans, 34% halflings, 3% others)
  NOTABLE NPCS
  First Trustee Fehris Roth (LG male human [ulleran] 
      commoner 4),
  “Hostle” Grady Hosstetler (CG male halfling [tenderfoot] 
      fighter [ructioneer] 5/ranger 1),
  Elba Hosstetler (LN female halfling [tenderfoot] 
      commoner 5; outspoken “opponent” of her grandson’s 
      band of misfits, the Roustabouts [though in truth, 
      she does this only to ferret out any naysayers to be later 
      chastised]).
  MARKETPLACE
  Base Value $1,000; Purchase Limit $5,000; 
  Spellcasting None
  Technological Items Minor 2d4; Medium 1d4; Major ---
  Magic Items Minor 1d2-1; Medium ---; Major ---
  Major Industries Hunting, logging
  Ugly reactions to the War of Division were not all confined 
  to the Bastion. While very few of the conflicts that marked 
  that period happened outside Bastion’s borders, one such 
  conflict is famous for how far north it occurred—near the 
  settlement of Leacher’s Vale in Sunderland.
  To counter Leatherfoot support for the Commonist cause late 
  in the war, local landowner and retired Brigadier General 
  Mort Ergan had been gently press-ganging Tenderfoot youth 
  into a coalition in support of his Expansionist allies down 
  south. Many of the overeager halflings had been told lies 
  about whom they might end up fighting, thinking instead 
  how they would soon be standing side-by-side with their 
  Bastonian cousins. As Sunderland authorities began to look 
  into rumors of Tenderfeet militarizing in the hinterlands, 
  General Ergan became paranoid that the Federal Army was 
  on to him and fled with his “duty scouts” in tow. After a 
  series of duck-and-cover episodes along the Buckeye at 
  night, during which Ergan had split his forces and given 
  his scouts explicit orders on what to do if confronted, Ergan 
  circled back seeking refuge at a friend’s private estate. 
  Artwork by Mates Laurentiu
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  Before reaching the grounds, however, General Ergan 
  ran afoul what he perceived was a federal search party, 
  guns leveled at him. Offering no resistance, the drunken 
  general failed to recognize his failure until too late, 
  instead surrendering to a group of his own scouts: pairs 
  disguised as humans, one on the other’s shoulders, in 
  stolen overcoats. No sooner had this become apparent 
  when a squad of federal troops arrived on the scene to 
  find Brigadier General Mort Ergan held at gunpoint by 
  one of his finest scouts: Grady Hosstetler. Locally, this 
  event is known as the Leacher’s Vale Uprising.
  POINTS OF INTEREST
  The Nor’east Crook: The largest trade road that runs 
  through the area, known for the elbow like curve it takes 
  changing direction from east-west to north-south along its 
  route. The road sees very little heavy traffic, but locals 
  say the loggers and hunters who selfishly patrol either 
  side of it create special traps and hazards befitting their 
  profession to keep predatory animals (nosy trespassers, 
  more likely!) off their grounds.
  Township Square: Every township that touches the 
  Crook keeps a central square off the road for trade 
  purposes, often marked with flying banners and paved 
  with flagstone. During the day, these are hotspots of 
  local business, where neighbors solely rely on each other 
  for goods and services. At night, however, eyewitnesses 
  have seen nude and bleeding out-of-towners crawling in 
  the square, pointing to the river, and mewling about the 
  moon’s reflection on the water (all caused by a moon-
  beast which is so far content to prey on travelers while it 
  studies the town to see if it might make a suitable home).
  Winter Retreats: Local hunters and loggers often come 
  upon hidden caches of dried and buried food or supplies 
  in the creeks and wooded hollows in the hills and up 
  and down the Buckeye. Some of them use these sites 
  as overnight camps, always careful to restore any of 
  the stock they deplete, while others stay strictly away, 
  whispering of haunts and predatory animals. Every 
  local knows these are the winter retreats frequented by 
  members of “Hostile” Grady’s gang: the Roustabouts.
  “HOSTILE” GRADY HOSSTETLER 
  CR 5
  “Don’t mind the name. It’s the meat and bones spittin’ it 
  at ya that ya ought’n’t to forget.”
  XP 1,600
  Male halfling [tenderfoot] fighter [ructioneer] 5/ranger 1
  CG Medium humanoid
  Init +4; Senses Perception +7 (see below)
  DEFENSE
  AC 20, touch 16, flat-footed 15 (+4 armor, +4 Dex, +1 
      dodge, +1 size)
  hp 48 (1d10+2 plus 5d10+10)
  Fort +9, Ref +8, Will +2; +2 vs. poison
  OFFENSE
  Speed 20 ft.
  Melee +1T halfling felidae knife +8/+3 (1d2+1/x3), or by 
      close or improvised weapon +8/+3 (+3 damage)
  Ranged mwk light pneumatic bowgun +12/+7 (1d6/19-20)
  TACTICS
  During Combat Full of fists and bold talk, Hostile 
      enjoys demoralizing particularly stubborn opponents
      before roughing them up with unarmed attacks. 
      Though he rarely kills opponents if he can avoid it, 
      he is not too proud to use hit and run attempts to 
      bring down tougher foes.
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  STATISTICS
  Str 11, Dex 18, Con 14, Int 11, Wis 11, Cha 16
  Base Atk +6; CMB +5 (+6 on disarm, dirty trick, and trip 
      maneuvers); CMD 19 (20 vs. disarm, dirty trick, and trip 
      maneuvers)
  Feats Alertness, Dazzling Display, Dodge, Mobility, Point 
      Blank Shot, Persuasive, Shot on the Run
  Traits Natural-Born Leader, Freedom Fighter
  Skills Climb +5, Bluff +6 (+8 vs. goblinoids), Diplomacy 
      +5, Escape Artist +8, Heal +4, Intimidate +9, Knowledge 
      (dungeoneering) +5 (+7 vs. goblinoids), Knowledge 
      (geography) +4 (+6 vs. goblinoids), Perception +7 (+9 
      vs. goblinoids), Sense Motive +3 (+5 vs. goblinoids), 
      Sleight of Hand +10, Stealth +13, Survival +7 (+8 to 
      follow or identify tracks, +9 vs. goblinoids), Swim +5
  Languages Common, Halfling
  SQ brutal bravado, dirty maneuvers, favored enemy 
      (humanoid [goblinoid]), raw methods, savage ingenuity, 
      track, wild empathy
  Gear +2T leather armor, +1T halfling felidae knife, 
      masterwork light pneumatic bowgun, 18 bowgun bolts, 
      backpack, tinderbox, 2 foxfire torches, fishing kit, 
      “badger skin” wilderness outfit, medicinal ointment, $817
  BOON
  Grady and his Roustabouts can offer the PCs a suitable 
  place to rest and recover from injury, away from 
  authorities or prying eyes, further granting the PCs a +5 
  bonus to the DC of any Diplomacy checks made to Gather 
  Information on them, or Survival checks to track them.
  Ever since the Leacher’s Vale Uprising has there been one 
  name in liberated youth all across Sunderland—“Hostile!” 
  Though the leader of the Roustabouts—a band of castaways 
  and foundlings beholden to no one but themselves—is 
  reported to be a private sort tucked away in his wilderness 
  hollow, the public actions of him and his gang show 
  dedication and boldness that startles some and emboldens 
  others who would use his name as a rallying cry.
  A model unto his followers, Hostile Grady is a two-fisted 
  activist and a gifted outdoorsman. Though he calls the land 
  around Leacher’s Vale home, he has been careful never to 
  set down roots, and seldom winters in the same place twice. 
  He mentors his Roustabouts (roughly 30 strong, mostly 
  NG and CG warriors and experts levels 2-7) in methods of 
  digging out crude shelters in the wilds, how to forage off 
  the land, and to fight with whatever is at hand—while never 
  forsaking the notion that quick feet and a sharp tongue are 
  just as valuable as a good aim. Still, Grady’s career as a 
  survivalist pales next to his cagey fighting and zeal for 
  sheltering the young away from those who would prey upon 
  their unspoiled potential. He harbors ill will toward slavers 
  (goblinkin in particular), fights to awaken the populace 
  to the shackling of youth—or liberating those from their 
  masters who won’t listen—and continues to light a spark in 
  the hearts of Sunderland’s overlooked youth.
  PADDLEWHEEL BEND
  Latitude 37N 58’, Longitude 87W 33’
  NG large town
  Corruption +0; Crime +0; Economy +4; Law +0; 
      Lore +1; Society +1
  Qualities industrialized, prosperous, tourist attraction
  Danger +5
  DEMOGRAPHICS
  Government autocracy
  Population 40,600 (49% human, 29% dwarf, 15% 
      half-orc, 5% halfling, 2% other races)
  NOTABLE NPCS
  Admiral Joiss “Even Keel” Carver (LG male dwarf 
      [drague] fighter 14; a war veteran),
  “Queenie” (LE female dwarf [drague] rogue 12; owns 
      a floating empire of riverboat casinos up and down the 
      Buckeye and Great River), 
  Jack Plum (NE male human [ulleran] gunslinger 6; a 
      beguiling riverboat gambler).
  MARKETPLACE
  Base Value $6,000; Purchase Limit $30,000
  Spellcasting 3rd
  Technological Items Minor 3d4; Medium 2d4; Major 1d4
  Magic Items Minor 1d3; Medium ---; Major ---
  Major Industries Shipping, river tourism, gambling
  Nestled in the coils of the Buckeye River, Paddlewheel 
  Bend thrives on cargo moving up and down the 
  waterway. While the port city lacks none of the 
  conveyances common to the rest of Ullera, the Bend 
  has grown mainly on the back of its vigorous steamboat 
  fleet, delivering western lumber and southern cotton for 
  the cities and factories of Keystone and bringing back 
  finished goods and coal from the east. The oldest and 
  wealthiest families in the city are dwarven.
  The city takes its name from a series of naval victories fought 
  using paddlewheel craft to make cunning maneuvers around 
  the river’s curves, as made famous by the city’s resident 
  brown water admiral and mayor, Joiss Carver. Paddlewheel 
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  Bend is the largest producer of the “Beachhead,” a shallow 
  draft steamboat with a metal prow that splits down the 
  middle to allow rapid egress of vehicles and troops. Like 
  most Ulleran cities, the Bend has a city militia along with 
  a series of defensive earth levees, concrete bunkers, mine 
  fields, and pumping stations to protect from natural disasters 
  and monster attack.
  POINTS OF INTEREST
  Azure Casino: Located in Riverside, a strip of boutiques, 
  hotels, cafes, theaters, and dance halls between the wharfs 
  and downtown, is the area’s crowning jewel: a massive 
  building built on the rusty hull of the “Dreadnaught,” a 
  metal barge of Rageaic design used as a floating fortress. 
  The ship was scuttled during the Abolition War and 
  sank in the middle of the harbor. A landed crime boss, 
  known only as “Queenie,” seized upon the property as 
  the city has no legal jurisdiction on flotsam in the bay. 
  It’s said that Queenie feeds pick pockets and card sharps 
  caught in her casino to the exotic pets she keeps in the 
  lower decks. The casino’s dangerous reputation has only 
  made it more attractive to thrill seekers. Her right hand 
  man and paramour, Jack Plum, is a permanent onboard 
  resident. 
  Burdock Fountains: Burdock Fountains is a massive park 
  and event center used for city fairs, weddings, picnics, 
  burgoo cook-offs, and sports. National paved and off-road 
  velocipede competitions are also held here. The park gets its 
  name from its water displays and pools. During the summer, 
  citizens don their bathing habits to enjoy the recently 
  completed paddlewheel wake pool and wooden flume 
  slides. The park also has the latest in simulated golf courses, 
  as well as several fishing lakes stocked with a variety of 
  different aquatic life.
  Crowncrest: A famous diner on the west side of town, 
  their signature dish is “the best calf brain sandwich 
  served north of the Buckeye.” The brain is sliced thin, 
  covered with batter, fried, and served on a poppy seed 
  bun. They will also prepare a burgoo stew with any 
  type of meat in their lockers or that customers provide. 
  The second floor offers bunk rooms and private rooms, 
  breakfast included.
  Maecena Gardens: This wildlife preserve and tourist 
  attraction is sealed beneath a complex of glass domes 
  covering four acres. The environment of each dome 
  is regulated to simulate different climates. The entire 
  complex was a gift to the city by the late gnomish 
  adventuress Isiewu Maecena. Besides flora and fauna, 
  the gardens also keep all of Lady Maecena’s artifacts, 
  statuary, and sarcophagi collected on her sojourns to the 
  southern hemisphere. Rumors of exotic animals living 
  wild on her gated estate are common but unproven. Some 
  say she brought her death home with her as an unknown 
  disease local doctors could neither diagnose nor cure. Her 
  adjacent estate is protected by armed guards and held 
  in trust by her attorneys for an absentee heir. Neighbors 
  report drum music and strange lights on some nights, but 
  during the day the house looks abandoned.
  Westwarden Woods: At 240 acres, this upper crust 
  community is home to numerous private estates and 
  is the largest preserve of virgin forest within any 
  metropolitan area in Ullera. While building the city to 
  avoid conflict, the city leaders delineated areas of forest 
  for preservation. No new homes are built here, and all 
  entrants would be wise to first appease the fey who tend 
  and live off the grounds beside neighborhood tenants. 
  The finest home in the city, Augustus Mansion, is also 
  found here. Led by Rector James Augustus, the manor is 
  a political epicenter and conservatory, with invitations 
  to the house for tea or a meal considered a high honor 
  and always politically motivated. Trimmed in the purple 
  and orange that mark its school colors, the house is also 
  rumored to contain an extensive underground complex.
  Wollford Library: The first of its kind in Sunderland, this 
  public library allows anyone entrance and doesn’t charge its 
  patrons for its use. Besides common print books, the library 
  holds a massive collection of genealogical data for the area 
  and an extensive local history archive. The library is also the 
  meeting place of the Four Freedoms Movement. This political 
  group has birthed idealists of both the Expansionist and 
  Commonist persuasion in the Bastion, but generally opposes 
  the militant policies of Ullera and strives for political reform.
  JEROME GOTTS
  CR 4
  “What you want, Jerome Gotts!”
  XP 1,200
  Male human [ulleran] gearhead 5
  LN Medium humanoid (human)
  Init +2; Senses Perception +5
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
  hp 25 (5d6+5)
  Fort +2, Ref +6, Will +4
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  OFFENSE
  Speed 30 ft.
  Melee +1T heavy mace +5 (1d8+3/x3)
  Ranged +1T heavy pneumatic crossbow +5 (1d10+1/19-20)
  Special Attacks contraptions, alchemically modified 
      crossbow bolts
  Schematics Known (CL 5)
      Target—all
      3rd Effect—blaze, complex order
      2nd Effect—decelerate, energy resistance, hover, disappear
      1st Effect—acid burn, attraction, burn, detect constructs, 
          dehydrate, detect undead, electromagnetic deflection, 
          fade, glide, simple order
      0—all
  Daily Contraption Activations (1st, 6; 2nd, 5; 3rd, 4)
  Gadgets personal beacon (worn; wrist), cone illuminate 
      (worn; shoulder), personal hydrate (worn; belt), 
      cone scald (worn; wrist)
  Contraptions Constructed 
      1st—line acid burn (worn; hand), projected attract (worn; 
          neck), cone dtect constructs (worn; eye), personal glide 
          (worn; back)
      2nd—personal energy resistance (worn; shoulder), 
          personal hover (worn; feet), personal disappear (worn; 
          chest) 
      3rd—burst burn (I) (worn; hand), projected complex order 
          (handheld)
  TACTICS
  During Combat Jerome is trained in fighting in darkness 
      and will attempt to blind opponents with smoke or 
      steam to gain an advantage before striking with his heavy 
      pneumatic crossbow or one of his damaging contraptions.
  STATISTICS
  Str 15, Dex 14, Con 12, Int 18, Wis 10, Cha 8
  BAB +2; CMB +4; CMD 16
  Feats Blind Fight, Persistent Contraption, Point Blank 
      Shot, Magnified Contraption
  Skills Acrobatics -1, Appraise +4, Climb +0, Craft 
      (alchemy) +11, Craft (weapons) +13, Craft (armor) +13, 
      Disable Device +9, Fly +7, Knowledge (engineering) 
      +11, Perception +5, Sleight of Hand +7, Stealth -6 
  Languages Common, Dwarf, Elven, Gnome, Rauschite
  SQ mandatory service, pneumatic engineer, scalding 
      steam, steam bleed, pneumatic armor (+1 Str), jury-rig, 
      salvage, engineering, swift engineering, innovation 
      (power diversion)
  Gear +1T pneumatic armor, masterwork craft tools (armor, 
      weapons), alchemist’s workshop, 6 trail rations, smoked
      goggles, standard gas mask, oil lamp, 4 flasks of oil, 
      +1T heavy mace, +1T heavy pneumatic crossbow, 5 heavy 
      bolt cartridges ([1x]5 crossbow bolts, [1x]5 freeze bolts 
      [half range, acts like a liquid ice flask], [1x]5 thunder 
      bolts [half range, acts as a thunderstone], [1x]5 flight 
      bolts [+20 ft. range], [1x]5 smoke bolts [5 ft. cube of 
      dense opaque smoke for 1d4 rounds]), 2 smoke sticks
  BOON
  Jerome can enable PCs to sell general or technological 
  items at his shop as if the community was one size 
  category larger than normal, and can enable PCs to 
  purchase technological items as if the community was 
  two size categories larger than normal.
  Jerome Gotts is a fashionable innovator of technology 
  known to brand his creations with the same logo of unruly 
  hair and fierce mutton chops that is characteristic of his 
  look. He repairs steam vehicles, weapons, and armor in his 
  workshop, but also creates unique contraptions that he loans 
  out to friends and adventurers for field testing.
  Artwork by Mates Laurentiu
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  Operating out of a small but profitable workshop in a 
  small town outside of Paddlewheel Bend, his works 
  are locally promoted with hand bills and poster boards 
  emblazoned with his iconic logo and proclaiming the 
  above slogan. The adjacent posh saloon owned by 
  his moonshiner wife is packed at night with moguls, 
  adventurers, and inventors.
  PLOTS
  Copperheads vs. Lilywhites: Begun as lowborn criminals 
  who vie for influence and cater to the city’s vices, the 
  Copperhead Cartel, a thorn in the side of Cinnabar’s 
  Court, is now a populist movement making real inroads 
  in local government. In response, the private firm 
  GHITI (pronounced, “fish”), whose members, known as 
  “Lilywhites” by the public—acting as political body guards, 
  informants, saboteurs, and even assassins—are culled from 
  leading families and businesses, and have begun to target 
  the Copperheads in an urban war full of intrigue that will no 
  doubt lead to collateral damage.
  The Secret Ruins of Metris: Ramson Downs wasn’t 
  the only city to be rendered tabula rasa during the 
  Great Hellfire, as few to no survivors were left in the 
  city of Metris (est. pop 9,000, mostly hidden) after its 
  “sacking.” Some believe more than three-quarters of 
  Metris’s residents were captured and brought north to 
  serve in slave camps or worse. Many who have been 
  there claim to have seen impossibly tall men directing 
  citizens in camps about the dilapidated remains of the 
  city. Still others contend the Ulleran government is 
  somehow responsible for the city’s condition, and the 
  real reason behind why Metris hasn’t recovered like 
  Second City.
  The Serpent Mound: One of the ancient ceremonial 
  mounds built by half-orcs, legend says that a massive 
  purple worm fell from the sky and died here, its skeleton 
  eventually covered by dirt and grass. The myth claims that 
  the serpent’s flesh peeled away in strips to become the 
  purple worms that plague coal miners throughout Ullera. 
  Others believe that the massive serpent was never alive, 
  but built as a stellar calendar marking the end of the world, 
  or for even more nefarious purposes. The coils of the 
  Serpent Mound line up with the stars of the constellation 
  Draco twice each year. Archaeologists from Delos Gnosis 
  have discovered that magnetic compasses do not function 
  on site for some unknown reason. There is also evidence 
  of a massive meteor strike in cryptoexplosion crystals 
  found in the sediment of the area.
  Shoot-the-Chute: A representative from the Court of 
  Cinnabar is hiring out for a group of porters to safeguard a 
  “sensitive delivery of goods” along the city’s inclined plane 
  portage sledges, which use a network of steep tessellated 
  chutes to move people and cargo down Mt. Henna by high 
  speed toboggan into the Buckeye River. The job requires 
  that the porters ensure the integrity of the protective 
  rigging encasing the cargo during the descent, as well as 
  see to its final delivery, including fending off any would-be 
  intercepting agents, at Fort Kincaid (pop 8,250) four days 
  southwest along the river.
  The Sunup 555: Famous for its air races, Sunup holds this 
  marathon race for motorized aircraft around an oval track 
  once each year. As the flyers circle round the course they 
  are expected to acquire points by threading their vehicle 
  between pylons and through hoops anchored along the 
  route. The first to score 555 points wins the race.
  BEYOND ULLERA
  The earthly realm of Geir hides many secrets and untold 
  legends across far-flung reaches the likes of which are not 
  detailed in this book. Perhaps your Pure Steam campaign is set 
  in the elven lands of Rhim, across the glittering Sun Current 
  beyond the westernmost shores of the Ulleran continent. 
  Perhaps your campaign seeks to detail the ancestral homes 
  of the dwarves, found in the Eastern Continents bridged 
  only by the Great Span and the very daring. Further still, 
  adventures aplenty lie in the myriad lands that clutter the 
  Feral Expanse. The cradle of humankind in Mazan? The 
  foreboding icy climes of goblin-ruled Atanak? The pious 
  high culture of Rausch? Or even the untamed wilderness 
  that is the Disputed Lands! All these, and more, can be 
  yours to create as you see fit, and are sure to be coming to a 
  bookshelf near you in the near future!
  For now, we give you a glimpse of what lies-in-wait in the 
  Disputed Lands. Tread warily, friend, not all that goes here 
  survives for very long!
  THE DISPUTED LANDS
  Between Ullera and the Kingdom of Rausch, a vast stretch 
  of open plains lies unconquered. Without unification under 
  a banner, the disparate towns and counties shift allegiance 
  for safety and gain. It’s not uncommon for a town under 
  the sway and ‘protection’ of the goblinoids of Atanak to sit 
  only miles away from a town paying taxes to the Ulleran 
  Government.
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  MONUMENT
  Latitude 41N 52’, Longitude 103W 39’
  N small town
  Corruption +1, Crime -4, Economy -1, Law +2, 
      Lore +1, Society -3
  Qualities frontier, insular
  Disadvantages disputed
  Danger +0
  DEMOGRAPHICS
  Government autocracy
  Population 2,350 (33% humans, 29% half-orcs, 17% 
      orcs, 16% halflings, 5% others)
  NOTABLE NPCS
  Jiggens Tarsal (NG male halfling [leatherfoot] aristocrat 
      2/rogue [chameleon] 8; recognized leader of the town, 
      though he does not openly campaign as mayor),
  “Colonel ‘Ar-dee’” Rutger Dabney (CN male half-orc 
      [avus] fighter 7; this boisterous war veteran, now local 
      sheriff and commander of Fort Miter, deals in used body 
      augments and frontier justice), 
  Willium Foster (LE male human [ulleran] fighter 3/
      gearhead 6; a mindful developer who sees “great things” 
     ahead for Monument).
  MARKETPLACE
  Base Value $2,000; Purchase Limit $10,000; 
  Spellcasting 2nd
  Technological Items Minor 3d4; Medium 1d6; Major ---
  Magic Items Minor 1d2; Medium ---; Major ---
  Major Industries Seasonal crops (corn, potatoes, sugar 
      beets), tourism, land management
  Monument is a pioneer town established along the Brelon 
  Trail. Generations ago, human settlers left the desert 
  kingdom of Rausch for Temarest, the land of The Folk. 
  After the Abolition War, however, a massive reverse 
  migration occurred when thousands devoted to the Brelonite 
  faith decided to return to their homeland of Rausch, tired 
  of persecution by the populace and offended by the secular 
  stance adopted by the government of Ullera. Ox-drawn 
  wagons and wooden handcarts had been used by humans in 
  the initial exodus from Rausch. On the return, many found 
  these methods of transport inadequate and began setting up 
  permanent waypoints to aid over the long haul, and small 
  towns began to appear along the trail.
  The towering Monument Bluffs are a natural landmark 
  in the flat Plaudit River Valley, and mark a navigable 
  pass through the Great Divide Mountain range to the 
  Kingdom of Rausch. The town of Monument was named 
  after this geographic feature; initially home to trappers, 
  lumberjacks, and cattlemen. With the foundation of Ullera, 
  trade and travelers moved steadily across the old migration 
  route between the Kingdom of Rausch and the East. The 
  completion of the railroads made this dusty depot into a 
  permanent settlement.
  Known for practicing frontier justice, the town of Monument 
  is not under the authority of Rausch or Ullera, but is a trade 
  link for both. The laws mirror the legal code of Ullera, but 
  enforcement is subject to vagaries of public sentiment and 
  local feuding. Most who carry firearms are free to kill others 
  in disputes over body and property. The construction of the 
  Minatory Water Reservoir thirty years ago provides local 
  irrigation. Monument has experienced a recent population 
  boom (20% over the last six months) as a result of the 
  completion of the B&S railroad laid on top of the old wagon 
  route. Modern trains on this rail-line, called the Zephyr 
  Line, carry passengers, minerals, cattle, and trade goods 
  back and forth as far north and south as Second City and 
  Five Points. Much of the town’s rustic appearance remains, 
  but wooden walkways and sod buildings are slowly giving 
  way to brick and concrete. Monument is split in two by the 
  Upper Plaudit River, which still manages to compete with 
  rail for western trade.
  POINTS OF INTEREST
  Tarsaltown: An enterprising halfling by the name of Jiggens 
  Tarsal is one of the wealthiest landowners in Monument. 
  He owns numerous businesses in a south side area of town 
  named for him; the employees of which all serve as his 
  gofers and intimidation squad (used rarely to dissuade bold 
  outlaws or frontier warlords). He is a local born “soddie” 
  (poor sod farmer) who enjoys wide loyalty, known for his 
  staid nature and hard-earned generosity. His first business 
  was a brick factory to spur local construction. He also owns 
  a dancehall, soda parlor, creamery, icehouse, forge, and the 
  only alchemical refinery in the valley. Tarsal is also a patron 
  of the arts and hosts the annual Giant Vegetable Shine and 
  Sculpt, an event he uses to scout new “talent.”
  Monument Hunting Club: This large paddock just outside 
  of town is a dues paying club for spot shooting. Inside 
  its walls, exotic animals are released and hunted by the 
  membership. Recently, the club has closed its doors, with 
  very little word escaping about the circumstances. Locals 
  whisper that perhaps this once popular pleasure spot has 
  now become more of a prison, keeping dangerous sorts in 
  and curious sorts out.
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  The Monument Bluffs: A majestic series of highly stratified 
  rock formations, spread over 3,000 acres, stand out above the 
  plains in five distinct locations: King’s Rock, High Rock, Ave’s 
  Rock, Harp Rock, and Seer’s Rock. Annual events centered 
  on the bluffs and set to begin this year include aircraft and 
  horseback races aimed at drawing additional interests from 
  abroad. One competing developer would prefer to see a circuit 
  of cable cars for observation installed, connecting the bluffs.
  Pharaonic Theater: This theater is built within a brick 
  pyramid with aluminum and copper trim. At night, the gas 
  lamps reflecting off the metal can be seen twenty miles 
  away. The theater hosts all manner of entertainments, 
  from sideshows and operettas, to plays, lectures, pugilism 
  exhibitions, and ballets. Whatever the occasion, the 
  Pharaonic always seems to be ripe for an unscripted 
  gunfight, bringing out the dramatic in everyone.
  Fort Miter: Fort Miter was built to guard and protect wagon 
  travelers moving through the Disputed Lands. Now the fort 
  guards the town and railhead from attack. The original sod 
  fortifications have been replaced with concrete. The fortress 
  has a forty-man barracks, a stockade, a sally port, rifle 
  loopholes, four sentinel towers, an underground armory, 
  and a small aerodrome for military and civilian aircraft.
  ELIZABETH “BESS” WILKE 
  CR 7
  “Reckon I don’t get paid to figure whether you actually 
  done it. I get paid to drag your ugly hide back to Fort 
  Kincaid, dead or alive. Now, what’ll it be?”
  XP 3,200
  Female human [ulleran] fighter 2/ranger [trophy 
      hunter] 4/rogue [investigator] 2
  N Medium humanoid (human)
  Init +3 (+6 in plains); Senses Perception +7 (see below)
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+5 class, +3 Dex, +1 
      dodge, +1 natural*)
  hp 70 (6d10+18 plus 2d6+6 plus 2 [favored class])
  Fort +10, Ref +10, Will +1; +4 vs. hot/cold environments, 
      suffocation, +2 vs. fear
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee bosom knife +9/+4 (1d3+2/19-20)
  Ranged mwk revolver +11/+6 (1d8/x4), or mwk revolver 
      +9/+4 and mwk revolver +9 (1d8/x4), or mwk musket 
      +11/+6 (1d12/x4)
      Special Attacks bullseye shot, clustered shots, favored
      enemy (humanoids [human] +2), hunter’s aim, sneak 
      attack +1d6, sniper’s eye
  TACTICS
  During Combat Bess enjoys a stand-up fight, where she 
      can plainly see all her opponents. She is resourceful and 
      will use every trick at her disposal to gain the upper hand, 
      including faking surrender to catch her enemies off-guard.
  STATISTICS
  Str 14, Dex 16, Con 16, Int 13, Wis 10, Cha 15
  Base Atk +7; CMB +9; CMD 22
  Feats Amateur Gunslinger, Bullseye Shot, Clustered 
      Shots, Dodge, Endurance, Point Blank Shot, Precise 
      Shot, Two-Weapon Fighting
  Traits Suspicious, Tracker of the Society
  Skills Climb +9, Craft (gunsmithing) +8, Diplomacy +8, 
      Disable Device +7, Handle Animal +7, Heal +6, 
      Intimidate +9, Knowledge (dungeoneering) +7 (+9 
      vs. humans), Knowledge (geography) +7 (+9 in plains/ 
      vs. humans), Knowledge (local) +8 (+10 vs. humans), 
      Linguistics +5, Perception +7 (+9 in plains/vs. humans), 
      Ride +8, Sense Motive +7 (+9 vs. humans), Stealth +9 
      (+11 in plains), Survival +8 (+15 to follow or identify 
      human tracks, +13 to follow other tracks, +12 in plains), 
  Artwork by Mates Laurentiu
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      Swim +9 (+13 vs. exhaustion)
  Languages Common, Rauschite
  SQ bravery, favored terrain (plains +2), follow up, grit: 1, 
      improved tracking, mandatory service, quick clear, 
      sniper’s eye, track
  Gear light war horse, military saddle, bit & bridle, 
      saddlebags, brute manacles, grappling hook, deluxe 
      dungeoneering kit (2 candles, chalk, hammer & 4 
      pitons, 50 ft. of silk rope, 2 sacks, 3 sunrods, 4 tindertwigs, 
  everburning torch), pathfinder’s kit (backpack, bedroll, 
  belt pouch, clay mug, bosom knife, 2 fish hooks, flint & 
  steel, sewing needle, signal whistle, 50 ft. of string, 50 ft. of 
  thread, waterskin, week’s worth 
      of trail rations, whetstone), *bar of very mild dermal 
      starch, air-nozzle horseshoes (technological horseshoes 
      of a zephyr), 2 surgical bandages, gloves of arrow snaring, 
      masterwork thieves tools, gunsmith’s kit, 2 masterwork 
      revolvers, masterwork musket, 120 firearm bullets, $55 
      (on person), $8,000 (kept under the floorboards in her home)
  BOON
  Bess can allow the PCs to pass through her favored terrain 
  without being robbed, or they could attempt to acquire an 
  item or deliver a secret message directly to an NPC in her 
  favored terrain.
  In the lands stretching from the mossy barricades at Fort 
  Kincaid to the bid-decked trestle bridges of Naughton, rumors 
  swirl about an auburn-headed hellion of a bounty hunter who 
  brings outlawing men to their knees—in the less kind way. 
  Born Elizabeth Wilke, “Bess” to those who only know the 
  quality of her gun-hand, she grew up on a sweet potato farm 
  on the outskirts of Apex (pop 17,950).  Growing up, Bess 
  never heeded her mother—always caked in mud or flirting 
  with a Brelonite lad headed for the Disputed Lands. She 
  always turned up for Pa’s nightly whippings, though. Her 
  upbringing instilled in her a quirky blend of carelessness and 
  discipline in the way she approaches her pursuits.
  With an unshakable reputation as a borderlands transient, 
  Bess’s time as an irregular during the Abolition War was 
  rough, and she constantly chaffed against her superiors. 
  However, her success in capturing a trio of saboteurs during 
  the Holwake Incident caught the eye of a military hire who 
  gifted her with a rare pair of finely crafted revolvers as 
  payment. Bess read between the lines and soon took up a 
  full-time bounty hunting contract through Fort Kincaid. She’s 
  even been known to take up assignment with outside police 
  forces, including chaplains out of Magister’s Road back east.
  Talk forever swirls of her exploits, such as the claim that 
  she once adopted a den of raccoons, or swam to the Manteca 
  Gulf to nab a bounty, and folk continue to create legends 
  about Bess Wilke: the “fiercest draw,” “quickest tongue,” 
  and “meanest boot” to ever spit into the Heartwater!
  WANDERING PERSONALITIES
  While the following NPCs don’t actually call the FSU their 
  home, they are known throughout the land in various circles.
  HORATTIUS DARO “H.D.”
  CR 8
  “Bring me what I need, H.D., and I’ll make you a paragon 
  of engineering perfection.”
  XP 4,800
  Male gnome [gentry] alchemist 4/ gearhead 5
  NE Medium humanoid (gnome)
  Init +3; Senses low-light vision; Perception +6
  DEFENSE
  AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 size)
  hp 52 (4d8+8 plus 5d6+10)
  Fort +7, Ref +9, Will +5; +2 bonus vs. poison, +2 vs. 
      glyph, language-dependent, and symbol or written spells, 
      +4 vs. bardic performance, language-dependent, and 
      sonic effects, +2 vs. illusions
  Defensive Abilities DR 1/—, poison resistance +2
  Artwork by Mates Laurentiu
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  OFFENSE
  Speed 25 ft.
  Melee club +7/+2 (1d4)
  Ranged bomb +8/+3 (2d6+8 fire), or darkness bomb +8/+3 
      (darkness effect), or frost bomb +8/+3 (2d6+8 cold plus 
      staggered), or mwk pepperbox +9/+4 (1d6/x4)
  Special Attacks bombs (8/day; darkness, frost; DC 16), 
      contraptions, +2 to the DC of extracts with the language-
      dependent descriptor or those that create glyphs, symbols, 
      or other magical writings
  Spell-Like Abilities (all 1/day) arcane mark, comprehend 
      languages, message, read magic
  Alchemist Extacts Prepared (CL 4)
      2nd (2/day)—ablative barrier, elemental touch
      1st (4/day)—disguise self, enlarge person, expeditious 
          retreat, true strike
  Schematics Known (CL 5)
      Target—all
      3rd Effect—dimensional hop, heat lightning
      2nd Effect—decelerate, energy resistance, frigid cold, 
          kinetic burst
      1st Effect—alacrity, dehydrate, detect constructs, 
          detect fauna and flora, detect humanoids, electromagnetic 
          deflection, fade, hydrant, shock, tracker
      0—all
  Daily Contraption Activations (3rd, 4; 2nd, 5; 1st, 6) 
  Gadgets—cone illuminate (worn; headband), projected 
      chill (handheld), projected lift (handheld), projected 
      hydrate (handheld)
  Contraptions Constructed
      1st—selective detect constructs (worn; eye), burst dehydrate 
          (handheld), burst (I) detect humanoids (worn; head)
      2nd—projected decelrate (handheld), personal energy 
          resistance (worn; belt)
      3rd—cone heat lightning (handheld)
  TACTICS
  During Combat H.D. will make ready use of his 
      contraptions if he feels his foe is weak, otherwise he 
      focuses on escaping and making it difficult for enemies 
      to follow him. If cornered, he will portray weakness or 
      play the role of a patsy until he feels certain he can 
      execute a sudden betrayal and flee by way of his extracts.
  STATISTICS
  Str 10, Dex 12, Con 14, Int 19, Wis 10, Cha 11
  Base Atk +6; CMB +5; CMD 16
  Feats Betrayer, Brew Potion, Extra Discovery, Magnified 
      Contraption, Persuasive, Quick Draw, Throw Anything
  Traits Reactionary, Skeptic
  Skills Craft (alchemy) +24, Craft (mechanism) +15, Craft 
      (firearms) +14, Diplomacy +9, Disable Device +15, Heal 
      +5, Intimidate +5, Knowledge (arcana) +11, Knowledge 
      (engineering) +16, Perception +6, Perform (comedy) +6, 
      Profession (brewer) +8, Sleight of Hand +8, Spellcraft 
      +10, Stealth +5, Use Magic Device +9
  Languages Common, Gnome, Rauschite, Sylvan, 
      Dwarven, Halfling, Goblin
  SQ discoveries (darkness bomb, extend potion [4/day], 
      frost bomb), mutagen (DC 16), poison use, scientific 
      specialty (physicist), swift alchemy, swift engineering
  Gear 2 potions of ant haul, 2 potions of endure elements, 
      2 potions of fox’s cunning, 2 potions of spider climb, +1T 
      adamantine chain shirt, bandolier, mwk pepperbox, $325
  BOON
  H.D. can teach the PCs the finer points of his handiwork, 
  providing a +1 bonus per day of tutelage (max +5) on the 
  next skill check concerning any of the Craft skills he has 
  ranks in (above).
  A gifted young tinker who cut his teeth on the workshop 
  benches at Mayrbronne Limited in Foundry, H.D. always 
  knew he was not long for that world, even if the self-
  serving lessons of technological control he had learned 
  from the company boss stuck with him. Horattious is 
  the industry’s worst nightmare: a prodigy of their own 
  making who learned to think for himself. Unrecognized 
  though he may be, past partners of his have benefitted 
  from the work they did together, even if H.D.’s impatience 
  wouldn’t allow him to see it through. Still, the resentment 
  he harbors pales compared to the next great secret he is 
  developing which could change the face of technology. 
  He calls his current scheme “cold steam.”
  With a habit of changing his appearance on a whim—at 
  once a skinny specimen dressed in rags with a greasy beard 
  and disheveled hair, then the next a well-groomed genteel 
  sort—H.D.’s disguises, aided by his alchemy, are always 
  clever if not random. He stays on the move setting up 
  mobile workshops to avoid corporate attention, and those 
  who meet him tend to come away doubtful such could be 
  the source of brilliance evident in his work. He speaks 
  with few words—except to himself—and his humor is 
  generally at the expense of others. His contraptions are his 
  babies, and though he is certain few others can understand 
  him, he enjoys explaining their functions to oblivious 
  sorts in excruciating detail, all with a silly grin on his face 
  at the cosmic irony of the situation.
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  KYNNE LOQUA
  CR 3
  “I’m never quite so at home as when I’m on the road.”
  XP 800
  Female elf [jade] bard [gypsy] 4
  CG Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 18 (4d8-4)
  Fort +0, Ref +7, Will +5; +2 vs. enchantment effects
  Immune magic sleep effects
  OFFENSE
  Speed 30 ft.
  Melee starknife +4 (1d4+1/x3) 
  Ranged darkwood composite (+1) longbow +7 (1d8+1/x3) 
      or starknife +6 (1d4+1/x3)
  Special Attacks bardic performance (13 rounds per day; 
      distraction, fascinate)
  Bard Spells Known (CL 4; concentration +7)
      2nd (2/day)—create treasure map
      1st (4/day)—sleep, abundant ammunition, urban grace, 
          windy escape
      0 (at will)—flare, message, ghost sound, mending, 
          spark, unwitting ally
  TACTICS
  During Combat Kynne prefers to rely on her bow with 
     use of Arcane Strike and Deadly Aim to bring down 
      her foes. She is far from bloodthirsty, however, and will 
     prefer to see enemies surrender (and even reformed) 
     than die by her hand.
  STATISTICS
  Str 12, Dex 16, Con 8, Int 10, Wis 13, Cha 16
  BAB +3; CMB +4; CMD 17
  Feats Arcane Strike, Deadly Aim, Skill Focus (Perform 
      [wind instruments])
  Skills Acrobatics +10, Appraise +4, Bluff +9, Climb +5, 
      Craft (alchemy) +4, Diplomacy +10, Disguise +12, 
      Escape Artist +7, Fly +10, Knowledge (local) +6, 
      Perception +10, Perform (dance) +10, Perform (wind 
      instruments) +12, Profession (fortuneteller) +5, Sense 
      Motive +5, Sleight of Hand +9, Stealth +7, Use Magic 
      Device +7; Racial Modifiers Perception +2
  Languages Common, Elven, Gypsy Cant (Romany)
  SQ gladhanding, gypsy intuition, gypsy prank, minuet of 
      the midnight ivy (masterpiece), streetwise magpie, tarot 
      reading, elven immunities, keen senses
  Gear darkwood wooden armor, darkwood composite 
      (+1) longbow, 50 darkwood flight arrows, 50 darkwood 
      whistling arrows, starknife, masterwork backpack, 
      tarot deck, masterwork musical instrument (wood flute), 
      rain poncho, 10 sheets of rice paper, scrivener’s kit, silent 
      whistle, 6 trail rations, smoked goggles, standard gas 
      mask, disguise kit (3 remaining uses), dose of arsenic, 
      long red scarf
  BOON
  PCs may aid Kynne (or vice versa) on a perform check, 
  and if the check yields a memorable performance or 
  better, the PC(s) involved receive a +1 luck bonus on any 
  saving throw or skill check for the next 24 hours.
  Kynne Loqua is a sensitive dreamer and altruist always on 
  the lookout for those in need, but shying a bit toward the 
  role of a lone wolf despite those friendly travelers she may 
  meet. She often runs afoul of the law, suspicious more of 
  her looks than her actions, but uses her gypsy talents and 
  effusive charm to get out of many jams. Her uncanny ability 
  at finding trouble sees her either rescuing those caught in 
  a fix, or needing rescue herself. She is extremely skilled 
  with a bow and combines archery and gypsy magic to great 
  effect. She is struck with endless wanderlust and has taken 
  to drifting through towns and cities across Ullera, usually 
  forsaking transport to continue on foot.
  Artwork by Mates Laurentiu
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  FaCtions
  Ullera is home to many associated groups and races. 
  Each entry below briefly discusses an example of an 
  influential faction that does business somewhere on the 
  continent, as well as who the faction’s members are, 
  what the faction does (and why), and what privileges 
  members are granted (as well as whether the organization 
  is suitable for heroes to join).
  FACTION DESCRIPTIONS
   Alingment: Faction’s principle alignment.
   Headquarters/Range: Faction’s central location or 
  main office. If no such headquarters exists, the faction may 
  have a “Range” detailing how far its influence reaches.
   Secrecy: Level of secrecy practiced by the faction 
  toward outsiders. “Low” indicates that the DC of all 
  Knowledge checks made to recall a fact about the faction, 
  and all Diplomacy checks made to gather information 
  about the faction, are incresed by +2; “Medium” a +4; 
  “High” a +8.
   Membership: Number of full-time annual members 
  belonging to the faction.
   Races: Primary races that make up the majority of the 
  faction’s membership.
   Classes: Primary classes of the faction’s members.
   Activities: Primary functions and concerns that the 
  faction busies itself with.
  ATLAS TRANSPORTS
   Alignment: Lawful Neutral.
   Headquarters: Great Sandy Helium Mines.
   Secrecy: Low.
   Membership: 330.
   Races: Any.
   Classes: Gearheads, rangers, rogues, experts.
   Activities: Passenger and cargo services, airship leasing.
  Atlas Transports has a fleet of helium filled zeppelins 
  that travel across the globe. Boasting a motto that says, 
  “Fast Travel: Atlas. Scheduled Delivery: Atlas. Chartered 
  Flights: Atlas. Get There: Atlas,” they can be chartered 
  to carry parcels or passengers anywhere in the world. 
  They use a wide variety of aircraft and are always on the 
  lookout for skilled pilots, mechanics, and flight crews. 
  Airship captains working for Atlas Transports can use 
  their own aircraft and crew to reap bulk profits, but take 
  on all the financial risks as well as costs for repairs and 
  dock charges, weather, pirates, and monster attack.
  The company was founded by Dwali Rielat (NG male 
  gnome [sharper] rogue [grease rat] 14) and his handmade 
  cargo airship, the “Atlas.” He and a few fellow airship 
  captains decided to work together to establish a stable 
  intercontinental trade ring. They built on early success by 
  adding more airships and trade routes to their network. 
  But what truly established them as a premier transport 
  company was the control of a hidden helium refinery. 
  Helium has greatly reduced their operating costs, and is 
  far less dangerous than hydrogen gas. Helium is a prize 
  not only to transport companies but also to militaries the 
  world over, and Dwali has kept the location secret with 
  great difficulty and sacrifice.
  Heroes may decide to work for Atlas Transports either as 
  employees of the company or as freelancers. As employees, 
  the crew receives wages equal to 10% of the market value 
  of goods delivered minus a penalty for delays, but the 
  airship is the property of Atlas. As freelancers, the crew 
  receives 60% of the market value of trade goods but must 
  pay all operating costs. Atlas Transports has its own team 
  of mechanics and occasionally resells used or captured 
  aircraft.
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  CALICO RAIDERS
   Alignment: Chaotic Evil.
   Range: Northern Sunderland and surrounding borderlands 
    between Ullera and Atanak.
   Secrecy: Medium.
   Membership: 53.
   Races: Goblinoids.
   Classes: Any.
   Activities: Arson, raiding, plundering, reconnaissance.
  The Calico Raiders are named after Brigadier General 
  Calico who harassed towns and cities along the Inland 
  Seas during the Abolition War there. Calico also 
  worked as a spy and insurgent during the war, was 
  captured, escaped, lived as a pirate, and finally became 
  an appellate judge in Atanak. The Calico Raiders are 
  riverine privateers employed by Atanak in the undeclared 
  ongoing conflict between Ulera and Atanak. The Calico 
  Raiders are trained in boat handling as well as cavalry 
  maneuvers and use the Inland Seas to launch raids into 
  Sunderland leaving torched towns behind. Blackburn 
  and towns like it are likely targets for these raiders.
  The Calico Raiders are divided into four cavalry units. 
  Bridadier General Ilar Gasters (CE male hobgoblin 
  cavalier [musketeer] 10) is in overall command. Four 
  captains (all CE or NE hobgoblin fighters 7) command 
  each posse of twelve riders (goblinoids of all types). Each 
  raider has two mounts while on a mission, and a barge acts 
  as a beachhead and treasure ship for each raid. General 
  Gasters is nominally loyal to Atanak since they provide 
  him with a safe harbor between raids, but he also realizes 
  that they will not come to the rescue of his Calico Raiders 
  if captured on foreign soil. He is just a spiteful way for 
  Atanak to continue to harass Ullera and other countries 
  without legally breaking the armistice. 
  COMMONIST CROP COMMUNE (C3)
   Alignment: Neutral Good.
   Headquarters: Monument, Disputed Lands.
   Secrecy: None.
   Membership: ~170.
   Races: Halfling, Human, Gnome, Dwarf.
   Classes: Any, mostly commoners.
   Activities: Agriculture, political lobbying, market 
    manipulation.
  The wave of recent arrivals to Monument can only afford 
  small plots of land of marginal fertility within the lightly 
  patrolled borders of the settlement. These immigrant 
  farmers from the Bastion, Keystone, and Harmonia 
  looked for opportunity in the underpopulated region of 
  Sunderland, but have little collateral to secure loans or 
  to buy equipment or seed stock, and just can’t afford the 
  expense of a steam tractor. 
  Initially the C3 was set up to provide low interest credit 
  and share ownership of a pair of steam tractors. As its ranks 
  swelled it gained social, economic, and political leverage 
  over native families and businesses. The Commune now 
  functions as a power block with suppliers, shippers, 
  and politicians. Some of the wealthiest landowners 
  resent the group’s influence on Ulleran development in 
  the Disputed Lands. They are afraid the Commune will 
  become increasingly radical and powerful enough to mold 
  Monument, and other settlements like it, to fit their ideals 
  of shared property and rationed prosperity. A few leading 
  citizens with Expansionist sympathies are looking for 
  ways to break the Commune legally or otherwise.  
  The organizer of C3 is Dina Ginsi (N female halfling 
  [leatherfoot] chaplain 9) who moved to the area five years 
  ago and has overseen the rapid rise of the Commune. She 
  has personally sponsored the arrival of friends and relatives 
  to Monument and has a very firm hold on the leadership of 
  the Commune. She is ambitious and plans to eventually run 
  for government office and nationalize local banks and stores 
  to move the town closer to the Commonist ideal of a secured 
  prosperity for everyone. She has met with local tribes and 
  attempts to secure their support with promises to right past 
  wrongs and better relations with Monument.
  Heroes are welcomed by the Commonist Crop Commune 
  if they share its vision of peaceful coexistence with native 
  peoples and the fight against labor exploitation. Membership 
  itself has little benefit to heroes not interested in farming.
  CROWLEY & SONS SHIPWRIGHT
   Alignment: Neutral Evil.
   Headquarters: Nivens’ Outlook, the Bastion.
   Secrecy: High.
   Membership: Unknown.
   Races: Gnome, Human, Merrow (aquatic troll).
   Classes: Gearheads, rangers, rogues, experts.
   Activities: Shipbuilding, undersea salvage, robbery, 
    murder.
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  Besides conventional ship repair, Crowley & Sons 
  specialize in the construction of submersible vessels for sale 
  to the treasure hunters exploring the Drowning Isles. The 
  basic design is a diving bell which is a massive iron sphere 
  that must be lowered and raised by a crane. Passengers 
  in the diving bell only have a set of tiny windows for an 
  undersea view but can swim out the open bottom of the 
  bell to explore or retrieve valuables. A superior design is 
  an armored diving suit equipped with pneumatic firearms 
  that can be fired underwater. The alchemical kraken is the 
  preferred choice of wealthy undersea explorers. Its eight 
  tentacles can be used to shift sand and debris while the 
  crew remains dry and warm inside the vessel. Crowley & 
  Sons also appraise and purchase recovered artifacts and 
  provide expert advice on undersea salvaging operations. 
  Few know that the gnomes who own the business have 
  joined up with a band of merrow claim jumpers to rob 
  successful treasure seekers.  
  Uryat Crowley (CE male gnome [gentry] gearhead 10) acts 
  like a kindly toy maker, but is a ruthless criminal. He has 
  built a wide variety of contraptions, vehicles, and weaponry 
  used by local pirates in the region and his shop is considered 
  common ground for likeminded individuals in the area. If 
  he is killed or captured by the heroes his many sons will 
  return seeking revenge in their own machinations.  
  EXOGENESIS ORCHARDS
   Alignment: Neutral
   Headquarters: Bulwark, Gom Shao.
   Secrecy: None to High (darker experiments).
   Membership: ~500 (mostly low-level field workers)
   Races: Mostly Elf.
   Class: Alchemists, druids, gearheads, experts, commoners.
   Activities: Agriculture, pharmacology, weapons research, 
     commerce.
  The famous gardener alchemist, Toime Beipo, was the first to 
  perfect the grafting of plant and animal tissues. His company 
  has developed many pharmacological drugs extracted from 
  its exotic orchards of blood oranges, dead man’s fingers, 
  chokecherries, muskmelons, and dragon-fruits. Exogenesis also 
  grows woods harder than steel and capable of self-regeneration 
  used in weapons, armor, and constructs. There are also rumors 
  of darker experiments with weaponized plants, toxic algae, 
  hybrid plant/animal breeds, and inquiries into fungi.
  The current chairman of the company is Bao Lau-Lau (CN 
  male elf [jade] druid [treesinger] 7). He wishes to grow 
  the company beyond pharmaceuticals and crop breeding 
  into the military market. He has invested vast resources 
  into experimental research and is hoping for a rapid return 
  to secure his position in the company. He may sponsor 
  adventurers acquiring exotic plant specimens, testing 
  products in the field, guarding convoys or deliveries, or 
  exterminating orchard vermin or capturing escaped test 
  specimens.   
  Exogenesis has developed hybrid fruits that replicate 
  alchemical items. They also stew and ferment these fruits 
  into elixers, potions, and oils, and will provide free samples 
  to heroes that work for the company or benefit its interests. 
  Alchemists and gearheads working for the company have 
  developed many new infusions and contraptions during 
  product development.
   
  FIFE & DRUM FRATERNITY
   Alignment: Lawful Good.
   Headquarters: Centerpoint, Sunderland.
   Secrecy: None.
   Membership: 215.
   Races: Any.
   Classes: Anyone with a high Charisma (mostly experts, 
     bards, chaplains, paladins, and rogues).
   Activities: Performance, charity, veteran’s aid, volunteerism.
  The Fife & Drum is a group of fervent patriots and military 
  veterans scattered throughout Sunderland. They campaign 
  annually to raise funds for hospitals, monuments, or other 
  public works. Beyond marching bands, the Fife & Drum 
  sponsors concerts, recitations, plays, and road shows for the 
  employment of its membership and to bring wholesome, 
  low cost, patriotic entertainment to the townships of 
  Sunderland. Most performances are light comedies or 
  martial dramas of glory, sacrifice, and duty. The Fife & 
  Drum Fraternity swear to uphold four basic principles: 
  Charity, Harmony, Brotherhood, and Patriotism. Members 
  must display charity to the less fortunate and to strangers 
  in need. They must respect elected authority, obey the law, 
  and live harmoniously with their neighbors. All members of 
  the Fife & Drum are bound together in fraternity regardless 
  of race or age and stand with the Federation against all 
  enemies foreign and domestic. Members range in age from 
  minors of 12 to seniors of 60 and older. Females can join a 
  sister sorority of identical philosophy.
  Heroes are welcome to join the ranks of the Fife & Drum, 
  and if they are in good standing, interactions with any Fife 
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  & Drum sister or brother will be improved by one step (e.g. 
  from Indifferent to Friendly, etc.). Fife & Drum membership 
  is a cross section of society including rich and poor, erudite 
  and unschooled, bombastic and modest, military and 
  civilian. There is a 10% chance in any non-combat NPC 
  encounter of meeting a fellow member. War history and 
  theatrical performance is the soul of the organization and 
  members receive a 10% discount on musical instruments, 
  reenactment weapons, and replica armor purchased from 
  the organization.
  FIVE POINTS SYMPHONIC LABS
   Alignment: Neutral.
   Headquarters: Five Points, the Bastion
   Secrecy: None.
   Membership: ~100-150.
   Races: Human, Gnome, Halfling, Dwarf.
   Classes: Bards, rogues, gearheads.
   Activities: Music production, sonic research, historical 
    sound archive.
  This company is the Bastion’s leader in the wax press music 
  industry. They record local and national artists and sell the 
  wax cylinders to phonograph owners across the Federation. 
  Symphonic Labs also preserves political speeches, 
  plays, comedies, and operettas in a massive environment 
  controlled vault. Audio artists flock to the studio to sign 
  recording contracts for national exposure. Scholars use 
  the laboratory’s advanced acoustic equipment for sonic 
  experiments, listening to its catalog of public speeches, and 
  for access to its extensive catalog of recorded nature sounds 
  of earth, sky, and sea.      
  The market for recorded artists is rapidly growing as 
  more people purchase phonographs for their own homes. 
  Musicians delight in the royalties received from wax 
  recordings, but scorn the grainy tunes produced as no 
  comparison to a live performance. Wax voice recordings 
  are sometimes combined with automatons and armatures to 
  give the construct greater verisimilitude to living creatures 
  and allow for limited conversation. It is the conceit of some 
  wealthy ideologues to provide a tombstone statue or bust 
  with a voice recording of the subject for the edification of 
  the masses. Some taxidermists install a recording of calls or 
  roars inside preserved trophies.
  Heroes may be hired by Five Points Symphonic Labs as 
  bodyguards for songbirds or to retell their latest adventures 
  in song or verse for prosperity and public retail.
  HARVEST GYPSIES
   Alignment: Chaotic Good.
   Headquarters: None.
   Secrecy: Low.
   Membership: 800-900
   Race: Elf, Half-Elf, Human.
   Classes: Commoners, bards, rogues, sorcerers, and   
     witches.
   Activities: Harvesting, planting, music, dance, labor,   
     medicine.
  Harvest Gypsies are nomads that move about the 
  countryside providing seasonal labor. Nearly a thousand 
  settle for a few months in tent cities around Bulwark 
  during the harvest. The life of a harvest gypsy is harsh and 
  penurious, but the gypsies support each other physically 
  and spiritually. Some people see them as tramps, but they 
  view themselves as strong, free, and independent. Beneath 
  their colorful clothes and rough manners are hidden talents 
  for music, survival, engineering, and holistic medicine. 
  Many also practice witchcraft or sorcery. The Gypsies 
  are mostly honest folk but a few bad apples can trigger 
  persecution and prejudice. Heroes may come to help them 
  or be hired to investigate their ranks for evildoers.
  STONEFELL UNION OF MINEWORKERS
   Alignment: Neutral Evil.
   Headquarters: Galvanite City, Keystone.
   Secrecy: Medium.
   Membership: 1,320.
   Races: Dwarf.
   Classes: Commoners, experts, fighters, barbarians,   
     rogues.
   Activities: Racketeering, gambling, game fixing,  
   
     smuggling, loansharking.
  The Stonefell Union of Miners began as a protest movement 
  over considered policies to remove certain mine safety 
  restrictions in Galvanite City, but has grown far more 
  powerful. In its glory days, it clashed many times with 
  industrialists and the government over reduction in safety 
  and death benefits, but an unscrupulous new union leader, 
  Brodsky Fairfield (NE male dwarf [drague] rogue 8) has 
  turned it into a front for organized crime. The Stonefell 
  Union now operates illicit gambling, racketeering, and 
  booze running throughout Pennoncelle, and its main claim 
  to fame is “match fixing.” Stonefell pulls the strings in 
  pugilism, racing, and turfball contests across the city. 
  Canny observers know better than to welch on bets with 
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  Stonefell bookies; the union owned crematoriums ensure 
  the police will only find ashes. Union members display a 
  striped black/white/black band or ribbon, and membership 
  is limited to dwarves.
  TSURU SHIMO LIBRARY
   Alignment: Neutral.
   Range: Global.
   Secrecy: Low.
   Membership: ~480.
   Races: Elf.
   Classes: Any arcane spellcaster, Cavaliers (Order of the 
     Tome).
   Activities: Arcane research, wizard training, alchemical  
     research.
  Wealthy philanthropist Tsuru Shimo has funded the 
  construction of a multitude of elven libraries across the globe. 
  The two-story library built in Bear Valley (“Kumagai”) 
  follows the basic formula of other Tsuru-designed libraries 
  with four wings forming an “X” with the librarian’s round 
  dome in the very center. Tsuru Shimo Libraries are public 
  institutions, and meet the desperate need of rising elven 
  populations in towns and cities on the western verges of 
  Ullera. Anyone that can read Elven can make use of these 
  library books, but the library also functions as a gathering 
  place for arcane research and wizard training. Tsuru Shimo 
  Libraries do have detractors, and may come under assault 
  by mobs with anti-Elf or anti-magic sentiments.  
  VICTORY OVER WAR (VOW)
   Alignment: Chaotic Evil.
   Range: Scattered throughout the Federated States.
   Secrecy: High.
   Membership: Unknown.
   Races: Any.
   Classes: Any.
   Activities: Assassination, insurrection, violent protest, sabotage.
  Espionage agencies are always looking for agents with no 
  personal ties that they can redirect and mold. The recently 
  bereaved are often filled with burning desire for vengeance 
  and little regard for personal welfare. To those ends, VOW 
  is allied with anarchist political movements but has its 
  own agenda. An inversion of widowman training, these 
  revolutionaries tutor bereaved wives, orphans, and forgotten 
  elders in the arts of espionage, assassination, and sabotage.
  The members of Victory Over War are violently opposed 
  to the Federation’s expansionist policies and national draft. 
  They believe sowing seeds of chaos throughout Ullera will 
  bring down the wealthy elite and end the war movement. 
  They particularly target Expansionist concerns and the war 
  industry with violent and destructive protests. VOW feeds 
  on chaplain organizations and other charities like a parasitic 
  vine. VOW agents seek out the bereaved and give them 
  tools and talents to retaliate. VOW is extremely secretive, 
  broken into cells of five or six individuals. The mother cell 
  located in Paddlewheel Bend watches the river traffic and 
  is responsible for a few “accidental” deaths and disasters 
  each year.
  WILDLIFE IDENTIFICATION AND 
  LAND DEVELOPMENT (WILD)
   Alignment: Lawful Neutral.
   Headquarters: Betel, Harmonia.
   Secrecy: None.
   Membership: ~1,500.
   Races: Human, Dwarf, Gnome, Halfling.
   Classes: Any.
   Activities: Exploration, mapmaking, specimen collection, 
     public speaking.
  Voters, capitalists and politicians of the Expansionist 
  movement are eager to increase the sovereign territory of 
  the Federated States of Ullera into the western Disputed 
  Lands (i.e. the wider Feral Expanse). Lobbying together 
  they have established the government funded offices 
  of Wildlife Identification and Land Development. The 
  employees of WILD are explorers and scientists interested 
  in wildlife research as well as cartography, engineering, 
  and geology. They hope to lay the groundwork for future 
  railroads, mines, and communities in the expansion of 
  the nation. WILD also endeavors to kindle support for 
  the Expansionist cause and raise capital for future quests 
  of scientific exploration.  
  Heroes useful to the Expansionist movement will be 
  embraced by WILD. A venture sponsored by WILD will 
  cover the cost of food, accommodations, transport, and 
  any incidental expenses incurred by the heroes while 
  on payroll. Heroes may oppose WILD if a venture 
  undertaken by the office threatens a sentient species, 
  nature, or a tribal culture.
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  Despite the rise of technology and widespread settlement, 
  the continent of Northern Ullera holds many pockets of 
  uncharted wilderness where danger lurks. Fell beasts and 
  feral barbarians still control these lands, and most civilized 
  folk stick to the cities. Those who travel into the wild 
  regions are wise to pack firepower and be wary. 
  All manner of creatures from the Pathfinder Roleplaying 
  Game can be found somewhere in the Pure Steam universe. 
  In addition, Pure Steam offers unique monsters and monster 
  creation rules to enhance your immersion in the age of steam. 
  CADAVER CACTUS
  This leafy cactus is like a festering sore on the land, with 
  coloring like that of sickly flesh, and a round misshapen 
  trunk that vaguely resembles a corpse clawing out from the 
  earth in its final death throes.
  CADAVER CACTUS 
  CR 2
  XP 600
  N medium plant
  Init +0; Senses tremorsense 20 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 17 (3d8+4)
  Fort +5, Ref +1, Will +2
  Immune plant traits
  SQ paralytic thorns
  OFFENSE
  Speed 5 ft.
  Melee tendril +3 (1d4+1/19-20 plus 1 piercing plus 
      paralytic thorns plus grab)
  Space 5ft.; Reach 5ft. (15 ft. with tendril)
  Special Attacks constrict (adjacent creatures only, 1d4+1 
      plus 1d4 piercing plus paralytic thorns), pull (tendril, 5 
      feet, hardness 3, hp 2)
  STATISTICS
  Str 13, Dex 10, Con 15, Int —, Wis 11, Cha 8
  Base Atk +2; CMB +3 (+7 grapple); CMD 13
  ECOLOGY
  Environment any dry or temperate land (commonly 
      found in the Bastion)
  Organization solitary, pair, or grove (3-12)
  Treasure none
  SPECIAL ABILITIES
  Constrict (Ex) A cadaver cactus that has pulled a creature 
      adjacent to itself, and that successfully maintains a 
      grapple with that creature, deals constrict damage as 
      well as 1d4 piercing damage from several of its thorns. 
      When taking constrict damage, the DC for the cadaver 
      cactus’ paralytic thorns increases to 17. The piercing 
      damage dealt during a constrict to a creature wearing 
      plated armor or with a natural armor bonus of +4 or 
      higher is reduced by 3 points (minimum 0), and the DC 
      of paralytic thorns does not increase.
  Paralytic Thorns (Ex) The thorns of a cadaver cactus 
      secrete a paralytic poison. A creature damaged by a 
      cadaver cactus’ thorns must make a DC 13 Fortitude 
      save or become paralyzed for 1d4 hours. Any creature 
      that attacks a cadaver cactus with an unarmed strike or 
      natural attack, withtout proper protection, takes 1 point 
      of piercing damage. This is a poison effect. The save 
      DC is Constitution-based.
  A unique breed of ferny cactus, the cadaver cactus is both 
  a pest and a danger. They tend to grow in dry gulches, or 
  former river beds, and even in places where sunlight is 
  uncommon (often taking on the color of pallid flesh rather 
  than its characteristic pea green under such conditions). The 
  plant is thought to be a cause of drought-like conditions 
  in some areas as much as it is drawn to them. The plant’s 
  thorns are also coated with a paralytic toxin, thus caution 
  must be taken to ensure its removal. 
  monsters
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  When a creature approaches too near, the plant will sense 
  it through the ground—its roots acting like the switch-plate 
  on a catapult—and will launch a corresponding spined 
  tendril (with a thin vine attached) at the target. The oddest 
  characteristic of the plant, though, is its tendency to slowly 
  deform and take on some part of the previous creature it 
  preyed on after it has retrieved a kill and dragged it back 
  to its bulb-like trunk for digestion (usually over 2-3 days, 
  during which the prey may still be partly conscious), 
  incorporating that body part into the whole.
  CATERWAUL FISH
  A terrifying and oddly-limbed predator, this bathtub-sized 
  freshwater fish is covered in yellow-green scales and 
  bears a strange hollow protuberance on its horrible face.
  CATERWAUL FISH 
  CR 4
  XP 1,200
  N medium animal (aquatic)
  Init +6; Senses low-light vision, scent, tremorsense 30 
  ft.; Perception +5
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 33 (6d8+7)
  Fort +6, Ref +7, Will +3
  OFFENSE
  Speed 10 ft., swim 50 ft., burrow 10 ft. (mud only)
  Melee bite +8 (1d6+3 and grab)
  Special Attacks grab
  STATISTICS
  Str 16, Dex 15, Con 12, Int 2, Wis 13, Cha 6
  Base Atk +4; CMB +7 (+11 grapple); CMD 19
  Feats Alertness, Improved Initiative, Weapon Focus (bite)
  Skills Bluff +6*, Perception +6, Stealth +10*, Swim +11; 
      Racial Modifiers +8 racial bonus on Swim checks; 
      +4 racial bonus on Stealth checks under cover of mud 
      or water; +8 racial bonus on Bluff checks when using 
      sound mimicry.
  Special Qualities amphibious, sound mimicry (voices)
  ECOLOGY
  Environment temperate freshwater and land (commonly 
      found in the Bastion)
  Organization solitary, pair, or pack (3-5)
  Treasure none (see description below)
  Possessed of a startling strength and aggressiveness matched 
  only by its keen accuracy at imitating the distress calls of 
  its prey, caterwaul fish are universally reviled. The sound 
  factory apparent on its face acts as a complex resonating 
  chamber that the caterwaul uses to imitate foreign sounds it 
  picks up through its evolved ear buds.
  Feared for its tendency to crawl to land and hide in shallow 
  muck, the caterwaul fish prefers to take its prey by surprise, 
  and has been known to imitate surrounding wildlife and 
  even humanoids with familiar calls of distress. They also 
  enjoy smothering their prey in shallow mud or water after 
  grabbing it.
  Caterwaul fish are sometimes hunted not merely out of hate, 
  but to harvest the tough, mottled carapace they have (worth 
  up to $1,000 among tanners or collectors) which is useful 
  for making hooded camouflage raincoats or slickers (that 
  provide a +2 circumstance bonus on Stealth checks in wet, 
  swampy, or densely forested areas).
  LYNX, WINGED
  This rangy specimen of bobcat has many features—
  the pointed ears, tawny, speckled fur coat, and jawline 
  whiskers—typical of its kind, though one recognizable 
  feature that stands out above the rest: a pair of magnificently 
  striped and feathered wings!
  LYNX, WINGED 
  CR 3
  XP 800
  N small animal
  Init +5; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 17, touch 16, flat-footed 12 (+5 Dex, +1 size, +1 
      natural)
  hp 19 (3d8+6)
  Fort +5, Ref +7, Will +2
  OFFENSE
  Speed 40 ft., climb 20 ft., fly 40 ft. (poor)
  Melee bite +8 (1d4+2), 2 claws +8 (1d3+2)
  Special Attacks pounce, rake (2 claws +8, 1d3+2)
  STATISTICS
  Str 14, Dex 20, Con 14, Int 2, Wis 13, Cha 6
  Base Atk +2; CMB +4; CMD 19
  Feats Skill Focus (Fly), Weapon Finesse
  Skills Acrobatics +11, Fly +6, Perception +7, Stealth 
      +15; Racial Modifiers +4 Acrobatics, Perception, and 
      Stealth.
  ECOLOGY
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  Environment temperate forest (commonly found in the 
      Bastion)
  Organization solitary or pair
  Treasure none
  Stories forever swirl about how the winged lynx went from 
  a tree-dwelling menace to one of the noblest creatures of 
  the sky, but whatever the truth, nothing quite surpasses 
  seeing one in the wild. The most popular legend states 
  that early conservationists saw the decreasing numbers in 
  the common forest lynx (largely by hunting and predation 
  from caterwauls), and either knew of some forgotten tribal 
  ritual that caused the lynx to sprout wings, or that some mad 
  “biotech” genius devised a harmless way of installing the 
  feathered augmentations to save the species. Now, only 
  large eagles and hawks compete with the winged lynx for 
  game; though its mortal enemy remains the caterwaul fish.
  Less aggressive than its land-bound cousins, winged lynxes 
  can be ferocious fighters if cornered. When hunting, they 
  prefer flying with the wind to gain speed for a charge that 
  results in a pounce attack.
  RAZORBACK, TRUE
  The true razorback is an enormous variety of dire boar 
  covered in long sharp quills.
  RAZORBACK, TRUE
  CR 5
  XP 1,600
  N large animal
  Init +4; Senses low-light vision, scent; Perception +14
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
  hp 59 (7d8+28)
  Fort +8, Ref +5, Will +3
  Defensive Abilities ferocity, quills
  OFFENSE
  Speed 40 ft.
  Melee gore +11 (2d6+10)
  Space 10 ft.; Reach 5 ft.
  Special Attacks trample (1d6+10, DC 18)
  STATISTICS
  Str 24, Dex 10, Con 17, Int 2, Wis 13, Cha 8
  Base Attack +5; CMB +13; CMD 23
  Feats Improved Initiative, Skill Focus (Perception), 
      Toughness, Power Attack
  Skills Perception +14
  ECOLOGY
  Environment temperate forests, plains, or tundra 
      (commonly found in Sunderland)
  Organization solitary, pair, or herd (3–8)
  Treasure none 
  SPECIAL ABILITIES
  Quills (Ex) Any creature attacking a true razorback with 
      light or one-handed melee weapons, natural weapons, 
      or an unarmed strike takes 1d4 points of piercing 
      damage. A creature that grapples a true razorback takes 
      2d6 points of piercing damage each round it does so.
  Swine are big business in Cinnabar in many ways. In an 
  effort to increase yield and create a herd animal resistant 
  to predation, the true razorback, sometimes “porcuswine,” 
  were bred. These behemoths dominate the local meat 
  market, are served in grills (where its exotic meat can fetch 
  prices of up to $1 per pound), and some local cavaliers and 
  skilled riders choose them as battle mounts.
  True razorbacks are omnivorous and will eat virtually 
  anything they can fit in their mouths. All true razorbacks 
  are covered in coarse, ruddy quills, but males have a bristly 
  mohawk. A true razorback stands more than 6 feet tall at 
  the shoulder and is 9 to 12 feet long, weighing in between 
  1,800-2,400 pounds. A true razorback war mount costs 
  $5,000 to train. The cured hide from a single razorback can 
  be used to create a spiked wooden shield, a pair of spiked 
  leather gauntlets, and a suit of spiked leather armor.
  REANIMATED CORPSE
  This walking corpse wears fine clothing appropriate for a 
  funeral. Its flesh hangs tentatively to its bones, with glazed 
  unfocused eyes and rasps bleating out its gaping maw. 
  REANIMATED HUMAN
  CR 1/2
  XP 200
  N Medium undead (reanimated corpse)
  Init +0; Senses Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
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  STATISTICS
  Str 17, Dex 10, Con —, Int 1, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  Special Qualities scent, staggered, living dead
  ECOLOGY
  Environment any
  Organization any
  Treasure none
  Reanimated Corpses are forced into the vile state by mad 
  scientists who use illegal reagents. They function in many 
  ways as zombies (including most undead traits).
  While the most commonly encountered Reanimated 
  Corpses are slow and tough, others possess a variety 
  of traits, allowing them to spread disease or move with 
  increased speed.
  Reanimated Corpses are unthinking automatons, and can 
  do little more than follow orders. When left unattended, 
  Reanimated Corpses tend to mill about in search of living 
  creatures to devour. Reanimated Corpses attack until 
  destroyed, having no regard for their own safety.
  Although capable of following orders, Reanimated Corpses are 
  more often unleashed into an area with no command other than 
  to feed upon living creatures. As a result, Reanimated Corpses 
  are often encountered in packs, wandering around places the 
  living frequent, looking for victims. Reanimated Corpses are 
  created using reagents created by the Craft (alchemy) skill, 
  which are strictly illegal to possess. Such Reanimated Corpses 
  are always of the standard type, unless the creator uses a celerity 
  reagent to create Fast Reanimated Corpses, or a plague reagent 
  to create Plagued Reanimated Corpses.
  CREATING A REANIMATED CORPSE
  “Reanimated” is an acquired template that can be added to 
  any corporeal creature (other than an undead), referred to 
  hereafter as the base creature.
    Challenge Rating: This depends on the creature’s new 
  total number of Hit Dice, as follows:
   Alignment: Always neutral.
   Type: The creature’s type changes to Re-animated. It 
  retains any subtype except for alignment subtypes (such as 
  good) and subtypes that indicate kind. It does not gain the 
  augmented subtype. It uses all the base creature’s statistics 
  and special abilities except as noted here.
    Armor Class: Rigor mortis provides a natural armor is 
  based on the Reanimated’s size:
    Hit Dice: Drop HD gained from class levels (minimum 
  of 1) and change racial HD to d8s. Reanimated Corpses gain 
  a number of additional HD as noted on the following table.
    Reanimated Corpses use their Charisma modifiers to 
  determine bonus hit points (instead of Constitution).
    Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 
  HD, and Will +1/2 HD + 2.
    Defensive Abilities: Reanimated Corpses lose their 
  defensive abilities and gain all of the qualities and immunities 
  granted by the Reanimated Corpse type. Reanimated Corpses 
  gain DR 5/slashing.
    Speed: Winged Reanimated Corpses can still fly, but 
  maneuverability drops to clumsy, but all magical abilities 
  flee the beast, including magical flight. Retain all other 
  movement types.
    Attacks: A Reanimated Corpse retains all the natural 
  weapons, manufactured weapon attacks, and weapon 
  proficiencies of the base creature. It also gains a slam attack 
  that deals damage based on the Reanimated Corpse’s size, 
  but as if it were one size category larger than its actual size.
  HD
  CR
  XP
  1/2
  1/8
  50
  1
  1/4
  100
  2
  1/2
  200
  3–4
  1
  400
  5–6
  2
  600
  7–8
  3
  800
  9–10
  4
  1,200
  11–12
  5
  1,600
  13–16
  6
  2,400
  17–20
  7
  3,200
  21–24
  8
  4,800
  25–28
  9
  6,400
  Reanimated Size
  Bonus Hit Dice
  Tiny or smaller
  —
  Small or Medium
  +1 HD
  Large
  +2 HD
  Huge
  +4 HD
  Gargantuan
  +6 HD
  Colossal
  +10 HD
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    Special Attacks: A Reanimated Corpse retains none of 
  the base creature’s special attacks.
    Abilities: Str +2, Dex –2. A Reanimated Corpse has no 
  Con or Int score, and its Wis and Cha become 10.
    BAB: A Reanimated Corpse’s base attack is equal to 3/4 
  its Hit Dice.
    Skills: With few exceptions, Reanimated Corpses lose all 
  skill ranks. A Reanimated retains any ranks it had in life in the 
  following skills: Acrobatics, Climb, Fly, Stealth, and Swim.
    Feats: A Reanimated Corpse loses all feats possessed 
  by the base creature, and does not gain feats as its Hit Dice 
  increase, but it does gain Toughness as a bonus feat.
    Special Qualities: A Reanimated Corpse loses most 
  special qualities of the base creature, except for those tied 
  to its anatomy and physiology (e.g., feelers which grant 
  tremorsense). It retains any extraordinary special qualities 
  that improve its melee or ranged attacks. A Reanimated 
  Corpse gains the following special qualities.
    Scent (Ex): Higher brain function is not returned when 
  a corpse is reanimated, however primitive brain function is 
  enhanced, resulting in the primal ability to smell foes nearby.
    Staggered (Ex): Reanimated creatures have poor reflexes 
  and can only perform a single move action or standard 
  action each round. A Reanimated Corpse can move up to its 
  speed and attack in the same round as a charge action.
    Living Dead (Ex): Because a Reanimated Corpse is 
  forced into unlife through alchemical processes, they react 
  differently to divine energies than undead spawned from 
  supernatural forces. Unlike other undead, a Reanimated 
  Corpse reacts to positive and negative energy as if it were a 
  living creature.
  VARIANT REANIMATED CORPSES
  The typical reanimated corpse is a slow-moving abomination 
  that is tough to destroy. Yet this tough abomination is not 
  the only type of reanimated corpse to plague Geir. Each of 
  the following two variant reanimated corpses modifies the 
  base reanimated corpse in a few simple ways.
  FAST REANIMATED CORPSE
  Unlike the standard, plodding reanimated corpse, a fast 
  reanimated corpse moves with a supernatural quickness.
    Speed: Increase the base creature’s land speed by 10 feet.
    Defensive Abilities: A fast reanimated corpse does not 
  gain DR 5/slashing.
    Special Attacks: A fast reanimated corpse gains the 
  following special attack.
    Quick Strikes (Ex): Whenever a fast reanimated takes a 
  full-attack action, it can make one additional slam attack at 
  its highest base attack bonus.
    Abilities: As a standard reanimated, except its Dexterity 
  is increased by 2 instead of reduced by 2.
    Special Qualities: A fast reanimated corpse does not 
  gain the staggered special quality.
  PLAGUED REANIMATED CORPSE
  These reanimated corpses carry a terrible disease that 
  perpetuates their undead lineage—those infected by a 
  plagued reanimated corpse’s contagion rise as reanimated 
  corpses themselves when they perish.
    Defensive Abilities: A plagued reanimated does not 
  gain DR 5/slashing.
    Special Attacks: A plagued reanimated gains the 
  following special attacks.
    Death Burst (Ex): When a plagued reanimated dies, 
  it explodes in a burst of decay. All creatures adjacent to 
  the plagued reanimated are exposed to its plague as if 
  struck by a slam attack and must make a Fortitude save or 
  contract unliving rot.
    Disease (Ex): The slam attack—as well as any other 
  natural attacks—of a plagued reanimated corpse carries the 
  unliving rot disease.
     Unliving rot: slam; save Fort DC = 10 + 1/2 the 
  reanimated’s Hit Dice + the reanimated’s Cha modifier; 
  onset 1d4 days; frequency 1/day; effect 1d2 Con, this 
  damage cannot be healed while the creature is infected; cure 
  2 consecutive saves. Anyone who dies while infected rises 
  as a plagued reanimated corpse in 2d6 hours.
  Reanimated Size
  Natural Armor Bonus
  Tiny or smaller
  +0
  Small
  +1
  Medium
  +2
  Large
  +3
  Huge
  +4
  Gargantuan
  +7
  Colossal
  +11
  Item
  Craft DC
  Price
  Standard Reagent
  20
  $100
  Celerity Reagent
  25
  $200
  Plague Reagent
  30
  $275
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  WONDROUS ARMATURES
  In secretive labs away from critical eyes, scientists seek to 
  push the limits of technological creation. Inspired by the 
  need for extraordinary security, or perhaps a longing for 
  companionship, these scientists craft living constructs to do 
  their bidding; wondrous armatures, automatons of immense 
  scientific and technological innovation. 
  Armatures stand apart from other living constructs in 
  the nature of their animating force- armature are granted 
  life via a repurposed brain and spinal cord, typically 
  that of a large animal, but in rare and weird cases, that 
  of a freshly deceased humanoid. Death, as well as the 
  process of conditioning an armature, wipes the mind of 
  any memories of its previous life, leaving nothing but 
  a mindless, obedient vessel for subjugation. During 
  its creation, an armature’s augmented brain and spinal 
  cord create a sort of “nervous system”, in which all of 
  the armature’s mechanical faculties and technological 
  equipment are merged. 
  Once an armature’s construction is complete, its mind is 
  conditioned by its creator through a secretive process that 
  binds the construct to its master’s will. Being mindless, 
  armatures do nothing without orders from their creator. 
  They follow instructions explicitly and are incapable of 
  complex strategy or tactics. An armature’s creator can 
  command it if the armature is within 60 feet and can 
  see and hear its creator. If uncommanded, an armature 
  usually follows its last instruction to the best of its ability, 
  though if attacked it returns the attack. The creator 
  can give the armature a simple command to govern its 
  actions in his absence, or can order the armature to obey 
  the commands of another, but the armature’s creator can 
  always resume control by commanding the armature 
  to obey him alone. Many organizations that employ 
  armatures commonly bind the construct to the command 
  of a group of individuals, called handlers.
  SUMMIT CITY SENTINEL
  Like a blazing beacon, this bronze-plated automaton stands 
  tall against its surroundings, trails of steam sputtering from 
  its joints and tiny vents. Its face expressionless, and yet still 
  appears to be scrutinizing your every movement.
  SUMMIT CITY SENTINEL
  CR 9
  XP 6,400
  N Large construct (armature)
  Init +0; Senses darkvion 60 ft., low-light vision, Perception +9
  DEFENSE
  AC 22, touch 9, flat-footed 22 (+13 natural, -1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +4, Will +4
  DR 8/adamantine; Resistance fire 10; Immune construct traits
  Weaknesses short circuit
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +21 (2d6+9 plus grab)
  Ranged net launcher +12 touch (entangle; 10 ft. range 
      increment) or projectile slam +11 touch (2d6+9 plus 
      grab; 20 ft. range increment)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pull (projectile slam, 5 feet)
  STATISTICS
  Str 29, Dex 10, Con —, Int —, Wis 10, Cha 1
  Base Atk +12; CMB +22 (+24 disarm or trip, +28 
      grapple); CMD 32 (34 vs. disarm)
  SQ conductive (0 points), steam drive, sensory array, 
      latching grip
  ECOLOGY
  Environment urban
  Organization any
  Treasure none
  Artwork by Alejandro Lee
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  SPECIAL ABILITIES
  Conductive (Ex) Whenever a sentinel takes electricity 
      damage, 1/2 of each point of electricity damage taken is
      absorbed by the sentinel (absorbed damage does not 
      harm the sentinel) and added to a special conductivity 
      pool after the sentinel’s hit points have been adjusted. 
      This conductivity pool cannot contain more points than 
      one-half the sentinel’s maximum hit points. The next 
      time the sentinel hits with a natural melee attack, or is 
      hit by an unarmed attack, natural weapon, or a weapon 
      comprised mostly of metal, the conductivity pool 
      discharges, dealing an amount of electricity damage 
      equal to its conductivity pool value to the creature that 
      the sentinel hit or that hit the sentinel. After the sentinel’s 
      conductivity pool discharges, its value resets to 0.
  Latching Grip (Ex) The sentinel features specially 
      designed appendages that easily grasp and lock onto 
      creatures, weapons and objects. A sentinel can attempt 
      a disarm, grapple, or trip maneuver without provoking 
      an attack of opportunity, and it receives a +2 bonus on 
      these checks. In addition, it receives a +2 bonus to CMD 
      against attempts to disarm it.
  Net Launcher (Ex) As a standard action, a sentinel may 
      launch a masterwork net from a launcher on its shoulder; 
      the launcher has a 10 foot increment with a maximum 
      of five increments. The launcher itself can contain up 
      to five masterwork nets—loading a folded net into 
      the launcher is a standard action. A creature hit by a net 
      becomes entangled (see Pathfinder RPG Core Rulebook:    
      Equipment for details).
  Projectile Slam (Ex) The sentinel can propel one of his 
      fists with a range increment of 20 feet (maximum of 
      five increments). This fist is connected to a chain that 
      can be retracted as a swift action. If the sentinel grabs a 
      creature with this propelled fist, the sentinel does 
      not gain the grappled condition and may attempt a pull 
      maneuver each time it maintains a grapple.
  Steam Drive (Ex) Any time the sentinel is hit by critical 
      hit or sneak attack with a non-reach melee weapon, 
      the attacker takes 1d6 fire damage and becomes blinded 
      for 1 round (Reflex save DC 16 half and negates). This 
      fire damage cannot cause combustibles to catch fire. 
      This save DC is Constitution-based.
  As the name implies, the Sentinel is designed as an ever-
  vigilant guardian of the citizens of Summit City. It is armed 
  with live-capture, as well as lethal weapon systems to be 
  employed as needed.  Its bronze chassis proudly bears the 
  seal of the city and it is a vital tool in law enforcement 
  and civil defense.  It has been used to control crowds and 
  capture criminal suspects as well as combating raiders, 
  river pirates and monstrous threats, but many still remain 
  leery of the construct on social grounds.  Some suspicious 
  unionizers see the Sentinel as just a forerunner of future 
  labor replacements. 
  The limitation of the armature is the pickled cerebellum 
  used to regulate it. Dog pounds supply the most common 
  candidates due to the perceived loyalty and tractability of 
  canines, but the armature must still be supervised through 
  all but the simplest of tasks.  The Sentinel is often utilized in 
  extremely hazardous situations or toxic environments, such 
  as bomb demolition and disposal, where living creatures 
  are at greater risk. A few Sentinels have been equipped 
  with customized weapons for combating elementals or the 
  undead.
  CONSTRUCTING AN ARMATURE
  While the process of constructing an armature is presented 
  primarily as a GM tool, it could be possible for a PC to 
  construct an armature during a campaign (pending GM 
  approval). The dollar ($) cost to create an armature is listed 
  solely for this latter purpose, therefore a GM creating an 
  armature for an encounter can completely ignore the listed 
  dollar ($) cost. As with PC-controlled golems, the creation 
  and control of an armature by a PC should be handled with 
  extreme caution.
  Crafting an armature requires the PC to possess the Craft 
  Armature feat and possess a number of constructor levels 
  greater than or equal to the armature’s CR (levels in the 
  gearhead class or ranks in Knowledge (engineering)). The 
  creator must also make routine Craft skill checks (relevant 
  to the armatures chassis material) with a DC eqaul to 5 + the 
  amrature’s CR, as if he were constructing a technological 
  item.
  Whether you are a GM creating an armature for an encounter, 
  or a PC creating a construct companion, the process is as 
  follows. This process is similar to creating a monster from 
  scratch using the rules laid out in the Pathfinder RPG: 
  Bestiary: Monster Creation section.
  STEP 1: PICK THE CR
  An armature’s abilities are determined by its desired CR 
  and by the choices made using its construction pool. Table 
  11–1: Armature Base Statistics determines many of the base 
  statistics of the armature. Each armature possesses a base 
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  form and size that modifies these base statistics. Armatures 
  are constructs for the purpose of determining which effects 
  affect them.
    Challenge Rating: This is the armature’s desired 
  unmodified challenge rating. Any change in CR through 
  templates or spent/unspent construction points does not 
  alter the armature’s base statistics.
    HD: This is the total number of 10-sided (d10) Hit Dice 
  the armature possesses. Constructs do not gain bonus hit 
  points from an ability score, but instead gain bonus hit 
  points based on their size.
    BAB: This is the armature’s base attack bonus. An 
  armature’s base attack bonus is equal to its Hit Dice. 
  Armatures do not gain additional attacks for a high base 
  attack bonus when using their natural weapons.
    Saves: These are the armature’s base saving throw 
  bonuses. An armature possesses no good saving throws.
    Natural Armor Bonus: The number noted here is the 
  armature’s base total natural armor bonus. This number is 
  modified by the armature’s chassis material, size, and some 
  options available through its construction pool.
    Str Bonus: Add this modifier to the armature’s Strength 
  score, as determined by its base form. An armature’s size, 
  as well as some options available through the armature’s 
  construction pool, might modify these scores.
    Construction Pool: The value given in this column is 
  the total number of points in the armature’s construction 
  pool. Points from this pool can be spent on a wide variety 
  of modifications and upgrades that add new abilities, 
  attacks, and powers to the armature. If you spend more 
  construction points (CP) than its construction pool would 
  allow, its CR increases by 1 (minimum of +1) for every 2 
  additional CP spent. For every 2 available CP you do not 
  spend from the construction pool, decrease the armature’s 
  CR by 1. This change in CR does not alter the armature’s 
  base statistics.
    Max. Attacks: This indicates the maximum number of 
  natural attacks that the armature is allowed to possess at the 
  given CR. If the armature is at its maximum, it cannot take 
  constructions that grant additional natural attacks. This does 
  not include attacks made with weapons.
    Construct Type: Being that armatures are of the 
  construct creature type, they do not naturally gain skill 
  points or feats based on their HD.
  TABLE 11-1: ARMATURE BASE STATISTICS
  CR
  HD
  BAB
  Saves
  Natural Armor Bonus
  Construction Pool
  Str Bonus
  Max Attacks
  1/2
  1
  +1
  +0
  +0
  4
  +0
  3
  1
  2
  +2
  +0
  +2
  5
  +0
  3
  2
  3
  +3
  +1
  +2
  6
  +1
  3
  3
  4
  +4
  +1
  +2
  7
  +1
  4
  4
  5
  +5
  +1
  +4
  8
  +1
  4
  5
  6
  +6
  +2
  +4
  10
  +2
  4
  6
  8
  +8
  +2
  +6
  11
  +2
  4
  7
  9
  +9
  +3
  +6
  12
  +3
  4
  8
  10
  +10
  +3
  +6
  14
  +3
  5
  9
  12
  +12
  +4
  +8
  15
  +3
  5
  10
  13
  +13
  +4
  +8
  16
  +4
  5
  11
  14
  +14
  +4
  +10
  17
  +4
  5
  12
  16
  +16
  +5
  +10
  18
  +5
  5
  13
  18
  +18
  +6
  +10
  20
  +5
  6
  14
  19
  +19
  +6
  +12
  21
  +5
  6
  15
  20
  +20
  +6
  +12
  22
  +6
  6
  16
  21
  +21
  +7
  +14
  23
  +6
  6
  17
  23
  +23
  +7
  +14
  24
  +7
  6
  18
  25
  +25
  +8
  +14
  26
  +7
  7
  19
  28
  +28
  +9
  +16
  27
  +7
  7
  20
  31
  +31
  +10
  +16
  28
  +8
  7
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  STEP 2: PICK THE BASE FORM
  Each armature has a base form that determines its starting 
  size, speed, AC, attacks, and ability scores. All natural 
  attacks are made using the armature’s full base attack bonus 
  unless otherwise noted (such as in the case of secondary 
  attacks). Armature attacks add the armature’s Strength 
  modifier to the damage roll, unless it is its only attack, in 
  which case it adds 1-1/2 times its Strength modifier. These 
  base forms also note any free constructions that base form 
  possesses. The bonuses from these free constructions are 
  already factored into the starting statistics.
  AQUATIC
  Starting Statistics: Size Medium; Immune construct 
  traits; Speed swim 40 ft.;  Attacks 2 pincers (1d6); Ability 
  Scores Str 16, Dex 12, Con --, Int --, Wis 10, Cha 1; Free 
  Constructions  limb (arm)(2), pincer (2), swim (2).
  BIPED
  Starting Statistics: Size Medium; Immune construct traits; 
  Speed 30 ft.; Attacks 2 slams (1d8); Ability Scores Str 16, 
  Dex 12, Con --, Int --, Wis 10, Cha 1; Free Constructions 
  limb (arm)(2), limb (leg)(2), slam (2).
  CATERPILLAR-TREAD
  Starting Statistics: Size Medium; Immune construct traits; 
  Speed 20 ft.; Attacks 2 slams (1d8), trample (2d6); Ability 
  Scores Str 14, Dex 14, Con --, Int --, Wis 10, Cha 1; Free 
  Constructions caterpillar treads, limbs (arms)(2), slam (2).
  FLYING
  Starting Statistics: Size Medium; Immune construct traits; 
  Speed fly 40 ft. (good); Attacks 2 pincers (1d6); Ability 
  Scores Str 12, Dex 16, Con --, Int --, Wis 10, Cha 1; Free 
  Constructions flight (2), limbs (arms)(2), pincer (2).
  QUADRUPED
  Starting Statistics: Size Medium; Immune construct traits; 
  Speed 40 ft.;  Attacks bite (1d6); Ability Scores Str 14, 
  Dex 14, Con --, Int --, Wis 10, Cha 1; Free Constructions 
  bite, limb (leg) (4).
  In addition to the rules provided above, and the construct 
  creature type, armatures also possess the armature subtype.
  Armature Subtype: Armature constructs are given limited 
  sentience through weird, and often dark, scientific means. 
  They have the following traits unless otherwise noted.
    Short Circuit (Ex): An armature’s mind, much like 
  a humanoid’s, functions off of electrical stimulation. 
  Whenever an armature takes electricity damage, there 
  is a 1% chance for every 5 points of electricity damage 
  taken that its fragile mind short-circuits and the armature 
  goes berserk. The uncontrolled armature goes on a 
  rampage, attacking the nearest living creature or smashing 
  some object smaller than itself if no creature is within 
  reach, then moving on to spread more destruction. The 
  armature’s creator or handlers, if within 60 feet, can try to 
  regain control by speaking firmly and persuasively to the 
  armature, which requires a DC 10 + the armature’s HD 
  Charisma check. A creator adds his HD to this Charisma 
  check, while a handler adds one-half his HD.
  STEP 3: SELECT A SIZE
  The size of the armature further modifies its base 
  statistics, as normal for modifiers based on size. In 
  addition, an armature’s size also determines its bonus 
  hit points and the volume of raw material required to 
  build it, modifying the armature’s final price. Large 
  and Huge sized armatures must spend CP to attain their 
  enhanced statistics.
  STEP 4: SELECT A CHASSIS
  An armature’s chassis is its outer casing that contains and 
  protects all of its internal components. The hardiness of 
  an armature’s chassis depends on the material used to 
  construct it, determining the armature’s natural armor 
  bonus, damage reduction, and special abilities.
  To determine the final cost of an armature’s chassis, 
  you multiply the chassis cost by the number of spent 
  construction points used to create the armature.
  TABLE 11-2: ARMATURE SIZE STATISTICS
  Size
  CP 
  Cost
  Speed
  STR/DEX 
  Modifier
  Natural 
  Armor Bonus
  Bonus 
  Hit Points
  AC/Attack 
  Modifier
  CMB/CMD 
  Modifier
  Fly/Stealth 
  Modifiers
  Reach
  Price 
  Modifier
  Small
  0
  -10 ft
  -4/+2
  +0
  10
  +1
  -1
  +2/+4
  +0 ft
  -25%
  Medium
  0
  +0 ft
  +0/+0
  +0
  20
  +0
  +0
  +0/+0
  +0 ft
  -
  Large
  4
  +0 ft
  +8/-2
  +2
  30
  -1
  +1
  -2/-4
  +5 ft
  +50%
  Huge
  6
  +10 ft
  +16/-4
  +5
  40
  -2
  +2
  -4/-8
  +10 ft
  +100%
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  TABLE 11-3: ARMATURE CHASSIS STATISTICS
  Chassis Material
  CP Cost
  Natural 
  Armor Bonus
  DR
  Special
  Minimum 
  CR
  Base Price
  Gold
  4
  +3
  10/magic
  Spell Resistance
  4
  CP x $3,000
  Iron/Steel
  3
  +4
  10/adamantine
  Powerful blows
  3
  CP x $2,500
  Mithral
  6
  +6
  15/adamantine
  Mithral Quickness
  8
  CP x $4,500
  Vulcanized Rubber
  3
  +2
  5/adamantine and slashing
  Elastic, Electricity immunity, 
  Vulnerable to acid
  3
  CP x $2,000
  Stone/Crystal
  2
  +3
  8/adamantine and 
  bludgeoning
  Speed -10 ft. (minimum of 5 ft.)
  1
  CP x $1,500
  Brass/Bronze/Tin
  2
  +3
  8/adamantine
  Conductive
  1
  CP x $1,750
  Flesh/Hide
  1
  +1
  5/bludgeoning or slashing
  Preserved Flesh
  --
  CP x $800
  Adamantine
  10
  +8
  20/epic
  Adamantine Strength
  12
  CP x $7,500
  Wood
  0
  +2
  5/adamantine
  Vulnerable to fire
  --
  CP x $1,000
  CHASSIS SPECIAL ABILITIES
  The special abilities granted by an armature’s chassis are 
  detailed below.
  Adamantine Strength (Ex): An armature with this special 
  ability gains 5 additional hit points per HD, and whenever a 
  critical hit or sneak attack is scored against the armature, there is 
  a 50% chance that the critical hit or sneak attack is negated and 
  damage is instead rolled normally. Furthermore, the armature 
  gains the powerful blows (slam) construction for free and its 
  natural melee attacks ignore hardness of less than 20. On a 
  critical hit, the armature’s natural melee attacks deal 1d10 + 
  twice the armature’s Strength bonus points of damage to the 
  target’s armor or shield in addition to normal damage, as if it 
  had also made a successful sunder combat maneuver. This extra 
  damage increases by +1d10 points for every 7 HD it possesses.
  Conductive (Ex): An armature with this special ability 
  gains resist fire 5. This resistance increases by 5 for each 
  10 HD the armature possesses, to a maximum of resist fire 
  20 at 30 HD. An armature with this ability cannot select the 
  resistance (electricity) or immunity (electricity) constructions. 
  Whenever a conductive armature takes electricity damage, 
  1/2 of each point of electricity damage taken is absorbed 
  by the armature (this absorbed damage dies not damage the 
  armature’s hit points) and added to a special conductivity 
  pool after the armature’s hit points have been adjusted. This 
  conductivity pool cannot contain more points than one-half the 
  armature’s maximum hit points. The next time the armature 
  hits with a natural melee attack, is hit by an unarmed attack, 
  natural weapon, or a weapon comprised mostly of metal, the 
  conductivity pool discharges, dealing an amount of electricity 
  damage equal to its conductivity pool to the creature that 
  the armature hit or that hit the armature. After an armature’s 
  conductivity pool discharges, its value resets to 0.
  Elastic (Ex): An armature with this special ability gains fast 
  healing 2. For Large or Huge armature’s, this fast healing 
  increases to fast healing 5. An attack that deals acid damage 
  causes the armature’s fast healing to stop functioning on 
  the round following the attack. Dealing fire damage to an 
  armature with this special ability doubles its fast healing 
  for 1 round. Whenever an armature with this special ability 
  is attacked with an attack that deals solely bludgeoning 
  damage, its damage reduction is doubled against the attack.
  Mithral Quickness (Ex): An armature with this special 
  ability gains the rogue’s evasion class feature and gain a +1 
  bonus to Reflex for every 3 HD the armature possesses. In 
  addition, the armature can take an extra move action during 
  its turn each round. This means it can move up to its speed 
  and still make a full attack.
  Powerful Blows (Ex): An armature with this special ability 
  gains the powerful blows construction for free.
  Preserved Flesh (Ex): An armature with this special 
  ability gains the stench ability (Pathfinder RPG: Bestiary: 
  Universal Monster Rules) with a Fortitude DC equal to 10 
  + one-half the armature’s HD + the armature’s Constitution 
  modifier. A failed save causes a creature to be sickened 
  for 1d4 rounds, plus 1 round for every 6 HD the armature 
  possesses. The save DC is Constitution-based.
  Spell Resistance (Su): An armature with this special ability 
  gains SR 8 + one-half its HD.
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  STEP 5: SELECT A DRIVE TRAIN
  The drive train is the internal assembly which allows 
  the armature to function; the life-blood of the armature. 
  Modern science cannot sustain an armature indefinitely, 
  sadly, each drive train giving the armature only a limited 
  window of functionality before its drive train must be 
  repurchased and replaced.
  DRIVE TRAIN SPECIAL ABILITIES
  The special abilities granted by an armature’s drive train are 
  detailed below.
  Alchemical Drive (Ex): Any time an armature with the 
  alchemical drive train is hit by a critical hit or sneak attack with 
  a non-reach melee weapon, the attacker is subject to one of the 
  following effects (determine effect randomly): the attackers 
  takes 1d6 points of acid, cold, electricity, or fire damage, 
  becomes sickened for 1d4 rounds (Fortitude negates), or 
  becomes entangled for 1d4 rounds (Reflex negates). The DC 
  to negate the sickened or entangled conditions is equal to 10 
  + one-half the armature’s HD + the armature’s Constitution 
  modifier. This save DC is Constitution-based. 
  An armature with the alchemical drive train can function 1 
  week per HD before its drive train must be repurchased and 
  replaced.
  Clockwork Drive (Ex): An armature with the clockwork 
  drive train gains the clockwork subtype. This subtype grants 
  the armature the special abilities listed below. An armature 
  with the clockwork drive train can function indefinitely as 
  long as it receives routine maintenance and remains wound. 
  A clockwork drive train never needs to be repurchased or 
  replaced.
    Winding (Ex): Clockwork constructs must be wound 
  with special keys in order to function. As a general rule, a 
  fully wound clockwork can remain active for 1 day per Hit 
  Die, but shorter or longer durations are possible.
    Vulnerable to Electricity: Clockwork constructs take 
  150% as much damage as normal from electricity attacks.
    Swift Reactions (Ex): Clockwork constructs generally 
  react much more swiftly than other constructs. They gain 
  Improved Initiative and Lightning Reflexes as bonus feats, 
  and gain a +2 dodge bonus to AC.
   *Difficult to Create (Ex): The time and cost required to 
  create a clockwork is 150% of normal. This increased cost 
  has already been factored into the clockwork drive train’s 
  listed price.
  Electromagnetic Drive (Ex): Whenever an armature 
  with the electromagnetic drive train would take electricity 
  damage, it instead absorbs that damage (taking no damage 
  in the process), becoming hasted (as per the haste spell) and 
  converting each point of electricity damage into 1 temporary 
  hit point. These temporary hit points and haste effect last 
  for 1d4+1 rounds. Furthermore, any time an armature with 
  the electromagnetic drive train is hit by a critical hit or 
  sneak attack with a weapon comprised mostly of metal, the 
  attacker takes 1d6 points of electricity damage for every 
  5 HD the armature possesses (Fortitude half). The DC to 
  reduce this damage is equal to 10 + one-half the armature’s 
  HD + the armature’s Constitution modifier. This save DC is 
  Constitution-based.
  An armature with the electromagnetic drive train can 
  function 1 week per HD before its drive train must be 
  repurchased and replaced.
  Gyro Drive (Ex): When an armature with the gyro drive 
  train enters combat, it becomes hasted (as per the haste 
  spell) as a free action after 1d4+2 rounds. This haste effect 
  lasts for 1 round for every 3 HD the armature possesses. Any 
  time an armature with the gyro drive train is hit by a critical 
  hit or sneak attack, it must make a Fortitude save (DC 10 + 
  damage dealt) or become staggered for 1d4 rounds. If the 
  armature is hasted when it becomes staggered in this way, 
  the haste effect ends. Once the staggered condition expires, 
  the armature must wait 1d4+2 rounds before it can haste 
  itself again.
  An armature with the gyro drive train can function 10 days 
  per HD before its drive train must be repurchased and 
  replaced. 
  Steam Drive (Ex): Any time an armature with the steam 
  drive train is hit by critical hit or sneak attack with a non-
  reach melee weapon, the attacker takes 1d6 fire damage per 
  10 HD the armature possesses and becomes blinded for 1 
  round (Reflex save reduces damage by half and negates blind 
  condition). This fire damage cannot cause combustibles to 
  catch fire. The DC to negate the blind condition is equal 
  TABLE 11-4: ARMATURE DRIVE TRAIN STATISTICS
  Drive Train Type
  CP Cost
  Price
  Gyro
  2
  $2,200 x size modifier
  Electromagnetic
  3
  $4,000 x size modifier
  Clockwork
  1
  $1,500 x size modifier*
  Alchemical
  2
  $2,000 x size modifier
  Steam
  0
  $1,000 x size modifier
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  to 10 + one-half the armature’s HD + the armature’s 
  Constitution modifier. This save DC is Constitution-based.
  An armature with the gyro drive train can function 5 days 
  per HD before its drive train must be repurchased and 
  replaced.
  STEP 6: SPEND CONSTRUCTION POINTS
  Each armature receives a number of construction points that 
  can be spent to give the armature new abilities, attacks, and 
  other upgrades. Some constructions require that the armature 
  have a specific base form or the armature to be of a specific 
  CR before they can be chosen. A number of constructions 
  grant the armature additional natural attacks. Natural attacks 
  listed as primary are made using the armature’s full base 
  attack bonus and add the armature’s Strength modifier on 
  damage rolls (if a melee attack). Natural attacks listed as 
  secondary are made using the armature’s base attack bonus 
  – 5 and add 1/2 the armature’s Strength modifier on damage 
  rolls (if a melee attack; if positive). If the armature only has 
  a single natural attack, the attack is made using its full base 
  attack bonus and it adds 1-1/2 times its Strength modifier 
  on damage rolls (if a melee attack) made with that attack, 
  regardless of the attack’s type (primary or secondary).
  Constructions are grouped by their cost in construction 
  points. Construction points cannot be saved. All of the 
  points must be spent whenever the armature is created or 
  increases in HD. Unless otherwise noted, each construction 
  can only be selected once.
  1-POINT CONSTRUCTIONS
  The following constructions cost 1 point from the armature’s 
  construction pool.
  Bite (Ex): The armature has mechanically snapping jaws, 
  giving it a bite natural attack. Bite attacks are primary 
  attacks. The bite deals 1d6 points of damage (1d4 is Small, 
  1d8 if Large, 2d6 if Huge). If this construction is chosen a 
  second time, it allows the armature to deal 1-1/2 times its 
  Strength modifier on damage rolls made with its bite.
  Claw (Ex): The armature has a vicious claw at the end 
  of one of its limbs, giving it a claw natural attack. Claw 
  attacks are primary attacks. The claws deal 1d4 points of 
  damage (1d3 if Small, 1d6 if Large, 1d8 if Huge). The 
  armature must have the limb (arm or leg) construction to 
  take this construction. Alternatively, the armature can 
  replace a slam from its base form with a claw (at no cost). 
  This construction can be selected more than once, but the 
  armature must possess an equal number of the limb (arm or 
  leg) constructions.
  Climb (Ex): The end of the armature’s appendages are 
  outfitted with some sort of climbing apparatus (spikes, a 
  sticky alchemical substance, suction cups, magnetics, etc.), 
  granting it a climb speed equal to one-half its base speed. 
  This construction can be selected more than once. Each 
  additional time it is selected, increase the armature’s climb 
  speed by 10 feet. By spending 2 additional construction 
  points, the armature gains the ability to traverse and end 
  their movement on smooth vertical or horizontal surfaces 
  (much like the spider climb spell), even upside-down on 
  ceilings, without falling.
  Gadgetry (Ex): The armature is outfitted with a gearhead 
  gadget. The armature gains one 0-level contraption 
  chosen from the gearhead schematic list, which it can 
  activate 3 times per day. The constructor level for this 
  contraption is equal to the armature’s HD – 2. The save 
  DC for this contraption is equal to 10 + one-half the 
  armature’s HD + the armature’s Constitution modifier. 
  The DC is Constitution-based. This construction can be 
  taken more than once, each time the armature gains a 
  new 0-level contraption.
  Improved Natural Armor (Ex): The armature’s chassis 
  is reinforced, giving it a +2 bonus to its natural armor. 
  This construction can be taken once for every five HD the 
  armature possesses.
  Latching Grip (Ex): The armature features specially 
  designed appendages that easily grasp and lock onto 
  creatures, weapons and objects. An armature can attempt 
  a disarm, grapple, or trip maneuver without provoking 
  an attack of opportunity, and it receives a +2 bonus on 
  these checks. In addition, it receives a +2 bonus to CMD 
  against attempts to disarm it. The armature must possess an 
  appendage capable of grabbing and holding objects.
  Limb (Ex): The armature features a mechanical limb. 
  These limbs can take one of two forms. They can be made 
  into legs, complete with feet. Each pair of legs increases the 
  armature’s base speed by 10 feet. Alternatively, they can be 
  made into arms, complete with hands. The armature gains 
  an additional slam attack for an additional arm, at no extra 
  cost. Arms that have hands can be used to wield weapons, if 
  the armature is proficient. This construction can be selected 
  more than once.
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  Pincers (Ex): The armature features a pair of large pincers 
  at the end of one of its limbs, giving it a pincer attack. Pincer 
  attacks are secondary attacks. The pincers deal 1d6 points of 
  damage (1d4 if Small, 1d8 if Large, 2d6 if Huge). Armatures 
  with the grab construction linked to pincers gain a +2 bonus 
  on CMB checks made to grapple. The armature must 
  have the limb (arm) construction to take this construction. 
  Alternatively, the armature can replace a slam from its base 
  form with pincers (at no cost). This construction can be 
  selected more than once, but the armature must possess an 
  equal number of the limb (arm) constructions.
  Pull (Ex): The armature features the ability to pull creatures 
  closer with a successful attack. Select one type of natural 
  attack. Whenever the armature makes a successful attack 
  of the selected type, it can attempt a free combat maneuver 
  check. If successful, the target of the attack is pulled 5 feet 
  closer to the armature. This ability only works on creatures 
  of a size equal to or smaller than the armature. Creatures 
  pulled in this way do not provoke attacks of opportunity. The 
  armature must have a reach of 10 feet or more to select this 
  construction. This construction can be selected more than 
  once. Its effects do not stack. Each time an armature selects 
  this construction, it applies to a different natural attack.
  Push (Ex): The armature features the ability to push creatures 
  away with a successful attack. Select one type of natural 
  attack. Whenever the armature makes a successful attack of 
  the selected type, it can attempt a free combat maneuver check. 
  If successful, the target of the attack is pushed 5 feet directly 
  away from the armature. This ability only works on creatures 
  of a size equal to or smaller than the armature. Creatures 
  pushed in this way do not provoke attacks of opportunity. 
  This construction can be selected more than once. Its effects 
  do not stack. Each time an armature selects this construction, 
  it applies to a different natural attack.
  Reach (Ex): One of an armature’s attacks is capable of 
  striking at foes at a distance. Pick one natural attack. The 
  armature’s reach with that attack increases by 5 feet.
  Artwork by Alejandro Lee
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  Sensory Array (Ex): The armature features an assortment 
  of advanced sensory devices, above and beyond its standard 
  load out. It treats Perception as a class skill, and gains a 
  number of ranks in Perception equal to one-half its HD.
  Scent (Ex): The armature features some kind of sensory 
  relay that is sensitive to scent. The armature gains the scent 
  special quality, allowing it to detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the range 
  increases to 60 feet; if downwind, it drops to 15 feet. Strong 
  scents can be detected at twice the normal range. Scent does 
  not allow the armature to precisely locate the creature, only 
  to detect its presence. It can detect the direction with a move 
  action. The armature can pinpoint the creature’s location 
  if it is within 5 feet. The armature can use scent to track 
  creatures. The armature must possess the sensory array 
  construction to select this construction.
  Slam (Ex): The armature can deliver a devastating slam 
  attack. Slam attacks are primary attacks. The slam deals 
  1d8 points of damage (1d6 if Small, 2d6 if Large, 2d8 if 
  Huge). An armature gains this construction for free each 
  time it takes the limb (arm) construction. This construction 
  otherwise has no cost. 
  Sting (Ex): The armature possesses a long, barbed stinger 
  at the end of its tail, granting it a sting attack. Sting attacks 
  are primary attacks. The sting deals 1d4 points of damage 
  (1d3 if Small, 1d6 if Large, 1d8 if Huge). The armature must 
  possess the tail construction to take this construction. This 
  construction can be selected more than once, but the armature 
  must possess an equal number of the tail construction.
  Tail (Ex): The armature possesses a long, powerful tail. 
  This grants it a +2 racial bonus on Acrobatics checks made 
  to balance on a surface. This construction can be selected 
  more than once.
  Tail Slap (Ex): The armature can use its tail to bash 
  nearby foes, granting it a tail slap attack. Tail slap attacks 
  are secondary attacks. The tail slap deals 1d6 points of 
  damage (1d4 is Small, 1d8 if Large, 2d6 if Huge). The 
  armature must possess the tail construction to take this 
  construction. This construction can be selected more than 
  once, but the armature must possess an equal number of 
  the tail construction.
  Tentacle (Ex): The armature possesses a long, mechanical 
  tentacle, granting it a tentacle attack. Tentacle attacks are 
  secondary attacks. The tentacle attack deals 1d4 points of 
  damage (1d3 if Small, 1d6 if Large, 1d8 if Huge). This 
  construction can be selected more than once.
  Wing Buffet (Ex): The armature possesses the ability to use 
  its wings to batter foes, granting it two wing buffet attacks. 
  Wing buffet attacks are secondary attacks. The wing buffets 
  deal 1d4 points of damage (1d3 if Small, 1d6 if Large, 1d8 
  if Huge). The armature must possess the flight construction, 
  with wings, to select this construction.
  2-POINT CONSTRUCTIONS
  The following constructions cost 2 points from the 
  armature’s construction pool.
  Ability Increase (Ex): The armature features articulated 
  gears, pistons, servos, or other mechanical workings, 
  enhancing its physical ability scores. Select either Strength 
  or Dexterity and then increase the armature’s chosen ability 
  score by +2. This construction can be selected more than 
  once. It cannot be applied to an individual ability score 
  more than once for every 6 HD the armature possesses 
  (maximum of +10).
  Efficient Winding (Ex): The armature features an advanced 
  clockwork system that efficient stores and manages wound 
  energy. The armature can function for 2 days per Hit Die 
  every time it is wound. An armature must possess the 
  clockwork drive train to select this construction.
  Energy Infusion (Ex): The armature possesses the ability to 
  enhance its natural attacks with elemental energy. Select one type 
  of natural attack the armature possesses (such as slam, bite, or 
  claw), and then choose one energy type: acid, cold, electricity, or 
  fire. As a swift action, the armature may enhance all of his chosen 
  type of natural attacks with the chosen energy type, dealing 1d6 
  points of energy damage of the chosen type on a successful hit. This 
  effect lasts for a number of rounds per day equal to the armature’s 
  HD (these rounds need not be consecutive). The armature can end 
  this effect as a free action. If this effect’s duration expires before 
  the armature has a chance to recharge it, it cannot activate this 
  ability again until it has received maintenance. This construction 
  can be selected more than once, each time applying to a different 
  type of natural attack (a different energy type may be chosen each 
  time). A single type of natural attack cannot be enhanced by more 
  than one type of element. 
    If 3 additional construction points are spent when 
  the armature gains this construction, the duration of the 
  effect becomes limitless, but can still be activated or 
  deactivated as normal.
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  Flight (Ex): The armature possesses some form of aerial 
  propulsion, gaining the ability to fly. This form of flight 
  can either be from numerous mechanical wings, rocket 
  propulsion, spinning propellers, or some other means 
  capable of creating sustained and controllable lift. The 
  armature gains a fly speed equal to its base speed. The 
  armature’s maneuverability depends on it size. Medium 
  or smaller armatures have good maneuverability. Large 
  armatures have average maneuverability, while Huge 
  armatures have poor maneuverability. The armature’s fly 
  speed can be increased by spending additional construction 
  points, gaining a 20-foot increase to fly speed for each 
  additional point spent. 
  Gore (Ex): The armature possesses horns on its head, 
  giving it a gore attack. Gore attacks are primary attacks. The 
  gore deals 1d6 points of damage (1d4 if Small, 1d8 if Large, 
  2d6 if Huge).
  Grab (Ex): The armature is designed to be adept at 
  grappling foes, gaining the grab ability. Pick bite, claw, 
  pincers, slam, tail slap, or tentacle attacks. Whenever the 
  armature makes a successful attack of the selected type, it 
  can attempt a free combat maneuver check. If successful, 
  the armature grapples the target. This ability only works on 
  creatures of a size one category smaller than the armature 
  or smaller. Armatures with this construction receive a +4 
  bonus on CMB checks made to grapple.
  Head (Ex): The armature sports an additional head. The 
  armature does not gain any additional natural attacks for 
  the additional head, but the additional head does allow the 
  armature to take other constructions that add an additional 
  attack to a head (such as a bite or gore). This construction 
  can be selected more than once.
  Improved Damage (Ex): One of the armature’s natural 
  attacks is particularly deadly. Select one natural attack 
  form and increase the damage die type by one step. This 
  construction can be selected more than once. Its effects do 
  not stack. Each time an armature selects this construction, it 
  applies to a different natural attack.
  Minor Contraption (Ex): The armature is outfitted with 
  a gearhead contraption. The armature gains one 1st-level 
  contraption chosen from the gearhead schematic list, which 
  it can activate 3 times per day. The constructor level for this 
  contraption is equal to the armature’s HD – 2. The save DC for 
  this contraption is equal to 10 + one-half the armature’s HD + 
  the armature’s Constitution modifier. The DC is Constitution-
  based. This construction can be taken more than once, each time 
  the armature gains a new 1st-level contraption. The armature 
  must have a CR of at least 2 to select this construction.
  Pounce (Ex): The armature features springs or pistons 
  in its legs, allowing it to launch itself and make a full 
  attack after a charge. This construction is only available 
  to armatures of the quadruped base form.
  Projectile Appendage (Ex): One of the armature’s 
  appendages (a slam with a hand, head, or weapon 
  attachment, a claw, a pincer, or a head with a bite or gore) 
  can be propelled from the armature’s chassis. A ranged 
  attack with a propelled appendage is considered a primary 
  natural attack with a range increment of equal to twice its 
  reach that target’s a creature’s touch AC (maximum of 
  five increments). The appendage is attached to a chain that 
  mechanically retracts back into place with a swift action. If 
  the projectile appendage has the grab ability, the armature 
  gains the pull construction at no cost and the armature does 
  not gain the grappled condition when grabbing a creature 
  with a projectile appendage. Each time the armature 
  maintains the ranged grapple, it can attempt a pull maneuver.
  Rake (Ex): The armature possesses dangerous claws on its 
  feet, allowing it to make 2 rake attacks on foes it is grappling. 
  These rake attacks are primary attacks. The armature 
  receives these additional attacks each time it succeeds on 
  a grapple check against the target. These rake attacks deal 
  1d4 points of damage (1d3 if Small, 1d6 if Large, 1d8 if 
  Huge). This construction is only available to armatures of 
  the quadruped base form, and must have claws on its hind 
  limbs. This construction counts as one natural attack toward 
  the armature’s maximum. 
  Rend (Ex): The armature possesses the ability to rip and 
  tear the flesh of those it attacks with its claws, gaining the 
  rend ability. Whenever the armature makes two successful 
  claw attacks against the same target in 1 round, its claws 
  latch onto the flesh and deal extra damage. This damage 
  is equal to the damage dealt by one claw attack plus 1-1/2 
  times the armature’s Strength modifier. The armature must 
  possess at least two of the claw construction to select this 
  construction. The armature must have a CR of at least 3 to 
  select this construction.
  Resistance (Ex): The armature’s chassis has been 
  chemically or physically treated to take on a resiliency to 
  one particular energy type. Pick one energy type (acid, 
  cold, electricity, fire, or sonic). The armature gains resist 5 
  against that energy type. This resistance increases by 5 for 
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  every 5 HD the armature possesses, to a maximum of 20 at 
  15 HD. This construction can be selected more than once. 
  Its effects do not stack. Each time an armature selects this 
  construction, it applies to a different energy type.
  Spiked (Ex): The armature’s chassis is outfitted with 
  large spikes. Whenever an armature with this construction 
  successfully grapples an opponent, the grappled opponent 
  takes 1d6 points of piercing damage (1d4 if Small, 1d8 
  if Large, 1d10 if Huge). In addition, the armature’s slam 
  attacks deal both piercing and bludgeoning damage.
  Swim (Ex): The armature possesses some form of buoyancy 
  and propulsion above or below water, giving it a swim 
  speed equal to its base speed. The chassis of an armature 
  with this construction features air-tight interior chambers, 
  protecting its drivetrain from water. The armature’s swim 
  speed can be increased by spending additional construction 
  points, gaining a 20-foot increase to swim speed for each 
  additional point spent.
  Trample (Ex): The armature possesses the ability to crush 
  its foes underfoot, gaining the trample ability. As a full-
  round action, the armature can overrun any creature that 
  is at least one size smaller than itself. This works like the 
  overrun combat maneuver, but the armature does not need 
  to make a check, it merely has to move over opponents 
  in its path. The creatures take 1d6 points of damage (1d8 
  if Large, 2d6 if Huge), plus 1-1/2 times the armature’s 
  Strength modifier. Targets of the trample can make attacks 
  of opportunity at a –4 penalty. If a target forgoes the attack 
  of opportunity, it can make a Reflex save for half damage. 
  The DC of this save is 10 + 1/2 the armature’s HD + the 
  armature’s Strength modifier. A trampling armature can 
  only deal trampling damage to a creature once per round. 
  This construction is only available to armatures of the 
  quadruped or caterpillar-tread base forms.
  Tremorsense (Ex): The armature possesses instruments 
  attuned to vibrations in the ground, gaining tremorsense 
  out to a range of 30 feet. This works like the blindsense 
  construction, but only if both the armature and the creature 
  to be pinpointed are in contact with the ground. The armature 
  must have a CR of at least 5 to select this construction.
  Trip (Ex): The armature is designed to be adept at knocking 
  foes to the ground with its bite, granting it a trip attack. 
  Whenever the armature makes a successful bite attack of the 
  selected type, it can attempt a free combat maneuver check. 
  If successful, the target is knocked prone. If the check fails, 
  the armature is not tripped in return. This ability only works 
  on creatures of a size equal to or smaller than the armature. 
  The armature must possess the bite construction to select 
  this construction.
  Weapon Attachment, Melee (Ex): The armature possesses 
  a manufactured melee weapon that has replaced one of its 
  hands at the end of a limb (arm). An attached melee weapon 
  augments an armature’s slam attack, and is therefore treated 
  as a slam attack for all armature construction purposes. An 
  armature gains 1-1/2 times its Strength bonus on damage 
  rolls with a weapon attachment. A weapon attachment 
  can be made masterwork by spending an additional 1 CP 
  and paying the appropriate cost, or it can be enhanced 
  with technology or magic like a manufactured weapon by 
  spending 2 additional CP and paying the appropriate costs. 
  The armature cannot be disarmed of an attached weapon, 
  but nor can it willing drop an attached weapon either. 
  This construction can be selected more than once, but the 
  armature must possess an equal number of the limb (arm) 
  constructions.
  When selecting this construction, choose from one of the 
  following weapons:
    Axe: The armature’s hand is replaced with an axe 
  blade. When making a slam attack with an axe attachment, 
  the armature deals slashing damage and has a critical hit 
  multiplier of x3. 
    Flail: The armature’s hand is replaced by a heavy ball and 
  chain. When making a slam attack with a flail attachment, 
  the armature has a critical threat range of 19-20. In addition, 
  the armature gains a +2 bonus when making a disarm or trip 
  combat maneuver attempt with the flail attachment.
    Hammer: The armature’s hand is replaced with a weighted 
  hammer head. When making a slam attack with a hammer 
  attachment, the armature has a critical hit multiplier of x3.
    Morningstar: The armature’s hand is replaced with 
  a heavy, spiked ball. When making a slam attack with a 
  morningstar attachment, the armature deals bludgeoning 
  and piercing damage.
    Pick: The armature’s hand is replaced with a long, curved 
  spike. When making a slam attack with a pick attachment, 
  the armature deals piercing damage as if it were one size 
  smaller than normal, but has a critical hit multiplier of x4. 
    Sword: The armature’s hand is replaced with a long, 
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  straight blade. When making a slam attack with a sword 
  attachment, the armature deals slashing damage and has a 
  critical threat range of 19-20.
  Weapon Attachment, Ranged (Ex): The armature 
  possesses a manufactured ranged weapon that has either 
  replaced one of its hands at the end of a limb (arm), or that 
  is mounted somewhere on the armature’s chassis. If the 
  attached weapon has replaced one of the armature’s hands, 
  it can still be used to deliver melee slam attacks, but the 
  slam attack deals damage as if the armature was one size 
  smaller than normal. An attached ranged weapon cannot be 
  selected by other armature constructions (such as the energy 
  infusion construction). Making a ranged attack with an 
  attached or mounted ranged weapon is considered a primary 
  natural attack. A ranged weapon attachment can be made 
  masterwork by spending an additional 1 CP and paying 
  the appropriate cost, or it can be enhanced with technology 
  or magic like a manufactured weapon by spending an 
  additional 2 CP and paying the appropriate costs. The 
  armature can also be outfitted with special ammunition as 
  well, at the normal costs. The armature cannot be disarmed 
  of an attached or mounted weapon, but nor can it willing 
  drop an attached weapon either. This construction can be 
  selected more than once, but the armature must possess an 
  equal number of the limb (arm) constructions if the attached 
  weapon is replacing one of the armature’s hands. If the 
  weapon attachment does not replace an armature’s hand, 
  then this construction counts as one natural attack toward 
  the armature’s maximum.
   
  When selecting this construction, choose from one of the 
  following weapons:
    Crossbow: The armature’s hand is replaced by a 
  large crossbow mechanism, or a crossbow mechanism is 
  housed somewhere on the armature’s chassis. A crossbow 
  attachment functions as a heavy crossbow sized for 
  the armature. A mounted crossbow functions as a light 
  crossbow sized for the armature. Reloading the crossbow is 
  a swift action, but is done so mechanically, so the armature 
  does not need a free hand to do so, nor does it provoke an 
  attack of opportunity. The armature’s limb or body houses 
  up to 10 crossbow bolts before it needs to be restocked by 
  the armature’s maintenance crew.
    Crossbow, Repeating: By spending 1 additional 
  construction point, the crossbow attachment construction 
  can be upgraded to this construction. This construction 
  functions as the crossbow weapon attachment construction, 
  except that the crossbow is mechanically reloaded as a free 
  action. 
    In addition, when making a full-attack, the armature 
  can make multiple attacks with the repeating crossbow 
  attachment that round, up to the maximum number of 
  natural attacks allowed for an armature of its CR. If it does 
  take these extra attacks, the armature suffers a –2 penalty 
  to all of its attack rolls until the start of its next turn. The 
  armature can also exchange other natural attacks for attacks 
  with the repeating crossbow attachment. For example, if a 
  CR 8 armature (maximum of 5 natural attacks) with one 
  slam attack and one repeating crossbow attachment attack 
  takes a full-attack, it can either make one slam attack (at 
  a –2 penalty) and four repeating crossbow attachment 
  attacks (each at a –2 penalty), or it can make five repeating 
  crossbow attachment attacks (each at a –2 penalty), or it 
  can make one slam attack (at no penalty) and one repeating 
  crossbow attachment attack (at no penalty).
    Firearm: The armature’s hand is replaced by a long 
  firearm barrel and mechanism, or a firearm mechanism is 
  housed somewhere on the armature’s chassis. A firearm 
  attachment functions as a musket sized for the armature. A 
  mounted firearm functions as a pistol sized for the armature. 
  Reloading the firearm with a paper cartridge is a swift 
  action, but is done so mechanically, so the armature does 
  not need a free hand to do so, nor does it provoke an attack 
  of opportunity. The armature’s limb or body houses up to 
  5 paper cartridges before it needs to be restocked by the 
  armature’s maintenance crew.
    Firearm, Multi-Barreled: By spending 1 additional 
  construction point, the firearm attachment construction 
  can be upgraded to this construction. This construction 
  functions as the firearm weapon attachment construction, 
  except that the firearm attachment has 2 barrels. By 
  spending 2 additional points, the firearm attachment can be 
  upgraded to have 4 barrels. By spending 3 additional points, 
  the firearm attachment can be upgraded to have 6 barrels. 
  Reloading a multi-barreled firearm is done so mechanically 
  as a free action, but only at a rate of one barrel per round. 
  The armature’s limb or body houses a number of paper 
  cartridges equal to three times its number of barrels before it 
  needs to be restocked by the armature’s maintenance crew.
    In addition, when making a full-attack, the armature 
  can make multiple attacks with the multi-barreled firearm 
  attachment that round, up to its number of barrels and 
  the maximum number of natural attacks allowed for an 
  armature of its CR. If it does take these extra attacks, 
  the armature suffers a –2 penalty to all of its attack rolls 
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  until the start of its next turn, and the misfire chance of 
  its firearm attachment increases by 1. The armature can 
  also exchange other natural attacks for attacks with the 
  multi-barreled firearm attachment. For example, if a CR 
  8 armature (maximum of 5 natural attacks) with one slam 
  attack and one 4-barreled firearm attachment attack takes 
  a full-attack, it can either make one slam attack (at a –2 
  penalty) and four multi-barreled attachment attacks (each at 
  a –2 penalty and increased misfire chance), or it can make 
  four firearm attachment attacks (each at a –2 penalty and 
  increased misfire chance), or it can make one slam attack (at 
  no penalty) and one firearm attachment attack (at no penalty 
  and no increased misfire chance).
    Firearm, Scatter: The armature’s hand is replaced by a 
  short firearm barrel and mechanism, or a firearm mechanism 
  is housed somewhere on the armature’s chassis. A firearm 
  attachment functions as a blunderbuss sized for the armature. 
  A mounted firearm functions as a blunderbuss sized one 
  size smaller than the armature. Reloading the firearm with a 
  paper cartridge is a swift action, but is done so mechanically, 
  so the armature does not need a free hand to do so, nor does 
  it provoke an attack of opportunity. The armature’s limb or 
  body houses up to 5 paper cartridges before it needs to be 
  restocked by the armature’s maintenance crew.
    Launcher, Net: The armature’s hand is replaced by a 
  short barrel and firing mechanism, or such a mechanism 
  is housed somewhere on the armature’s chassis, capable 
  of launching folded nets that unravel mid-air (see the 
  Equipment section of the Pathfinder RPG Core Rulebook). 
  Unlike other ranged weapon attachments, firing a net 
  launcher requires a standard action. The launcher itself can 
  contain up to five nets—loading a folded net into the launcher 
  is a standard action. This is typically done by the armature’s 
  maintenance crew. By spending 1 additional construction 
  point, the armature can be outfitted with masterwork nets. 
  By spending 2 additional construction points, the armature 
  can be outfitted with magical or technological nets.
  Weapon Training (Ex): The armature possesses the 
  capacity to use manufactured weapons, gaining Simple 
  Weapon Proficiency as a bonus feat. If 2 additional 
  construction points are spent, it gains proficiency with all 
  martial weapons as well.
  3-POINT CONSTRUCTIONS
  The following constructions cost 3 points from the 
  armature’s construction pool.
  Blindsense (Ex): The armature possesses an assortment of 
  finely-tuned sensory instruments, giving it blindsense out 
  to a range of 30 feet. This ability allows the armature to 
  pinpoint the location of creatures that it cannot see without 
  having to make a Perception check, but such creatures 
  still have total concealment from the armature. Visibility 
  still affects the armature’s movement and it is still denied 
  its Dexterity bonus to Armor Class against attacks from 
  creatures it cannot see. The armature must have a CR of at 
  least 7 to select this construction. 
  Burrow (Ex): The armature possesses the ability to 
  rabidly displace earth through mechanical means, 
  allowing it to move through the earth. The armature 
  gains a burrow speed equal to 1/2 its base speed. It can 
  use this speed to move through dirt, clay, sand, and 
  earth. It does not leave a hole behind, nor is its passage 
  marked on the surface. The armature must have a CR of 
  at least 7 to select this construction.
  Caterpillar Treads (Ex): The armature sports a pair of 
  treaded wheel assemblies in place of legs. An armature 
  with caterpillar treads moves at normal speed, but it 
  gains a +4 bonus to its CMD against bull rush, drag, trip, 
  and reposition combat maneuvers and on saving throws 
  to resist being knocked prone or slipping on a slippery 
  surface. Caterpillar treads also enable the armature 
  to traverse difficult terrain as if it were normal terrain. 
  An armature with caterpillar treads gains the trample 
  construction at no cost, and deals damage with trample 
  attacks as if it were one size larger than normal.
  Greater Contraption (Ex): The armature is outfitted with 
  a gearhead contraption. The armature gains one 2nd-level 
  contraption chosen from the gearhead schematic list, which 
  it can activate 3 times per day. The constructor level for 
  this contraption is equal to the armature’s HD – 2. The 
  save DC for this contraption is equal to 10 + one-half the 
  armature’s HD + the armature’s Constitution modifier. The 
  DC is Constitution-based. This construction can be taken 
  more than once, each time the armature gains a new 2nd-
  level contraption. The armature must have a CR of at least 4 
  to select this construction.
  Magnetic Polarization (Ex): The armature possesses the 
  ability to change the polarity of its electromagnetic energy, 
  allowing it to affect metal objects in its surroundings. The 
  armature can use this ability for a number of rounds each 
  day equal to one-half its HD (minimum of 1 round). Starting 
  this ability is a standard action, but it can be maintained 
  each round as a free action. Once activated, the armature 
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  can choose to have either a positive or negative polarity. 
  Changing this ability from one polarity to another requires 
  the armature to stop this ability and start it again as a 
  standard action. This ability cannot be disrupted, but it ends 
  immediately if the armature is killed or is otherwise unable 
  to take free actions to maintain it. The armature must have a 
  CR of at least 6 and possess the electromagnetic drive train 
  to select this construction.
    Positive Polarity: Each round this ability is maintained, 
  all objects or creatures within 30 feet of the armature that 
  are comprised mostly of metal (including creatures wearing 
  metal armor), are subject to a pull maneuver, as if the 
  armature had the pull special ability, as well as a disarm 
  maneuver (use the same roll for both maneuvers). Light 
  objects and weapons pulled by the armature fly and stick to 
  the armature’s body, requires a Strength check of DC 10 + 
  one-half the armature’s HD + the armature’s Constitution 
  modifier to remove. If the polarity changes or this ability 
  ends, the stuck objects fall to the armature’s feet. While this 
  polarity is in effect, the armature takes a –4 penalty to AC 
  against weapons comprised mostly of metal.
    Negative Polarity: Whenever the armature starts this 
  polarity, all objects or creatures within 30 feet of the armature 
  that are comprised mostly of metal (including creatures 
  wearing metal armor), are subject to a bull rush maneuver. 
  Each round this ability is maintained, the polarity repulses 
  every qualifying object and creature within 30 feet, granting 
  the armature a +4 deflection bonus to AC against weapons 
  comprised mostly of metal and requiring all qualifying 
  creatures to make a Strength check of DC 10 + one-half 
  the armature’s HD + the armature’s Constitution modifier 
  each time they attempt to move toward the armature. Even 
  then, such creatures are treated as moving through difficult 
  terrain.
  Powerful Blows (Ex): The armature’s natural attacks have 
  a little extra power behind them. Select one type of natural 
  attack the armature possesses (such as slam, bite, or claw). 
  The armature adds 1-1/2 times its Strength bonus on damage 
  rolls with the selected natural attack. If another construction 
  allows the armature to add 1-1/2 times its Strength bonus on 
  damage rolls, this construction instead allows the armature 
  to add double its Strength bonus of damage rolls with the 
  chosen natural attack. In addition, the critical threat range of 
  the chosen natural attack increases by +1. This construction 
  can be selected more than once, each time applying to a 
  different type of natural attack. The armature must have a 
  CR of at least 5 to select this construction.
  Standby (Ex): The armature can place itself on standby as a 
  standard action. While on standby, an armature cannot move 
  or take any actions. It remains aware of its surroundings 
  but takes a –4 penalty on Perception checks. Time spent on 
  standby does not count against the armature’s drive train 
  duration. An armature can exit standby as a swift action—if 
  it does so to initiate combat, it gains a +4 racial bonus on its 
  Initiative check.
  4-POINT CONSTRUCTIONS
  The following constructions cost 4 points from the 
  armature’s construction pool.
  Blindsight (Ex): The armature possesses an array of 
  highly acute, immensely accurate sensory instruments, 
  granting it blindsight out to a range of 30 feet. The armature 
  can maneuver and attack as normal, ignoring darkness, 
  invisibility, and most forms of concealment as long as it 
  has line of effect to the target. The armature must possess 
  the blindsense construction to take this construction. 
  The armature must have a CR of at least 9 to select this 
  construction.
  Immunity (Ex): The armature’s body has undergone 
  extensive treatment to become extremely resilient to one 
  energy type, gaining immunity to that type. Pick one energy 
  type: acid, cold, electricity, fire, or sonic. The armature 
  gains immunity to that energy type. This construction can 
  be selected more than once. Its effects do not stack. Each 
  time it applies to a different energy type. The armature must 
  have a CR of at least 7 to select this construction.
  Major Contraption (Ex): The armature is outfitted with 
  a gearhead contraption. The armature gains one 3rd-level 
  contraption chosen from the gearhead schematic list, which 
  it can activate 3 times per day. The constructor level for 
  this contraption is equal to the armature’s HD – 2. The 
  save DC for this contraption is equal to 10 + one-half the 
  armature’s HD + the armature’s Constitution modifier. The 
  DC is Constitution-based. This construction can be taken 
  more than once, each time the armature gains a new 3rd-
  level contraption. The armature must have a CR of at least 6 
  to select this construction.
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  trouble in grassy spur
  An introductory adventure and campaign starter for 1st level characters.
  Artwork by Chris DeHart
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  Artwork by Alyssa Faden
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  INTRODUCTION
  This adventure takes place in the Blue Ridge region of 
  Harmonia, a land of pleasant yet unrefined folks. The town, 
  Grassy Spur, sprung up when a large coal vein was discovered 
  in the mountain. Abbott Coal Company practically owns the 
  town, paying its members in scrip tokens, which can only 
  be used in local establishments, all of which are in Abbott’s 
  pocket. Residents are hard working, and generally content. 
  If trouble is started with one Grassy Spur resident, however, 
  the town bands together like family.
  Even in a sleepy blue collar town such as this, there are 
  strange happenings afoot. The local veterinarian is rumored 
  to experiment with stray animals and livestock. A reclusive 
  clan of halflings in a local hollow have raging parties into 
  the wee hours of the night. And, more recently, anarchists 
  plot destructive acts to disrupt commerce. As with anywhere 
  in Ullera, troubles and the challenges they bring may come 
  from the smallest and unlikeliest of places, but where these 
  troubles go leads to very big things.
  PREPARATION
  To play this adventure, you need the Pathfinder Roleplaying 
  Game Core Rulebook, Bestiary, Ultimate Combat, and 
  Game Mastery Guide.
  Paragraphs in italic should be read aloud to players or 
  paraphrased appropriately.
  ADVENTURE BACKGROUND
  A splinter group of anarchists, owing self-proclaimed 
  allegiance to an underground movement called the 
  Anarchaea, a term derived from pidgin Dwarven loosely 
  meaning “the ancient disorder”—the true members of 
  which have plotted the downfall of the Ulleran government 
  for decades—are striking government institutions here 
  and there. Since these new anarchists are relatively young 
  and uninvolved with the more high-profile cases out west, 
  federal investigators are having a hard time predicting the 
  seemingly random threats. The villains’ favorite strategy 
  is to threaten unsecured infrastructure points to disrupt 
  commerce rather than military and government outposts.
  In the last few months, one member of this new anarchist 
  faction was caught and punished. At his execution, he 
  loudly proclaimed that his followers were setting about 
  coordinating multiple attacks across small town Ullera to 
  cause chaos and foment revolution. In candid interviews 
  before his execution, he told officials his theory that once 
  shocked out of their comfortable lives, the masses would be 
  awakened to the improprieties the Anarchaea have preached 
  since their founding. While no one was much moved by his 
  passing, the anarchists’ efforts have not abated.
  ADVENTURE SYNOPSIS
  Trouble in Grassy Spur is a steampunk role-playing 
  adventure for 1st level characters. Characters should achieve 
  2nd level by the end of Act I, and 3rd level by the end of Act 
  II. The adventure begins with the PCs arriving in Grassy 
  Spur, and, after pursuing their own interests for a time, 
  learn of the anarchist plot. After navigating the town and 
  investigating, they soon learn the plot is already in motion. 
  Their only hope is to diffuse the bombs and capture or kill 
  the anarchists before the destruction of a local rail bridge.
  This adventure was created to playtest Pure Steam and 
  its unique classes, archetypes, equipment, and new 
  play options. At the end of the adventure, players and 
  gamemasters should have a general feel of the Campaign 
  Setting and a few new features Pure Steam has to offer.
  1. Abbott Coal Mine
  The mine’s entrance is generally left open to all those 
  who would enter, though recent events have prompted 
  Mr. Abbott to post a pair of loyal men (fighter 2, OR 
  treat as caravan guards, see Dungeon Mastery Guide) 
  at night to dissuade would-be saboteurs. During 
  working hours, miners use sealed lanterns and mirrors 
  to illumine the way.
  2. Abbott Homestead
  These two dozen or so free standing structures constitute the 
  Abbott Family demense. Ever wary of trespassers, runners 
  and spotters (commoner 3, OR treat as vagabonds, see 
  Game Mastery Guide) loyal to the Abbotts while away the 
  day under the shade of the trees out front of the road leading 
  up to Bertrand’s from the main road into town.
  Archibald enjoys a good relationship with the “animal 
  services specialist,” and grants Bertrand asylum and free 
  choice of local wildlife to use in his experiments. In return, 
  Abbott keeps a kennel of augmented wolfhounds (treat as 
  riding dogs, see Bestiary) with built-in fan-like parabolic 
  earlobes (adds +2 on Perception checks to listen), nasal filters 
  (prevents failure of the dog’s scent ability due to competing 
  scents or chemical deterrents), and articulated flails for tails 
  (treat as a 1d4 tail slap, this is a secondary attack).
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  3. Bertrand’s Animal Services
  Bertrand Ecklund was a veterinarian who moved to town 
  to sell canaries to the miners. He makes extra income 
  treating ill livestock, and makes house calls, using his 
  home as his office. Rumor has it he was run out of Summit 
  City for “unnatural experiments.”
  4. Cowpie Hollow
  Named for the cattle droppings typically strewn throughout 
  its ball field, Cowpie Hollow is a shared space where kids 
  play and livestock sometimes graze. In winter, kids ride sleds 
  down surrounding hills and try to avoid the frozen dung piles 
  as sport. It’s common for young ones to come home from 
  playing here with shins and back sides covered in filth, which 
  results in a flogging and a bath from disapproving parents. 
  Hollow-goers must always check underfoot when wandering 
  about. Why? For fear of rolling a 1 on 1d6 per round of 
  distracted activity (i.e. combat, etc.), resulting in a DC 11 
  Reflex save to avoid slipping and falling in fresh dung.
  OLD SWEENY
  CR 1
  Covered in scars and missing tufts of fur, this oddly large 
  tabby cat walks with an irregular gait. One of its legs is 
  a series of steel gears and pistons. One eyeball has been 
  replaced with a glass substitute, and one ear is cropped. 
  It emits a metallic hiss and a sneer.
  XP 400
  N Tiny Advanced animal
  Init +4; Senses low-light vision, scent; Perception +3
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+4 Dex, +2 size, +2 
      natural)
  hp 9 (1d8+1)
  Fort +3, Ref +6, Will +3
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +6 (1d2–2), bite +6 (1d3–2)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 7, Dex 19, Con 12, Int 2, Wis 16, Cha 11
  Base Atk +0; CMB -2; CMD 12 (16 vs. trip)
  Feats Weapon Finesse
  Skills Climb +8, Perception +3, Stealth +10; 
      Racial Modifiers +4 Climb, +4 Stealth
  5. Dooley’s Outfitters
  A group of local friends pooled their money and bought an 
  old building to sell adventuring and exploring gear to those 
  passing through. They all have other jobs, so the shop is 
  frequently unattended. A large bell out front can be rung 
  for service, resulting in attention in a couple minutes. “The 
  Dooley Boys,” as they’re called, are mechanically inclined, 
  and perform repairs on vehicles as needed.
  Some of the specialty items they have available include: a 
  light pneumatic bowgun, a heavily-used (5% off) dwarven 
  sledgeaxe (called “Big Sam,” this tool is sometimes loaned 
  out to the head miner during strenuous digs), and 2 suits of 
  brigandine armor.
  6. Etyrian Chapel
  Once a vaunted local marriage site and townhall, the chapel 
  has long fallen into disuse since the previous minister ran 
  off with what was at that time the finest catch in town—
  Abbott’s great-grandmother, Dame Fairchild. The two-
  story affair is now all rotten wood, boarded-up windows, 
  and deep shadows.
  7. Kinny Hamilton’s House
  A drab three-room affair sprouting a slender chimney. A 
  lean-to beside the house contains a tarp-covered crate full 
  of bricks.
  8. The Old Mill
  On the banks of the dried up Crooked Creek, this aged three-
  story siloed establishment once served as a multipurpose 
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  mill powered by water’s strong current. The mill fell out of 
  use when trains and steam wagons started bringing milled 
  grain and sawed lumber in more variety and at cheaper 
  prices. Abbott’s nephew, Eli, now runs a saloon out of the 
  ground floor for off-duty miners and visitors, keeping the 
  silos as private watch and signal towers fitted with mirrored 
  panes on the loft windows to flash messages across town.
  9. Post Office
  This single room, slant-roofed post office only has an attendant 
  two days per week. A wall of personal boxes is filled with 
  mail once weekly, when the postal wagon enters town.
  A posting is evident on the outer wall: it’s a wanted notice 
  for the death of “Old Sweeny,” with an artist’s rendering to 
  match. Seddyn Rackett is offering 200 bucks for the body.
  10. Rackett’s Cove
  The Rackett Clan of Leatherfoot Halflings settled into this 
  region shortly before the opening of the coal mine, hoping 
  for peace and quiet. The Cove is surrounded on three sides by 
  steep hills, which must be navigated by narrow switchback 
  roads. The remaining entrance to the Cove may only be 
  traversed by bridge across the local creek, and the Racketts 
  often close the bridge to visitors. Grassy Spur’s growth has 
  been an annoyance to several of the family members, but 
  not so much as the pesky nuisance that is Old Sweeny.
  Roaming Rackett’s cove, attacking livestock and residents 
  alike, Old Sweeny is a nasty cat that has proven near 
  impossible to kill. On several occasions he’s been supposed 
  dead, only to show up later with a worse attitude. Recently, 
  after being run over by a steam wagon and tossed into a 
  local stream, he stumbled into town with a metallic leg and 
  tough leather grafted to his back. It appears someone has 
  been experimenting on him.
  11. Rackett’s Grocer
  Unlike his isolationist kin, Seddyn Rackett saw the Abbott 
  Coal Mine as an opportunity for fortune. He is the proprietor 
  of a local grocery store which caters to customers who pay 
  upfront and offers delivery by pony cart throughout the area. 
  Aside from the rare extraordinary find, most trade items and 
  basic goods under 50 bucks can be had here.
  Act I
  Caught in a Briar Patch
  In the first part of the adventure, the PCs acclimate to the 
  culture of Grassy Spur and learn about the destructive plot.
  GRASSY SPUR
  Latitude 37N 15’, Longitude 81W 13’
  NG village
  Corruption -1, Crime -2, Economy -1, Law +0, 
      Lore +0, Society -2
  Qualities insular, rumormongering citizens
  Danger +0
  DEMOGRAPHICS
  Government autocracy
  Population 800 (61% humans, 29% gnomes, 5% 
      halflings, 4% dwarves, 1% others).
  NOTABLE NPCS
  Reverand Reynor Hayes Wyatt (NG male gnome [gentry] 
      aristrocrat 1/chaplain 4); “Rev Wyatt” is the town’s 
      recognized mayor, but not the recognized authority,
  Archibald Abbott (LE male human [ulleran] aristocrat 
      6) coal magnate, the real authority in town and privately 
      maintains that his word holds the most sway,
  Eli Abbott (CN male human [ulleran] rogue [charlatan] 4), 
  Seddyn Rackett (NG male halfling [leatherfoot] expert 3), 
  Bertrand Ecklund (NE male human [ulleran] expert 1/
      alchemist 4), town “veterinarian.”
  MARKETPLACE
  Base Value $800; Purchase Limit $4,000; 
  Spellcasting 1st
  Technological Items Minor 2d4; Medium 1d4; Major ---
  Magic Items Minor 1d2-1; Medium ---; Major ---
  Arriving in Town
  The PCs arrive in Grassy Spur on a mild autumn day.  Here 
  are a few hooks to get them involved in the adventure:
    • An urgent telegraph summons any and all freelance  
     adventurers to town by order of Mayor Wyatt.
    • Rumor of a wild hellion that roams the hillsides of a  
     defenseless backwater in the Blue Ridge country of  
     Harmonia.
    • Visiting coal-mining family members.
    • Looking for work, the heroes’ train ticket money   
     won’t carry them any farther, letting them off at the 
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     local station in Hearthsburg (23 miles away). A wrong 
     turn or unpaid debts on the train lead them to the quiet 
     existence that is Grassy Spur.
  Coming in along the North Fork which passes by The Old 
  Mill (see entry 8 on the map, above), the PCs will want to 
  get their tongues wet after the longer-than-expected coach 
  ride from Hearthsburg. As they make their way into the 
  taphouse, read the following aloud:
  Nestled in the folds of a tired old mountain, this town sits in 
  near complete seclusion. Roads of crushed rock wind their 
  way between clusters of buildings. Aside the main road, 
  a monolithic, rusting device bobs rhythmically, pumping 
  water. Rows of tiny, identical homes house the working 
  class. On the northern ridge, massive machines move coal 
  from the mine to processing camps to be sold. Off in the 
  distance, a magnificent rail bridge spans the gap between 
  two peaks.
  WATERING HOLE (CR 1 OR 2)
  Read:
    The Old Mill is open, but the shutters are all closed. As 
  you step inside, slants of dusty light fall across the taphouse 
  in places where a half-dozen even dustier patrons hunches 
  over their brews. No greeting welcome, the patrons’ stares 
  are enough to put you in your place as outsiders. One of 
  them scoffs visibly seated among his two other friends at 
  a table. The others gawk or sneer as they nurse their cups 
  at the knot-ridden bar. An impossibly tall, pale woman in a 
  shiny brace-girdle stands up from a bent position behind the 
  bar and asks in a lazy voice, “What’ll it be, strangers?”
  Outside of drinks, of which they can likely afford very few, 
  the PCs should understand that they are here to familiarize 
  themselves with their new workplace. Ask for Diplomacy 
  checks to make a request of the room/barkeep and refer 
  below.
  Diplomacy check results…
  16+ Who and what you know is everything in a small 
  town, and should this be the best the PCs can muster (aids 
  included), all they get in return is teasing insider comments 
  that dance around the subject (e.g. if the PCs mention Mayor 
  Wyatt, one patron replies, “Oh, Rev Wyatt, ya mean? Naw, 
  never heard of him!” *idiot laughter*).
   OR, if the PCs claim family ties, one of the patrons recognizes 
  the PC(s) and offers a chair, ignoring the others. Unless another 
  check changes the result, the talk remains small.
  21+ One of the patrons or “Sandy,” the barkeep—actually 
  Eli in one of his crossdressing disguises—will ask from 
  where the PCs came or to see their telegraph. Once satisfied 
  with the authenticity of their claims, Sandy or one of the 
  patrons will ask what’s in it for them to help. Open threats 
  trigger another Diplomacy check at a -5 circumstance 
  penalty; but if the PCs’ response is reasonable, they receive 
  a tip in either one of the following ways (A or B):
    GM Note: Alternatively, you can look to a player 
  and ask, “High or low?” “Odd or even?” and roll a die to 
  determine which outcome occurs.
    • Sandy prompts a skinny halfling called “Little Knife”  
     to hop up from beneath the bar and fetch Rev Wyatt.  
     The town’s mayor is brought to see the PCs after 10  
     minutes (skip to “Wyatt’s Proposal,” below).
    • One of the patrons explains how Seddyn Rackett will 
     pay 200 bucks for the corpse of “Old Sweeny” (see 
     entry 10 on the map, above). After rewarding the PCs,
     Seddyn responds with relief, lamenting somewhat   
     sarcastically that now all the town has to worry about  
     is looking after that Hamilton boy. If pressed, he   
     suggests they talk to Rev Wyatt (see “Wyatt’s  
   
     Proposal,” below) and sends a runner to arrange for  
     them to meet at The Old Mill.
  <11 The miners may sling insults at the PCs, but won’t 
  fight unless antagonized. They are a tight-knit bunch, and 
  will all join in if a fight ensues.
    Note: If the PCs ask Sandy about “her apparent injury,” 
  she explains she got her back broken during a game of cards, 
  “…snapped in half like a twig…took a pair of doctors and 
  six whole months in Summit City to right it.”
  It should be made clear to PCs that while brawling may 
  only get them a night in the lockup, using firearms or other 
  deadly weaponry to resolve a spat in city limits is grounds 
  for long-term imprisonment. Bar brawls should be settled 
  unarmed (along with spare bottles and chairs),dealing 
  nonlethal damage, as killing a citizen will end an adventure 
  really quickly.
  OLD MILL PATRONS (6)
  CR 2
  Just a bunch of toothless locals and restless miners.
  XP 100 each
  Male human [ulleran] commoner 1 
  N Medium humanoid (human) 
  Init +0; Senses Perception +0 
  DEFENSE
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  AC 10, touch 10, flat-footed 10 
  hp 4 (1d6+1) 
  Fort +1, Ref +0, Will +0 
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike -3 (1d3+1) or improvised weapon 
      -3 (1d4+1) 
  STATISTICS
  Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8 
  Base Atk +0; CMB +1; CMD 11
  Outcome
  If a fight ensues, Sandy’s toady, Little Knife, rushes up 
  one of the taphouse’s unused siloes and signals Abbott’s 
  armed men who arrive in 2d4 rounds. Acting “on behalf of 
  the mayor,” they fire warning shots and break up the fight. 
  All brawlers spend the night in lockup (Abbott’s mansion 
  cellar) and are released in the morning. If the PCs mortally 
  wound anyone, they stay until a Hearthsburg lawyer can be 
  brought in for them. Luckily, Rev Wyatt is desperate enough 
  to vouch for their freedom in this case, with their assistance 
  as a condition of liberation (see below). If the PCs make 
  contact with Rev Wyatt without a fight, give them each an 
  ad hoc bonus of 300 XP for doing so.
  WYATT’S PROPOSAL
  If the PCs are in deep trouble, this exchange takes place 
  in the lockup, after all others are freed in the morning. If 
  they’ve behaved themselves, Reverend Wyatt meets them 
  in The Old Mill. Read:
  A rotund though dapper gnome approaches you. In a 
  pinstriped three-piece suit and glossy wing-tips he waddles, 
  leaning lightly on a mahogany cane. He removes his top 
  hat and pats his forehead with a handkerchief, catching 
  his breathh. Under wild unkempt eyebrows, you notice one 
  glass eye next to a normal one. Without an apparent accent, 
  he says, “Welcome to Grassy Spur. It’s always nice to see 
  new faces. I’m Reverend Reynor Hayes Wyatt of the Ulleran 
  Trade Council. I’ve already gleaned plenty of information 
  about you; Grassy Spur’s a gossip-prone town. Despite its 
  charm, however, I’m afraid we’re in for a disaster.”
  He informs the PCs of an anarchist plot to destroy the iconic 
  rail bridge traversing two peaks of the nearby mountain. 
  If the PCs ask questions, he can share the following 
  information.
  Why Grassy Spur?
  The nearby two-lane rail bridge, the Grassy Spur Span, 
  carries more coal and goods across it than any bridge in 
  central Harmonia. If they destroy the bridge, it would set off 
  an economic catastrophe, with the capitol of Summit City 
  so close.
  Why should we help?
  If the PCs caused too much trouble in the saloon, Wyatt 
  tells them that helping is a condition of their release. If 
  they didn’t, he tells them that the law and military aren’t 
  taking the threat seriously enough. Even if they did help, 
  he suspects the anarchists would change plans and flee with 
  even a hint of government agents nearby, and he needs to 
  catch them in the act.
  What do we get for helping?
  For foiling the plot and killing or capturing at least six 
  anarchists, Wyatt will pay the PCs 300 bucks each. This 
  amount is reduced to 100 bucks each if Wyatt had to bust 
  them from long-term imprisonment (i.e. they ended up 
  killing any of the citizenry).
  What’s the connection, if any, about what Seddyn 
  mentioned concerning trouble with a local boy by the name 
  of Hamilton (or anything pertaining to the Hamiltons)?
  Wyatt responds:
  “Ah, well now, as you might have guessed that’s a family 
  matter. People around here aren’t prone to share much 
  about their families with, well, ones like yourselves. They 
  like to see such concerns kept among themselves. But, if you 
  like, I can direct you to his house. The man hisself can tell 
  you a lot better than I.”
  SNOOPING ABOUT TOWN
  The PCs will want to glean as much information about 
  Grassy Spur and the anarchists as possible. Depending 
  on of whom and what they ask, and their Diplomacy or 
  Knowledge (local) check result, they can learn the following 
  information in 1d4 hours.
  DC 10
    • The local chapel has been abandoned for decades. 
    • Theft has increased substantially in the last few weeks.
  DC 15
    • Individuals have been seen sneaking in and out of the  
     chapel at night. 
    • A crate of steel pipe and nails was stolen from  
     Dooley’s Outfitters shop last night.
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    • Kinny Hamilton, a gnome, hasn’t been seen at work or  
     at The Old Mill in weeks, but he has been seen at   
     home, which is odd.
  DC 20
    • Two steam wagons in disrepair come to and from the  
     chapel, with masked individuals.
    • Kinny Hamilton was spotted by a homeless with boxes  
     of hardware.
  KINNY’S HOUSE (CR 1)                                       
  Whether the PCs have implicated Kinny Hamilton in the 
  anarchist plot or simply wish to pay the estranged citizen a 
  house call, chances are they’ll visit his house (entry 7 on the 
  map, above) at some point. Once they arrive, read aloud: 
  A red brick one-story home predating the mine sits off the 
  main road next to a short lean-to shed. The house has a 
  clinging smell of black pepper and something you don’t 
  recognize. The slender chimney churns out black smoke like 
  it’s in the middle of winter.
  Should they check the shed, secretly make a Perception 
  check for the PCs. If the result beats DC 15, read:
  You reveal a tarp-covered crate full of bricks, beneath 
  which wooden planks conceal a hole in the ground, just 
  large enough for a small person to crouch in. The hole 
  currently contains a burned crate of steel pipe and nails.
  GM Note: This is where Kinny stows stolen hardware 
  before transporting it to the chapel. PCs examining the crate 
  can just make out an unburned “—ey’—” partial insignia, 
  for “Dooley’s Outfitters.”
  If the result beats DC 20, also read:
  Furthermore, you notice drag marks, created as if by a 
  small crate or box, that lead south along a path away from 
  the house.
  GM Note: The drag marks end abruptly in places along the 
  road that travels southeast to the Etyrian Chapel, as Kinny 
  was able to pick the crate up for short distances. Following 
  this broken trail to the chapel (see “Chapel Standoff,” 
  below) requires three separate Survival checks at DC 16.
  If the PCs crawl down into the hole, read:
  A dirty cinder block rests loose on the side of the house. 
  By shifting it into a recess on the left, you can enter a 
  crawlspace beneath the floorboards.
  GM Note: This crawlspace comes up through the kitchen 
  floor without triggering the rigged jar trap, see below. 
  If the PCs use this route to gather clues here without 
  triggering the trap, and are aware of the trap, award them 
  the experience as if they had disabled it.
  Should the PCs enter the house, read:
  Inside, furniture is overturned and papers litter the floor. 
  The majority of the sheets are notices of overdue payment 
  for grocery and bar tabs (mostly from other towns), and 
  a few letters from relatives mentioning the dangers of 
  borrowing money from the wrong people. Doors leading 
  to other rooms lay slightly open. 
  The sitting room, just inside the front door, is a 10-ft.-
  by-10-ft. square, with shuttered windows on the front 
  wall. The bedroom through one of the ajar doors has 
  apparently been robbed, as drawers are flung open 
  and stripped of valuables. The black pepper smell is 
  strongest here. The gnome body on the bed has serious 
  chemical burns on its face, neck, chest, and hands. This 
  is not Kinny, but rather some poor sod serving as a decoy 
  to throw investigators off his trail if anyone was brave 
  enough to check the house. The ruse is skillful enough 
  that PCs and town officials should be made reliably 
  certain that it’s Kinny’s corpse.
  The other ajar door leading to the kitchen is trapped. A 
  makeshift gas bomb has been propped atop the door, rigged 
  to fall and shatter if the door is moved at all.
  RIGGED JAR TRAP
  CR 1/2
  It’s not full of honey!
  XP 200
  Type mechanical; Perception DC 15; Disable Device DC 13
  EFFECTS
  Trigger touch; Reset none
  Effect poison gas (diluted chlorine); never miss; multiple 
  targets (all targets in a 10-ft.-by-10-ft. room)
  DILUTED CHLORINE
  Type poison, inhaled; Save Fortitude DC 12 
  Onset 1 round; Frequency 1/round for 6 rounds
  Effect 1d2 Con damage; Cure 1 save
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  The diluted chlorine in the jar becomes gaseous and 
  fills the sitting room in one round. Those affected begin 
  uncontrollable coughing, making stealth impossible until 
  cured. The bomb is intentionally weak; the fumigant who 
  placed it wanted to dissuade investigators from snooping 
  around, but didn’t want to use sophisticated enough reagents 
  to raise suspicion.
  The kitchen also houses a rambling coal engine, the only 
  seeming purpose of which is to generate copious amounts of 
  black smoke through the chimney. Unfortunately, the engine 
  has filled much of the kitchen with smoke as well, forcing 
  those who enter to hold their breath or begin to suffocate. 
  Dealing 8 or more points of damage to the engine with a 
  single attack will cause it to explode (in turn, effectively 
  shutting it down and dealing 2d6 damage to anyone in the 
  kitchen), otherwise it’s been rigged to run continuously 
  so long as fuel remains. The engine has also been rigged 
  with sound dampeners that render it undetectable from the 
  outside unless a DC 20 Perception check is successful.
  Outcome
  Once the PCs have confirmed “Kinny’s” death with Rev 
  Wyatt, and have shown him the crate of stolen goods from 
  Dooley’s Outfitters, he will express his sorrows, but seems 
  anxious about another worry. Old Sweeny has just turned 
  up in Cowpie Hollow, and the Rev wants the heroes to go 
  bag the critter while he attends to handling Kinny’s affairs. 
  Once they’ve completed this, or instead if they already have, 
  it is learned through Seddyn how part of Old Sweeny’s leg 
  was a discarded shell piece from a pipe organ, like the kind 
  the town used to keep at the chapel. This all compels the 
  Reverend to have the PCs investigate at the chapel to see 
  who there, if anyone, can answer for these goings on.
  CHAPEL STANDOFF (CR2)                              
  GM Note: However the PCs end up coming here, the 
  following setup will be the same.
  This lofty single-floor church was once the cultural and 
  spiritual heart of Grassy Spur, but decades of widespread 
  cynicism—and the jealousy of those who saw it as a threat 
  to their power—let it fall into disuse. Now, the anarchists 
  are fashioning it into their own training facility and kill 
  house ready and waiting to be used in the town’s imminent 
  death. Read:
  The tired oak doors moan upon being opened. Other than 
  an orange, dusky afterglow, the boarded up interior allows 
  very little light to enter the defunct townhall. Pews remain 
  unmoved, but drop cloths and debris litter the chamber, 
  all covered save for a magnificently dangerous looking 
  candelabra that hangs from the gallery level above the 
  ground floor. Ghostly dust and age imprints left on the 
  wall from where a pipe organ once stood are evident on 
  one wall; lewd symbols and phrases are hastily painted on 
  another. Whip quick, you hear a shooshing sound near the 
  altar. From the front row of pews, someone levels a firearm 
  at you and snickers…
  ANARCHIST GUNMEN (5)
  CR 2
  Two strongbacks, a couple of low-lifes, and a really butch 
  bimbo!
  XP 135 each
  Male/Female human [ulleran] warrior 1 
  NE Medium humanoid (human) 
  Init +5; Senses Perception +0 
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 9 (1d10+4) 
  Fort +3, Ref +1, Will -1 
  OFFENSE
  Speed 30 ft.
  Melee club +2 (1d6+1/x2)
  Ranged pistol +2 (1d8/x4) 
  STATISTICS
  Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 
  Base Atk +1; CMB +2; CMD 13
  Feats Improved Initiative, Toughness
  Skills Intimidate +3, Perception +0, Stealth +2
  Languages Common
  Gear leather armor, pistol with 10 bullets and doses of 
      black powder, club, 2 days of trail rations, 3d4 bucks
  Tactics
  Three gunmen, already in position, remain spread out at 
  least 10 feet from one another, behind cover in the pews, 
  firing at the PCs. A fourth anarchist sneaks behind the 
  cover afforded by the pews and refuse, positioning for a 
  grapple. Finally, the last anarchist readies a device he has 
  been working on since they’ve been here, a wicked cutting 
  whirligig composed of two sets of rotor blades fashioned 
  from organ pipes and a pulley mechanism that makes 
  them rotate opposite each other. The device doesn’t work 
  properly, but the anarchists are thrilled to test it out anyway! 
  (They hope it will become a major means of executing their 
  enemies in the future.)
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  At the start of the second round, the whirligig operator 
  (controlling the device from the gallery 10 feet above 
  ground level) calls out, “Okay, boys! Here she goes!” as he 
  works a chain through a pulley and pulls a ripcord to spin 
  the rotors. Each round, the operator must make a Strength 
  check (DC 12) to steer the whirligig (a medium-size trap/
  vehicle). The whirligig can only travel within the chapel 
  interior, restricted to areas above the pews—so pews do not 
  grant cover from the whirligig, but being prone or kneeling 
  provides bonuses against its ranged touch attacks—and out 
  from underneath the gallery level (a DC 15 Knowledge 
  [engineering] check will reveal this to the PCs). The 
  whirligig can move 40 feet in a straight line, forward and 
  backward, diagonally, or side-to-side. The operator makes a 
  ranged touch attack (equating to a –2 penalty) against each 
  creature in a 20-foot line within the whirligig’s path. Those 
  hit take 1d8+2 damage. If he fails the Strength check, it 
  goes in a random direction within the area, as determined 
  by the missed splash weapon rules. If the operator fails 
  the check by 5 or more, he slips (falling 10 feet), and 
  the whirligig flies about uncontrolled for 1d4 rounds 
  (whirligig’s attack bonus is –4 while uncontrolled). If a 
  natural 1 is rolled on a whirligig attack roll, it breaks and 
  falls, crashing into everything in its current line for 1d6 
  damage (Reflex DC 12 for half). The whirligig’s chain 
  has an AC of 9, 10 hardness, and 5 hit points. Lining up 
  an attack against the chain requires a full-round action and 
  grants a +2 bonus to ranged attacks, and grants a +5 bonus 
  to melee attacks.
  The anarchists are loyal to the cause, but not one another. If 
  three or more anarchists are killed or knocked unconscious, 
  the others flee.
  Loot
  In addition to the enemies’ gear, a DC 15 Perception check 
  reveals tiny glass vials with traces of a bitter substance. A 
  DC 15 Craft (alchemy) check reveals it to be the makings 
  of an aerosol choking agent. Bomb-making materials 
  (gunpowder, scrap metal, fuses, and beeswax) worth 50 
  bucks also litter the back of the chapel.
  Outcome
  Should the PCs keep anarchists alive and interrogate them, 
  each has a starting attitude of Unfriendly—and one of 
  them is Kinny! If the PCs can persuade Kinny to talk, they 
  learn that the lot are simply the cleanup crew, removing 
  evidence from the chapel before “the fireworks.” This refers 
  to a series of bombs set to destroy the nearby rail bridge 
  as Rev Wyatt suspected. Part of this is a lie, of course, as 
  the anarchists’ work here is important to them, but Kinny 
  seems not to care whether the PCs know so long as the 
  heroes waste time with him. However, these are lowly 
  initiates who know little of the full details of the bomb plot. 
  Somehow, though, Kinny admires the heroes’ never-say-die 
  determination—something he covets of others—and allows 
  them to know that the bombs are to be placed before dawn 
  tomorrow, beneath the rail bridge. This is Kinny’s last act of 
  self-defiance before he throws himself on something sharp.
  The PCs may use the anarchists’ beat-up steam wagon 
  behind the chapel to reach the location of the bridge bombs. 
  GM Note: The vehicle below features an abbreviated stat 
  block, focusing only on those numbers that might be useful 
  to the heroes in this adventure. Furthermore, the numbers 
  here do not represent the standard statistics for this vehicle, 
  nor the broken condition.
  Figure 1 – Etyrian Chapel interior.
  Artwork by Alyssa Faden
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  BEAT-UP STEAM WAGON
  Huge land vehicle
  Squares 8 (10 ft. by 20 ft.; 15 ft. high); Cost $1,200
  DEFENSE
  AC 8; Hardness 7
  hp 110 (90)
  Base Save +1
  OFFENSE
  Maximum Speed 80 ft.; Acceleration 20 ft.
  CMB +2; CMD 12
  Ramming Damage 2d8
  DESCRPTION
  This steam wagon has been through a lot, an accessory 
  to evil anarchist plots and the like, and hasn’t received 
  maintenance or a good wash in months.
  Driving Check Knowledge (engineering) or Profession (driver)
  UNDER THE BRIDGE (CR 3)                              
  GM Note: The following section makes use of some 
  rules from the Vehicles chapter of Ultimate Combat, but 
  everything you need to know is reprinted here.
  If the PCs decide to camp out at or near the bridge overnight 
  to lie-in-wait for the anarchists, remind them that this will 
  prevent them from healing any wounds they have from 
  earlier. Their activities will instead include traveling 
  through unfamiliar territory, scouting the terrain, setting 
  up camp, daily upkeep (eating, etc.), and just enough sleep 
  to stave off tiredness for the next day. If they reason they 
  can just rough it in the steam wagon, explain that it’s not a 
  suitable enough quarters for anyone to garner the proper 8 
  hours sleep necessary for healing. Furthermore, if they are 
  seriously injured, staying in town will allow them to make 
  use of Rev Wyatt’s resources including long-term care and 
  treatment of wounds. Still, the heroes should not be denied 
  this option. Read:
  Bridging a steep, pine-shrouded hollow, the Grassy Spur 
  Span rises over 100 feet from the ground. Corroded steel 
  trusses hold it up.
  If the PCs were lying-in-wait, read:
  You are lost for a moment in the wooded majesty of a Blue 
  Ridge sunrise, but that ends abruptly as a second steam wagon 
  comes rumbling out of the tree line barreling toward you. 
  Riders onboard shout to you as the steam wagon aims for the 
  bridge legs, “You’s all about meddled your last! At ‘em boys!”
  If the PCs arrive at or before dawn, read:
  From a distance, figures can be seen fastening objects to the 
  trusses’ crossbeam supports. As your steam wagon comes to 
  a stop, the tires drag on dirt and distressed brake pads squeal, 
  catching the attention of the three men. They immediately 
  draw their weapons, two of them ducking for cover.
  The anarchists’ engineer aims to exploit the weakest points 
  in the bridge supports: thin load-bearing steel crossbeams 
  forming the trusses. This can be done either by: A) using the 
  steam wagon as a ram; or B) detonating the bombs…
  Tactics
  The anarchists’ tactics follow one of two paths (‘A’ for 
  ramming or ‘B’ for bombing), depending on the heroes’ 
  previous choices.
    A) Without time to prepare the bombs, the anarchists 
  ignore subtlety in favor of brute force. The steam wagon is 
  rolling down the hill at a decent clip, and nothing short of 
  shooting the driver (who’s enjoying cover) dead during the 
  first round of combat will prevent them from ramming the 
  bridge supports. The first ram, at top speed, deals maximum 
  damage (16 points) to the trusses (10 hardness, 15 hit points 
  each; thus after the first ram, this truss has only 9 hit points 
  remaining), and 1d6 damage to the occupants (the driver 
  takes half due to makeshift crash padding he prepared) as the 
  vehicle comes to a sudden stop. Each subsequent hit deals 
  the trusses 2d8 damage, then 1d6 halved again to the driver. 
  To do so, the driver (stats as below, except Str 10, Wis 13, 
  replace Intimidate +3 for Profession (driver) +7, change 
  Perception to +2, and replace Improved Initiative with Skill 
  Focus (Profession [driver]) must make three checks: a reverse 
  driving check, a deceleration check, and an acceleration 
  check. Follow this pattern: round 1, reverse driving check to 
  move back 10 feet; round 2, deceleration check to come to a 
  full stop; round 3, acceleration check to go forward and ram; 
  round 5, repeat. After the first ram, the other gunmen and the 
  civil bedlamite, Arnswaller, exit the vehicle and behave as 
  below, except where the bomb tactics are concerned.
    B) The three anarchist gunmen and the civil bedlamite 
  use cover while firing at the nearest heroes. If the PCs 
  get too close, the gunmen maneuver themselves to stay at 
  ranged, while Arnswaller is only too eager to oblige. At the 
  start of Arnswaller’s third turn, he drops what he’s doing 
  and shouts, “Damn clydes are wastin’ our time! You two! 
  Get me coverin’ fire, let’s bring down this bridge!” After 
  yelling, Arnswaller goes on a shooting spree. Each round he 
  takes a 5-ft step toward the bomb trigger while still fighting. 
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  The other two gunmen hold position and concentrate their 
  attacks on the hero with the least cover.
  ANARCHIST GUNMEN (3)
  CR 1
  See page 210, above.
  ARNSWALLER
  CR 1
  One loud-mouthed, mean son of a buck!
  XP 400
  Male half-orc [avus] barbarian [civil bedlamite] 2 
  NE Medium humanoid (human/orc) 
  Init +2; Senses low-light vision; Perception +0 
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 20 (2d12+2) 
  Fort +6, Ref +3, Will -1; +1 vs. fear
  OFFENSE
  Speed 30 ft.
  Melee greatclub +4 (1d10+3)
  Ranged pistol +4 (1d8/x4) 
  Special Attacks shooting spree (8 rounds), rage power 
      (surprise accuracy)
  Raging Statistics While on a shooting spree, Arnswaller’s 
      statistics are AC 14; Ranged pistol +3/+3 (misfire 3, 
      reload as swift action); SQ Can act as if disabled at 0 hp 
      or lower, instead of dying, but can only draw a firearm, 
      reload a firearm, or attack with a firearm.
  STATISTICS
  Str 14, Dex 15, Con 14, Int 10, Wis 7, Cha 9
  Base Atk +2; CMB +4; CMD 16
  Feats Point Blank Shot
  Skills Intimidate +4, Perception +0;
  Languages Common, Orc
  Gear jack of plates armor, pistol with 15 bullets and 
      doses of black powder, greatclub, 30 bucks
  BRIDGE BOMBS (3)
  CR 1/2
  Tick-Tock! Tick-Tock!
  XP 65 each
  Type alchemical/mechanical; Disable Device DC 12; 
      Craft (alchemy) DC 14 also disables the bomb; failure 
      by 5 or more initiates detonation timer. Bomb detonates
  Figure 3 – Beneath the Grassy Spur Span. Bomb locations, if necessary, are marked with a ‘B’.
  Artwork by Alyssa Faden
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      after connected trigger has been activated.
  hp 10; hardness 5; destroying a bomb detonates it.
  EFFECTS
  Trigger manual/timed; Reset none
  Effect 3d6 damage, ignores half hardness; 20 ft. radius-
      burst, Reflex DC 15 half damage
  GM Note: The bombs themselves are easily disabled 
      without risk of detonation after combat has concluded.
  Outcome
  If the anarchist driver manages to ram through two support 
  trusses, the bridge will collapse once a train passes, and the 
  anarchists knows this! (The PCs can determine the same 
  with a DC 20 Knowledge [engineering] check.) The same 
  goes if the anarchists get to the bomb trigger and activate it 
  (a standard action that provokes an attack of opportunity), 
  as all three bombs deal enough damage to the bridge’s 
  trusses to visibly weaken and cause it to collapse under the 
  weight of the next train.
  Should the PCs fell the last enemy, or in the case that the 
  bridge collapses and the anarchists feel confident in their 
  victory, Arnswaller reveals the failsafe of the plot with his 
  final breaths. Read:
  “Har! Did’ya think we’d let the whole plot ride on this here 
  bridge? There’s a bomb on the 5:25 from Hearthsburg 
  that’s certain to blow just as it passes over this bridge. Our 
  victory was assured from the start, fools!” 
  Now, the PCs must quickly get to Hearthsburg train station!
  THIS CONCLUDES ACT I OF THE 
  ADVENTURE.
  At this point, the GM is encouraged to allow the players to 
  breifly rest 8 hours in town , and level up to level 2, before 
  playing Act II in order that everyone can better meet the more 
  difficult challenges ahead on the 5:25 to Summit City. 
  Furthermore, we’re introducing a new added level of 
  awesome to the experience point process. “Trouble in 
  Grassy Spur” represents the first in a series of adventures 
  that make use of Exploits. Think of Exploits as the tabletop 
  version of achievements or trophies for console games. 
  Exploits encourage your players’ characters to attempt 
  to satisfy adventure conditions above and beyond simple 
  completion. By satisfying the Exploit’s description, the 
  party reaps the benefit of the award. There are also Legacy 
  Exploits which tie in with future products and give your 
  PCs ways of shaping the game world around the character’s 
  very own actions. Read on below to see which Exploits 
  were available in Act I of this adventure.
  EXPLOITS
  “FULL STEAM AHEAD!”
  Description: Ram an anarchist at the bridge with the 
  steam wagon.
  Award: +100 bonus XP, and a +1 circumstance bonus on 
  any Intimidate checks for the remainder of the encounter.
  LEGACY EXPLOITS
  “BATTER’S UP!”
  Description: Slay Old Sweeny with “Big Sam” (the 
  dwarven sledgeaxe found in Dooley’s Outfitters).
  Award: +150 bonus XP, and a +2 morale bonus on any 
  Charisma-based skill check in Grassy Spur for the remainder 
  of the adventure. Also, Dooley’s Outfitters agree to take 
  Big Sam and improve it, to commemorate the end of Old 
  Sweeny, by making it a masterwork weapon by adventure’s 
  end. Also, this exploit carries through to further adventures 
  in the “Beyond Grassy Spur” adventure series, though the 
  PCs must keep the upgraded version of Big Sam in their 
  arsenal for this to happen.
  Act II
  Wild Ride to Summit City
  The PCs arrive just as the train embarks on its scheduled 
  run to Summit City, leaving them little time to stop the 
  anarchists’ plot. Read:
  As you arrive at Hearthsburg Station, you hear the 
  whistle of the engine, and the click-clack of the train 
  pulling out. It’s on its way to Summit City—across the 
  Grassy Spur Bridge! There are a dozen or so cars yet 
  to depart, but that number dwindles as the train gains 
  speed. If you hurry, you may be able to snag a ride on 
  the caboose.
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  ATOP THE TRAIN (CR 4)
  The PCs manage to catch the 5:25 from Hearthsburg just as 
  it leaves the station, roughly 14 miles from where it passes 
  the Grassy Spur Span. The train is traveling at 40 miles 
  per hour. If time becomes important, this leaves the heroes 
  approximately 21 minutes until the train crosses the Grassy 
  Spur Span and explodes!
  Since this is a dual passenger/freight train, the freight cars 
  at the end of the train are covered and full. The only way 
  to move forward is to get on top. Riding on top of the train 
  while in motion subjects all creatures not lying prone to 
  severe wind effects (Pathfinder RPG: Core Rule Book: 
  Environment), and each square of the train’s rooftop is 
  treated as difficult terrain, except when creatures make a 
  DC 13 Acrobatics check to charge at half speed.
  At the forward end of each railcar, the PCs will find a wheel-
  crank that can be used to untie the car it’s attached to from 
  the other leading ones. This requires a DC 11 Strength check 
  (the PCs can take 10 only if there’s no combat happening 
  on that car), and takes two full round actions to complete, 
  leaving the subject flat-footed while doing so. Afterward, 
  the previously attached railcars begin to slow and separate 
  at a rate of one 5-ft square every two rounds while the train 
  is at speed.
  TRAIN-TOP HAZARDS
  CR 1
  With the PCs on top of the train, periodically roll 1d20 at the 
  top of every round of initiative order. If the roll result is 10 
  or less, or if there were no hazards last turn, a hazard occurs. 
  Roll 1d10 and then compare the result to the table below to 
  determine the hazard.
  Jostle: A sudden swaying or bucking motion causes 
  everyone on top of the railcars to pitch along with the 
  train’s movement. Each creature riding the roof of a 
  railcar must make a DC 10 Acrobatics check or lose a 
  move action and become flat-footed during their next turn.
  Smoke Cloud: A puff of black, coal-fire smoke from the 
  engine blows across the top of the train. Each square of 
  the train’s roof becomes shrouded in thick smoke for 1 
  round. The smoke obscures all sight, including darkvision, 
  beyond 5 feet. A creature within 5 feet has concealment 
  (attacks have a 20% miss chance). Creatures farther away 
  have total concealment (50% miss chance, and the attacker 
  can’t use sight to locate the target; keep in mind, the roar 
  of the tracks and rushing wind makes attempts at listening 
  very difficult).
  Tree Limb: Untrimmed vegetation sweeps the top of the 
  train (from front to back). The tree limb attempts to an 
  overrun combat maneuver against each creature standing 
  on top of the train. Prone creatures are not subject to this 
  combat maneuver. A creature can attempt to avoid this 
  overrun maneuver by dropping prone as free action with 
  a successful DC 15 Reflex save. A creature that is denied 
  its Dexterity bonus to AC cannot attempt to drop prone. 
  A tree limb has a CMB of +5. If a tree limb successfully 
  overruns a creature, that creature takes 1d6 damage and is 
  knocked prone. If a tree limb fails to overrun a creature, 
  the tree limb breaks against that creature, dealing 1d6 
  nonlethal damage and ending this hazard for all others 
  further back along the train.
  Embankment: The train turns on an embankment at high 
  speed for the entire round. Any creature standing on top of 
  the train must succeed at a DC 15 Acrobatics check to take 
  a move action that round. Prone creatures are not subject 
  to this check. A creature that fails this check is subject to 
  a trip combat maneuver. The train’s inertial force has a 
  CMB of +5.
  Archway: The train barrels through a short tunnel or under 
  an elevated road or track. Any creature of Medium size or 
  larger that is not prone is subject to this hazard (creatures of 
  Small size or smaller are not affected, and may be standing). 
  A creature can attempt to avoid this hazard by dropping 
  prone as free action with a successful DC 15 Reflex save. 
  A creature that is denied its Dexterity bonus to AC cannot 
  attempt to drop prone. Creatures subject to this hazard take 
  2d8 damage and are pushed back towards the caboose 1d3
  x 5 feet before being knocked prone.
  CLOCKWORK SERVANT AND ANARCHIST 
  SNIPER (CR 3)  
  With a ratchclank shove and blast of gunsmoke, the going 
  gets tougher!
  Roll Result
  Hazard
  1-3
  Jostle
  4-6
  Smoke cloud
  7-8
  Tree limb
  9
  Embankment
  10
  Archway
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  When the anarchists realize the PCs have mounted the train 
  (after the PCs have navigated their way across two railcars), 
  they unleash a clockwork servant, and employ a rooftop 
  sniper (2 rounds later), to keep them busy. Read:
  Atop the next railcar, you see someone’s head pop up 
  from between the cars ahead for just a moment before 
  disappearing. Moments later, mechanical arms heave a 
  humanoid looking clockwork device onto the car’s roof. Its 
  cogs and pistons whir and click as it then bounds towards 
  you.
  CLOCKWORK SERVANT (CW)
  CR 2
  XP 600 
  N Medium construct (clockwork) 
  Init +6; Senses darkvision 60 ft., low-light vision; 
      Perception +0
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 
      natural) 
  hp 31 (2d10+20); fast healing 2 
  Fort +0, Ref +4, Will +0 
  Immune construct traits 
  Weaknesses vulnerable to electricity 
  OFFENSE
  Speed 30 ft. 
  Melee slam +6 (1d4+6) 
  Ranged net +4 (entangle, see Pathfinder RPG Core 
      Rulebook: Equipment) 
  STATISTICS
  Str 19, Dex 14, Con --, Int --, Wis 11, Cha 1 
  Base Atk +2; CMB +6; CMD 20 
  Feats Improved Initiative, Lightning Reflexes 
  SQ repair clockwork, swift reactions, winding 
  SPECIAL ABILITIES
  Net (Ex) As a standard action, a clockwork servant can 
      launch a net from its shoulder. The launcher itself can 
      contain up to five nets—loading a folded net into the 
      launcher is a standard action. Some clockwork 
      servants are outfitted with masterwork or even magic 
      nets, although the clockwork servant presented here is 
      armed with standard nets. 
  Repair Clockwork (Ex) Clockwork servants are adept 
      at repairing other clockwork constructs. As a standard 
      action that does not provoke an attack of opportunity, 
      a clockwork servant can repair damage done to either 
      itself or an adjacent clockwork creature, healing 1d10 
      points of damage to the target.
  Tactics The clockwork servant launches one net at each 
  PC, then bludgeons with its slam attack. It does not retreat, 
  and attacks until dispatched. The clockwork servant never 
  tries to avoid the tree limb or archway hazards, taking a -5 
  penalty to his CMD against them.
  At the start of the third round after the clockwork servant’s 
  appearance, an anarchist sniper joins the battle, setting up 
  behind his portable rampart on top of a forward train car, 80 
  feet from the action. Read:
  Left reeling from the clockwork automaton’s assault, the 
  crack of a firearm rings out over the din of the rustling 
  branches and noise of the train. A vertical flap of steel with 
  a slit down its middle has been set up several cars ahead, 
  protecting a sniper. 
  ANARCHIST SNIPER (S)
  CR 1/2
  XP 200
  Male human [ulleran] warrior 2 
  NE Medium humanoid (human) 
  Init +3; Senses Perception +2 
  DEFENSE
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
  hp 15 (2d10+2) 
  Fort +5, Ref +3, Will -2 
  OFFENSE
  Speed 30 ft.
  Melee bayonet +2 (1d6/x2)
  Ranged musket +1* (1d12/x4); *-4 penalty due to range
  STATISTICS
  Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 9 
  Base Atk +2; CMB +2; CMD 15 
  Feats Point Blank Shot, Far Shot 
  Skills Perception +2 
  Languages Common
  Gear padded armor, musket with 6 bullets and doses of 
      black powder, portable rampart, bayonet, 30 bucks
  Tactics The sniper maintains his prone position 80 feet 
  from the PCs and behind his portable rampart (+12 AC vs. 
  ranged attacks, +4 Reflex saves, and improved evasion) 
  throughout the fight. He has enough ammunition to fire 
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  6 shots, taking a full-round action each time he needs to 
  reload his musket. He attempts to take aim at any PCs not 
  engaged in melee combat with the clockwork servant, and 
  doesn’t suffer ranged attack penalties due to adverse wind 
  since he is upwind of the gusts.
   
  If he runs out of ammunition, he rolls to a side and enters 
  one of the open windows below him. If the PCs engage him 
  in melee, he stands and uses a bayonet to hold them back as 
  he attempts to get to a window. He then runs towards the 
  bomb car to warn his comrades.
  GM Note: The sniper is shown on the map (Figure 4), but 
  is located off the top end nearer to the engine. Once the 
  PCs have defeated the clockwork servant, or sent one of 
  their own up ahead to deal with the sniper away from the 
  battle, mark movement along the existing map section by 
  rerouting squares from the top to the bottom of the map 
  until the PC(s) in question have traveled 80 feet from the 
  middle of the railcar where the clockwork servant is located 
  to come within melee range of the sniper.
  Treasure 
  If defeated, the automaton’s remains contain 8 pounds 
  of valuable scrap parts worth 400 bucks. In addition to 
  his belongings, the sniper leaves the portable rampart if 
  defeated.
  After the sniper is defeated, read this aloud to the players:
  Beneath the sniper’s perch, a large window in the side of 
  the car gives way to a safer means to find the bomb. The car 
  is largely empty.
  GM Note: Allow heroes who wish to continue atop the train 
  as far as the railcar where the pugilist is waiting (see below). 
  This continues to expose them to hazards as they go. Should 
  they reach the car marked ‘P’ by rooftop, the first one there 
  falls through the weakened ceiling (no damage), though 
  ends up lying prone at Dag’s feet. Once the boxcar ceiling 
  caves in, no further movement along the rooftop is possible.
  BUFFETS OUTSIDE, BRUISES INSIDE 
  (CR 2)
  After the PCs enter the railcar through the window, they 
  find themselves inside an empty passenger deck. If the PCs 
  move into the next car, read the following aloud:
  You move through several train cars, each eerily silent. 
  Figure 4  – Tops of the freight cars.
  Artwork by Alyssa Faden
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  STATISTICS
  Str 16, Dex 13, Con 15, Int 10, Wis 14, Cha 7 
  Base Atk +3; CMB +6 (+8 when grappling, bull rushing, 
      overrunning); CMD 17 (19 vs. grapple) 
  Feats Improved Unarmed Strike, Two-Weapon Fighting, 
      Power Attack, Improved Grapple, Improved Bull Rush 
  Skills Climb +9, Swim +9; Racial Modifiers Appraise +2 
  Languages Common, Dwarven 
  SQ hardy, hatred (orc/goblin), relentless, sprinter, boxing 
      style, float like a butterfly, harsh training, dukes up 
  Gear anarchist mask, 125 bucks, jewelry (worth 500 
      bucks) 
  Tactics 
  The pugilist has fought in countless bar fights and is a master 
  of hand-to-hand combat. He fights defensively, keeping 
  his dukes up to protect himself. Blinded by ideology, he 
  fights to the death. When fighting defensively, the anarchist 
  pugilist has AC 17, and takes a -2 penalty to attack rolls 
  until the start of his next turn.
  FUMING MAD (CR 3)                                           
  After the PCs dispatch the pugilist and head into the second-
  to-last railcar before the coal-carrier, read the following aloud:
  You open the door to the next car, revealing stacked crates. 
  A short figure in a long coat breathes laboriously. It turns 
  to face you, its face covered by a dark mask with respirator 
  protrusions. In a muffled voice it says, “Got past Dag, eh?” 
  then tosses a glass jar, which shatters before you, emitting 
  a familiar cloud. The masked figure faces you fully, “You’ve 
  been breathing down our necks for far too long. Now I’ll see 
  to it that you don’t draw another breath!”
  “MAD” RANEGAN (F)
  CR 3
  XP 600
  Male gnome [sharper] alchemist [fumigant] 4 
  NE Small humanoid (gnome) 
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 21 touch 17, flat-footed 19 (+2 armor, +2 Dex, +1 
      size, +4 shield, +2 barkskin); 20% miss chance (blur)
  hp 29 (4d8+8) 
  Fort +6, Ref +6, Will +1; +2 vs. poison
  Base Statistics Without his extract effects, Ranegan’s 
      statistics are AC 15; Ranged toxin bomb +7 touch (20 
      ft. range); no miss chance.
  Closer to the front of the train, you make your way through 
  mid-class sleeper and diner cars. Passengers in fine clothing 
  are slumped over their meals, passed out. Upon closer 
  examination, only some of them are breathing. There are no 
  wounds on them, but they have been looted of all valuable 
  possessions. Someone—or something—has wreaked havoc 
  here without laying a hand on the passengers.
  A DC 15 Heal or DC 18 Craft (alchemy) check reveals that an 
  aerosol poison gased the passengers. The anarchist fumigant a 
  few cars down has gassed all the passengers to ensure no heroic 
  plots to stop him.
  GM Note: The PCs may opt to uncouple the passenger cars 
  from the train (using the rules presented above) by scrambling 
  up to untie them, and thus ensuring the safety of any still 
  breathing innocents. See the Legacy Exploit associated with 
  this at the end of Act II.
  As the PCs enter the next railcar, they notice that most of 
  the seats in this car have been very recently stripped out 
  or pushed to one side. This has left the car mostly open, 
  the perfect boxing ring for the anarchist pugilist that enters 
  through the far door. Read: 
  A door opens on the far end of the car—the thunderous 
  roar of the train echoes briefly throughout the cabin—a 
  shirtless, muscular dwarf with a mask across his face 
  stepping through the doorway. He effortlessly snaps off the 
  door’s handle as he latches it shut behind him. As he turns 
  to face you, he emotionlessly shakes a finger before folding 
  his arms, daring you to pass him.
  DAG (P)
  CR 2
  XP 600
  Male dwarf [brey] fighter [pugilist] 3 
  LN Medium humanoid (dwarf) 
  Init +1; Senses darkvision 60 ft.; Perception +2 
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+1 Dex, +2 dodge)
  hp 27 (3d10+6) 
  Fort +5, Ref +1, Will +2; +1 vs. exhausted, fatigued, 
      staggered, temp ability penalty
  DR 3/-- vs. nonlethal damage and damage taken while 
      grappled
  OFFENSE
  Speed 20 ft.; 30ft. when running or charging 
  Melee unarmed strike +6 (1d6+3/x2) or unarmed strikes 
      +4/+4 (1d6+3/x2) 
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  OFFENSE
  Speed 20 ft. 
  Melee dagger +2 (1d4-2/19-20)
  Ranged toxin bomb +8 touch (2d4+3 acid, spalsh 5 acid, 
      Reflex DC 15 half plus inhaled fumigant poison; 30 ft. 
      range) or pistol +5 (1d6/x4)
  Special Attacks hatred (+1 attack vs. humans and 
      goblinoids)
  Extracts (CL 4th); *Prepared 
      2nd (2/day)—barkskin*, blur* 
      1st (4/day)—bomber’s eye*, cure light wounds**, 
          disguise self, shield*
  STATISTICS
  Str 7, Dex 14, Con 14, Int 17, Wis 10, Cha 13 
  Base Atk +3; CMB +0; CMD 12 
  Feats Extra Discovery, Throw Anything, Weapon 
      Proficiency (pistol) 
  Skills Bluff +5, Craft (alchemy) +10, Diplomacy +5, 
      Disable Device +9, Knowledge (engineering) +7, 
      Knowledge (nature) +10, Perception +4, Stealth +4; 
      Racial Modifiers Stealth +4
  Languages Common, Gnome, Sylvan, Dwarf, Orc, Goblin
  SQ alchemy, toxin bomb 2d4 (7/day), throw anything, 
      chemical warfare, swift alchemy, discovery (smoke 
      bomb), discovery (stink bomb), discover (concentrate 
      poison), poison conversion
  Gear anarchist gas mask, gas-mask canister, 2 vials of 
      concentrated diluted chlorine poison, pistol, 5 bullets 
      and doses of black powder, dagger, 65 bucks, drogue 
      wing pack
  SPECIAL ABILITIES
  Fumigant Poison (Ex) bomb—inhaled; save Fortitude 
  DC15; frequency instantaneous; effect 20 ft. radius, 1 Con 
  damage; cure 1 save.
  Tactics 
  “Mad” Ranegan is here to ensure the train makes it to the 
  bridge—intact or not. He begins combat by dropping a 
  diluted chlorine stink bomb in the surprise round (which 
  covers the first eight squares nearest the PCs’ entrance). The 
  cloud of poisonous vapors (as stinking cloud spell [DC 15] 
  plus concentrated diluted chlorine poison [DC 17, see page 
  209]) lasts for 1 round. On his first full round in combat, 
  “Mad” Ranegan drinks his blur extract and then opens 
  the train car door behind him. On his second full round in 
  combat, he throws another diluted chlorine poison-infused 
  stink bomb before cackling, “Time’s a tickin’!” and then 
  retreats into the next railcar, to the bomb. 
  At the end of Ranegan’s second full round of combat, the 
  train bomb enters the initiative order, going each round after 
  the fumigant. On the bomb’s first turn, set a d10 to 10. On 
  each of the bomb’s turns after the first, reduce the d10 by 1. 
  When the d10 would be reduced to 0, the bomb explodes.
  Once the PCs can see the fumigant and the bomb in the next 
  train car, read the following aloud:
  In the center of the next car is a massive orb with a clock face 
  in its center. The iron sphere is suspended on four ropes, 
  which are attached to the roof. It sits above a trapdoor cut 
  into the floor of the boxcar so the bomb can be released 
  right onto the tracks. The surface of the sphere is studded by 
  blasting caps attached to wires snaking up to the top.
  Every couple of rounds or so (as convenient depending on the 
  combat scenario), “Mad” Ranegan releases one of the ropes 
  (standard action), preparing it for its eventual release onto the 
  bridge. The final rope must be cut/released before the bomb’s 
  die reaches 1 in order for the bomb to spill out onto the bridge.
  Figure 5 – Railcar interiors. Positions for the pugilist and fumigant are marked as ‘P’ and ‘F’ respectively. 
  Artwork by Alyssa Faden
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  If reduced below 15 hit points, Ranegan attempts to escape 
  through the window. He shoots the window out (if necessary) 
  and jumps during the same round (using his drogue wing pack 
  to ensure a safe decent). He is confident the PCs can’t diffuse the 
  bomb, and desires to survive above seeing his plans to fruition.
  Treasure 
  “Mad” Ranegan is armed with a single barrel pistol and 5 
  pistol shots. He has a silver signet ring on his left hand with 
  a raised cog. Inside the inner diameter of the cog, the ring 
  is marked with the letters “K H” but no other identification. 
  Ranegan is also wearing a drogue wing pack. 
  DISARM THE TRAIN BOMB (CR 2)
  There is not enough time to reach the train’s controls to stop 
  the train before the bomb explodes. It must be disarmed. 
  Once the bomb’s “timer die” reaches 1, the train reaches 
  the bridge. Once the bomb’s timer reaches 0, the train is 
  halfway across the bridge, where a secondary trigger 
  detonates the bomb if it has been lowered beneath the train 
  through the trapdoor. However, the heroes have several 
  options to consider for disposing of the bomb:
  Toss it out the window: The heavy sphere will require a 
  DC 20 Strength check to hurl it from the train. If the bomb’s 
  timer die is on 1 when the bomb is hurled, the bomb derails 
  the train when it explodes unless all of the previous railcars 
  have been decoupled.
  Reset the clock: The can be reset to 1 minute (Disable 
  Device, simple, DC 10, 1 round), putting the train past the 
  bridge. Get a secondary d10 for the bomb, and set that 
  die to 10, having it countdown like the bomb’s first. This 
  will help you keep track of when the train reaches the 
  secondary trigger, and when the bomb actually explodes. 
  For the bomb to be defused, the PCs must still disable 
  the primary trigger (Perception check DC 12; Disable 
  Device, tricky, DC 15, 3 rounds) to prevent the bomb from 
  detonating. The clock can only be reset once.
  Activate the failsafe (Riddle): On the back of the bomb 
  are three dials lettered Alpha, Beta, and Delta. Each dial 
  has three symbols on it including a squiggle, a lumpy oval, 
  and a bow tie. Above the dials a riddle reads in Common, 
  “The tale of the butterfly, in three parts.” Attempting 
  the riddle requires 2 rounds of dedicated work (a DC 15 
  Intelligence check reveals the answer, and allows the 
  riddle to cpompleted as a full-round action); solving it 
  defuses the bomb. To solve the failsafe riddle: first, turn 
  dial Alpha to the “caterpillar” or “squiggle”; then, turn 
  dial Beta to the “cocoon” or “lumpy oval”; last, turn dial 
  Delta to the “butterfly” or “bowtie.”
  Activate the failsafe (Fumigant’s Ring): Beneath the 
  dials is an indentation of a cog on a gold disk. Inserting 
  the fumigant’s ring into the indentation, and then turning it 
  clockwise, defuses the bomb. This requires a move action.
  Outcome 
  If the bomb has been lowered beneath the train through the 
  trapdoor by the end of round 10, and has yet to be defused, 
  the bomb detonates as it passes the secondary trigger 
  halfway across the bridge.
  If the bomb’s clock has been reset, but the trigger has not 
  been defused, the bomb explodes past the bridge, derailing 
  the train and killing the train’s passengers (unless the heroes 
  decoupled the railcars earlier).
  If the train is derailed before it reaches the bridge, first 
  responders are able to resuscitate the PCs (unless the PCs were 
  in the same boxcar as the bomb at the time of detonation), but 
  only a handful of the remaining passengers were able to be 
  saved (unless the heroes decoupled the railcars earlier).
  If all three bombs were detonated at the base of the bridge in 
  Part 1, the train also derails, regardless of the train bomb’s 
  disposition, killing everyone onboard (unless the heroes 
  decoupled the railcars earlier and bailed out themselves).
  If the bomb has been defused, the train makes it safely 
  to Summit City. The bomb is then disposed of and the 
  remaining passengers are treated by first responders.
  Discovery 
  If “Mad” Ranegan is killed, captured, or unmasked, it is 
  learned that he claims to be “Kinny Hamilton,” and “the 
  ones in town” were merely his willing dupes in a complex 
  scheme meant to befuddle investigators. By now, the 
  PCs should be reasonably sure that “Kinny Hamilton,” or 
  simply “Kinny,” was a shared alias being used as a cover 
  by various members of the anarchist gang. Does this mean 
  the Hamiltons were in on it, or merely a hapless family 
  implicated by a cousin they never really knew?!
  GM Note: You can relay to the heroes news of how the 
  Hamiltons left town shortly after this becomes public, and even 
  use it as a hook into your next adventure. Or, brace yourself, 
  await the coming “Beyond Grassy Spur” adventure series!
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  THIS CONCLUDES ACT II OF 
  THE ADVENTURE. 
  Read below to see if either Exploit pertaining to Act II was 
  satisfied during play.
  EXPLOITS
  “TICKETS, PLEASE.”
  Description: Send the clockwork servant packing early 
  off the hurtling train. (Note: This exploit implies that the 
  clockwork servant must not be at 0 hit points when it falls 
  or is pushed off the train.)
  Award: All heroes who participate in or witness this event 
  immediately receive a tremendous welling sense of drive and 
  accomplishment, and each receive 5 temporary hit points as 
  a morale bonus that last until spent or until the end of Act II.
  LEGACY EXPLOITS
  “THE 5:25 TO SUMMIT CITY WAS LATE.”
  Description: Decouple the passenger railcars from the 
  still bomb-rigged train. (Note: This exploit can only be 
  achieved if the heroes successfully decoupled all cars 
  containing passengers up to before encountering Dag, the 
  anarchist pugilist).
  Award: +300 bonus XP. News of this exploit carries through 
  to further adventures in the series “Beyond Grassy Spur.”
  WHAT LIES BEYOND?
  Even if the players did not completely foil the plot, their 
  discovery of the anarchists’ plans and any clues they share 
  deserve commendation. Abbott gives the players a speech 
  and monetary prize:
  If they stop the detonation of both bombs: 
  “In honor of your selfless heroism on part of kin and country, 
  I award you with the Summit City Medal of Meritorious 
  Service and the thanks of a nation. <pauses for applause> You 
  are an inspiration to the men and women of Ullera., and we 
  are proud to honor you with your deserved reward!”
  Each surviving player receives: 
    • Summit City Medal (+2 circumstance bonus on 
  Diplomacy checks with authority figures within Ullera)
    •   500 bucks
  If they stop the destruction of the train, but not the bridge: 
  At a private meeting in Abbott’s office, “We thank you for 
  your help in saving the train, many innocent lives were saved. 
  You have my personal gratitude for your efforts. My aid will 
  see you out with your reward.” 
  Each surviving player receives 200 bucks.
  If they stop the destruction of the bridge, but not the train: 
  At a private meeting in Abbott’s office, “Thanks for your 
  help in saving the bridge; however, the news about the train 
  is most tragic. I only wish you could have done more to save 
  the passengers. Regardless, you have my personal gratitude 
  for your efforts. My aid will see you out with your reward.” 
  Each surviving player receives 200 bucks.
  And Beyond? 
  There is a rumor that the Anarchaea, and other anarchist cells 
  that would seek to curry their favor, have many other civil 
  targets. The other anarchist bodies are clean, but a thorough 
  search of the captured fumigant anarchist (Perception DC 
  20) reveals a ticker tape hidden in a porcelain tooth. The 
  tape gives the coordinates for a rendezvous site after the 
  bombing—Naughton.
  The components of the bomb on the train incorporate 
  metallic personal effects from previous conquests in its 
  manufacture. These unusual maker’s marks are evidence of 
  a diseased mind, and of an additional bomb builder. The 
  gold locket of one “Annabelle Dresson of Brickton” is 
  incorporated into the design, next to the bomb’s core.
  If the heroes survived and yet failed to stop the 
  destruction of both the bridge and the train:
  The heroes come to in Bertrand’s lab, temporarily inside 
  Archibald Abbott’s prison cellar, under the directing care 
  of the aforementioned. With his hand resting easily on the 
  PCs’ lifelines, Mr. Abbott lays out a scenario in which 
  the heroes were a part of the anarchists’ successful plot, 
  something that the citizens of Grassy Spur will all soon 
  come to know. Unbeknownst to the PCs, Abbott is a true 
  member of the Anarchaea, whose ultimate plan was to have 
  the arnachists fail and to come to capture in their attempts 
  to cripple Grassy Spur, creating loyal scape goats whom 
  the Anarchaea were grooming as blinds and false fronts 
  for their true designs. Now, the “heroes” are branded as 
  villains, and Mr. Abbott wishes to put them to good use by 
  shipping them north through to Second City’s Underground 
  environs and the next leg in their adventures!
  GMs and players alike should look forward to exploring the 
  above three adventure options in the upcoming “Beyond 
  Grassy Spur” series, exclusively for the Pure Steam 
  Campaign Setting.
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  lbstouder
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       Theodor Kupferdach
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  tkorn
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  Z Daniel Esgate
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  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
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  (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional 
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  environments, creatures, equipment, magical or supernatural abilities or effects, 
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  or its products or the associated products contributed to the Open Game License by 
  the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
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  You agree not to indicate compatibility or co-adaptability with any Trademark or 
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  of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that Product 
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  all rights, title and interest in and to that Product Identity.
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  versions of this License. You may use any authorized version of this License to 
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  any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  Pure Steam Campaign Setting. Copyright 2012 ICOSA Entertainment, LLC; 
  Authors: Adam Crockett, Brennan Ashby, Davin Perry, and L. James Wright.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Inc.; Author: 
  Paizo Inc.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Inc.; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Inc.; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Inc.; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, 
  Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin 
  Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg 
  A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Inc.; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and 
  Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Inc.; Author: 
  Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, 
  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin 
  Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David 
  Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber 
  Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, 
  Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Inc.; 
  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Inc.; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam 
  Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
  MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Inc.; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark 
  Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K 
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  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Inc.; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Inc.; Authors: 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt 
  Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, 
  Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Inc.; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, 
  Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Inc.; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, 
  Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen 
  KC Stephens, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; 
  Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, 
  Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games,Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and 
  Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian McDowell and Douglas 
  Naismith.
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  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian Livingstone.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax. Nereid from the Tome of Horrors Complete © 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author 
  Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors 
  Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  paizo.com #3960580, John Staples <09jstaples@gmail.com>, May 15, 2016
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  IN THE AGE OF STEAM, COAL IS KING.
   
  The Pure SteamTM  Campaign Setting is set in the age of steam, and is fully compatible with the Pathfinder Roleplaying 
  Game. This book has everything you need to add some steam to your game. The Federated States of Ullera serve as the 
  launching point for endless adventure. 
  Within the Pure Steam Campaign Setting you can:
  •  Explore an entire campaign world not unlike our own, with a bevy of politics, personalities, and plot hooks
  •  Plunge into the setting with original subraces, each fresh and with a rich history
  •  Take on the role of the Chaplain, a class able to heal, buff, harm, and bewilder allies and foes through personality and 
    science. She adventures to further the goals of her organization, each of which grants unique powers and options
  •  Power up as the Gearhead, a class able to create wondrous effects through the use of technology. The Gearhead is able to 
    construct useful and dangerous gear on the fly with a draft book full of schematics
  •  Try your hand at one of the many unique class archetypes such as the Blockade Runner, Fumigant, Grease Rat, or Ructioneer
  •  Aim true and strike hard with new weapons, accessories, and gadgetry
  •  Kick the tires. Brand new vehicles promise rapid travel and dynamic combat
  •  Experience the horror science can awaken with new monsters such as the Reanimated Corpse and the Wondrous Armature
  •  And much more!
  
SOURCE: textdata/thevault/Collections/Steampunk/Pure Steam.pdf