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  Pathﬁ nder Roleplaying Game rules used under the Open Game License. Learn more about 
  Pathﬁ nder at http://paizo.com and peruse their oﬃ  cial database of rules at http://paizo.
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  Product Identity
   The following items are hereby identiﬁ ed as Product Identity, as deﬁ ned in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: all trademarks, registered 
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  Author
  David Silver
  Assistant Producers
  A big shout and thanks to our Patreon backers who helped make this possible:
  Rome Silvanus, Steel Prism, Tida, and Spectacles
  http://patreon.com/ponyﬁ nder
  Editing & Layout
  Byron Mulvogue
  Tama’at Studio
  Art
  Sita Duncan
  Tama’at Studio
  
  3
  A Brief History of Clockwork
  In the time before the empire, ponies would wield great 
  magic without oversight. Some would band together 
  in terrible cabals of wizardry, aiming to break the rules 
  of the cosmos in pursuit of ultimate truths or lasting 
  power. One group reached further than all the rest, 
  challenging the very gods for dominion and threatening 
  to reshape the world in their image.
  Their challenge was met with retribution, and they 
  were cast down from their tower in a hail of lightning 
  and crumbling stone. Though all were meant to perish 
  as example, their leader wove a quick spell of her very 
  essence, cursing, but protecting, her peers. Her life ﬂ ed 
  her, to live on within the now metallic forms of the new 
  clockwork tribe.
  Among the more superstitious, it is feared that the 
  clockwork are cursed still, and their mere presence can 
  bring the ire of the gods, though their progenitors are 
  long since dead. The Queen put this to rest, at least 
  during her reign. She favored the delicate appearance 
  of the clockwork, calling them living works of art, to be 
  cherished.
  The clockwork lived well within the empire except 
  during the short, but intense, conﬂ ict with the steel-
  hearts. When another tribe of machines, that were not 
  truly ponies, raised arms against the empire, public 
  opinion of clockworks became strained for a time, as the 
  two were easy to confused to the uneducated.
  When the empire descended into chaos and other races 
  advanced into previously pony held territory, the clock-
  work withdrew into tighter communities of one another. 
  Bit n’ Bolt, their home city, grew while others shrank, 
  swelling by about a third as clockworks from around the 
  crumbling empire returned ‘home’ to where their fel-
  lows would welcome them and they could stand togeth-
  er in dark times. Humanoids seem to ﬁ nd the clockwork 
  ponies strange and unnerving, so the clockwork avoided 
  them in kind, never exploring far into human territories 
  or braving the merciless seas.
  Clockwork Power
  Heavy but well tuned, the clockwork are a marvel to 
  watch in motion. Even stiﬀ  clockwork earth-bound are 
  an amazing network of interlocking parts that move in 
  perfect harmony to allow them full range of movement. 
  They may be made of metal, but there is life in their 
  step.
  Having no need for food, their culture includes very few 
  meals. A good can of oil can lubricate their insides, and 
  despite the lack of need, clockwork do have a few occa-
  sions to enjoy their own, peculiar, treats of ﬁ led metal 
  and screws. This lack of requirement for food allows 
  them to exist just about anywhere. Provided they can 
  stay warm, an iceberg could do for living arrangements.
  Those with the curse or blessing of the clockwork move 
  like their physical tribe. Biped, quadruped, or ﬂ ying are 
  all possible, though quadruped movement is a bit slower 
  for the faster races, as there seems to be a distinct limit 
  to how quickly their mechanical bodies can carry them 
  without magical assistance.
  Unlike the rest of ponykind, their brands of destiny do 
  not always appear on their ﬂ ank, instead sometimes 
  appearing on the barrel, or even on the chest, legs, or 
  forehead. One common thread is that clockwork brands 
  always have a gear or a cog integrated into its design 
  somewhere. The brands can vary quite a bit outside this 
  requirement. A sword could be against the background 
  of a gear, or comprised of gears, or the sword could sim-
  ply rest beside a gear. Some say that the prominence of 
  the gear means something, but what it may or may not 
  truly signify  has been lost to time.
  In addition to the gear, inanimate objects are more com-
  mon than living ones in a clockwork’s brand of destiny. 
  When a living thing does appear, it is often mechanical, 
  appearing as a robotic version of whatever it may be. 
  Those few clockwork that come into being with a com-
  pletely organic mark are considered specially marked, 
  with great things expected of them.
  Being in a curious state of half-life, clockwork souls 
  are not bound as securely to the physical world. When 
  destroyed, it is signiﬁ cantly harder to call them back to 
  the physical world. resurrection and raise dead are inef-
  fective, though reincarnation and true resurrection are 
  eﬀ ective, though the former 
  will usually result in a non-clockwork at the end. Many 
  clockwork accept this as a sign from the 
  gods that their life is precious, and should be treated 
  with care. It is a warning that they should not 
  treat themselves lightly. 
  Unlike true robots, they cannot be reassembled.
  
  4
  Clockwork Attributes
  As per physical tribe with any negative modiﬁ ers increased 
  by -2 or -2 to a single attribute of choice.
  Movement: 30 ft
  Special Abilities
  • 
  Fragile Soul: Clockwork cannot be raised or resurrected normally and gain 
  the half-construct subtype.
  • 
  Vision: Low-Light Vision
  • 
  Quadruped: +4 CMD vs trip and +50% carrying capacity
  • 
  Machine Life: Clockwork do not need to eat, breathe, or sleep. They may do so, if they wish, 
  to gain a beneﬁ t, such as drinking a potion, or sleeping to regain spells.
  • 
  Half Construct: +2 racial bonus to saving throws against disease, poison, and eﬀ ects that cause 
  exhaustion or fatigue. +2 bonus vs mind-aﬀ ecting eﬀ ects.
  Clockwork Naming
  Clockwork are often named for mechanical things, frequently that which is displayed on their brand 
  of destiny. Common ﬁ rst names include things like: Piston, Cog, Servo, Spanner, Smooth, Precision, 
  Heavy, Steel, Copper, Tin, Brass, Tick
  It is not uncommon for second named to be passed from parent to child, often the one of the same sex 
  as the child. Others complete the word started with the ﬁ rst name. 
  Examples include: Metal, Jump, Precision, Clank, Strike, Pole, Nail, Spike, Plan
  Bloodfang, 
  Leatherwing Clockwork
  
  5
  Life of the Clockwork
  For much of their lives, the clockwork are as machines, unable to express the biological aspects of 
  romance and love. This changes once a year. During the summer solstice, when the sun stays the 
  longest, they can summon the mercy of the Sun Queen. With a prayer in the morning of her praises, 
  and a sealing giving of thanks in the evening, the clockwork are granted ﬂ esh and life for the day.
  Should they act on their urges during this day, clockwork are perfectly able to create foals, and will 
  even carry them to term despite reverting otherwise to metal. Any such foal created by a clockwork 
  will inherit and pass on the curse of the clockwork. This can be very uncomfortable, and dangerous, 
  should a non-clockwork play the part of the mother.
  Clockworks, other than their timed conception, undergo the stages of life much like any other pony. 
  They are born, and grow. As they gain mass, new springs and cogs and parts grow into place, while old, 
  damaged, parts fall away. It is considered perverse to sell these sheddings, instead often given as gifts to 
  allies and family, worked into art, or used to build sometimes vast structures. The clocktower of Bit N' Bolt 
  was made from the lifetime leavings of one clockwork that made it his life goal to complete it as a gift to 
  his people.
  When a clockwork comes of age, it is tradition to strip them of the plates that cover the chest and ﬂ ank 
  and keep them as childhood momentos. This removal does sting, but if timed correctly, the new mare or 
  stallion quickly regrows the missing parts. Particularly fruitful parents may have a home that looks more 
  like an armor shop, with a wall adorned with the plating of their children.
  Despite being a mechanical tribe, the clockwork do have a sense of gender, often identifying as male or 
  female, with all the baggage that comes with it, even if they aren't biologically of the sex except for that 
  one special day a year. They will often decorate themselves to accentuate their identity, with ribbons, 
  streamers, or even magnets that advertise themselves. It is an easy way to insult a clockwork by refusing 
  to accept its chosen identity, or to call them an 'it'.
  Clothing is unusual for clockwork. Cloth tends to get caught up in delicate gears and sliding plates, 
  producing a great big tangled mess that none wish to deal with. They have little need for such things, 
  barring cold weather. There is nothing for them to display that would oﬀ end.
  Despite their machine-like appearances, many clockwork are quite ﬁ xated on creation. Artists, writers, 
  and machinists are all popular professions among the clockwork, as well as smiths and jewelers. Queen 
  Iliana said, "They create the beauty that they don't feel in themselves, but they are a wonderful people, 
  within and without." Debate on the aesthetics of a clockwork aside, their work is usually well crafted 
  and appreciated in markets.
  When a clockwork passes away, there are several schools of thought as to the best way to honor the 
  passing of a loved one. Some leave speciﬁ c instructions of some object they wish to be, being converted 
  into a family clock, a fountain, or almost anything else, so that they can still be around their loved ones, 
  in some way, beyond the reach of death. Others feel more pragmatically, and give leave to have their 
  metal reclaimed. and put to practical use. Some others prefer to be treated as any other pony, and 
  laid in the earth, to be given true rest at last.
  
  6
  Stereotypes of other Tribes
  Earth-Bound: Many of us come from this line. There is nothing wrong with being solid and 
  dependable. Some of us remain dependable long after our time has run out.
  Unicorn: Always be mindful of the hubris that brought us to this condition. Just because they can press 
  their hooves into magic, does not mean they understand the power and responsibility that comes with it.
  Leatherwing: Cousins of the caves. I’ve heard they bred into our tribe, though I am uncertain what brought 
  the two original together to do this. They are a ﬁ ne people, and not quick to judge on sight alone.
  Gem: While we lay cursed for old mistakes, they gleam with old triumphs. I can’t help but feel a little 
  bitter at how well they are welcomed while we receive shun, with neither of us having done more 
  to deserve it.
  Pegasi: One of the primary tribes, the pegasi are a proud, if ﬂ ighty, people. If you want to make quick 
  friends with one, compliment their wings and their speed. Even a pegasus that doesn’t ﬂ y often will 
  be won over.
  Chaos Hunter: We stand as a reminder from the gods against hubris. They are commanded by gods 
  to seek out that which would tear apart the world. We are both helpless before the will of the divine, 
  but we may know peace. They have no such option.
  Sun: They appreciate our art, and some appreciate our dance, but they ﬁ nd us lacking as drinking 
  partners, and so rarely do they invite us close once the business day is through.
  Ghost: We have learned the blessing of anonymity. The ghosts are shy ponies, but usually good ponies.
  Antean: They are possessed with a purpose, much like us. They dream large and live it with every 
  breath. To what end do these giants walk Everglow? They won’t tell us.
  Sea: Water and Salt are a terrible combination for most clockwork, but for the rare clockwork sea 
  pony, it is home. They are a happy people, and excellent hosts. Be kind to them and expect it returned.
  Griﬀ ons: They look at us with undisguised disgust and perch on their high roosts, judging harshly. 
  What would they know of the anger of the gods?
  Sun Cat: Simple cats that grow cautious around the dizzying complexity of a clockwork. It is best 
  to avoid them for the questions they ask.
  Purrsian: Purrsians understand us well, but all they see is greed. If you have something a Purrsian 
  wants, expect sweet talk and veiled threats. If you don’t, expect silence.
  Cloven: They care nothing for our condition. They smile at us as if we were normal ponies, and that 
  is nice. They are too kind for Everglow, and should be protected when possible.
  Steel Heart: Our dark mirrors. They are not ponies, despite any passing resemblance. They have 
  taken up arms against us before, and could do so again. Walk lightly around them, even if they 
  do regard us as cousins.
  Flutterponies: Little butterﬂ ies, they care not if you are ﬂ esh or metal. Simply remember to come 
  bearing ribbons of many hues before visiting their lands and you will be welcomed warmly.
  Phoenix Wolf: They are all too similar to us. Children of hubris-driven spellcasters, they struggle to ﬁ nd 
  a place in a world they were not asked if they even wanted to be in. They prefer solitude or the company of 
  their family, but if you can, oﬀ er assistance to our brothers and sisters, for they know our pain.
  
  7
  Racial Equipment
  Items found here are made with clockwork in mind, though may ﬁ nd uses with the steelhearts.
  Lubricating Oil: This alchemical item functions as a potion of haste but only lasts for 3 rounds, with 
  the round of drinking counting as the ﬁ rst. It has a market price of 300 gp.
  Emergency Power: This ornate harness occupies the body slot and activates automatically on the user's 
  death, delaying it. It only works for constructs or half-constructs. Track damage normally, and the user 
  still loses consciousness. A death eﬀ ect is assumed to reduce you to negative twice your constitution. 
  If the wearer is revived within a round to a greater hit point total than their negative con, they avoid dying. 
  This item burns out once used, revived or not. It is a mechanical item, requiring Knowledge (engineering) 
  DC 25 to craft. Its market price is 5,000 gp.
  Machinist’s Bandage: This alchemical item functions as a cure light wounds potion but works on 
  constructs and half-constructs. Living creatures must instead make a will save vs 15 or become 
  entangled for 1d6 minutes. This alchemical item requires DC 20 Craft (alchemy) to create and has 
  a base market value of 50 gp.
  Propellers: This advanced mechanical device can attach to the legs of a construct or half-construct and 
  propel them smoothly through the water, giving, or increasing, swim speed by 20ft. This does not grant 
  water breathing or any other related aﬀ ect. This item occupies the boot slot. To construct requires 
  Knowledge (engineering) vs 30 and has a market value of 10,000 gp
  Propellers
  
  8
  Pneumatic Wings
  Your glistening wings are capable of propelling you 
  in extreme speeds, provided you go in straight lines.
  Prerequisite: Clockwork, natural ﬂ y speed
  Beneﬁ t: When charging or running, increase your 
  base ﬂ y speed by 20 ft.
  Repeated Precision
  Once you’ve found the right way to do it, you 
  can repeat your actions with an uncanny level 
  of precision.
  Prerequisite: Level 6+, Clockwork
  Beneﬁ t: You may, at any point during your turn, 
  take a d20 result for an action and use it for any 
  future d20s of the same action until the end of 
  your turn. For example, if you are making a full 
  attack and roll 15 on the ﬁ rst attack, you could 
  choose to use the 15 for the following attacks as 
  well. This decision must be made before making 
  another roll after the one you want to make use 
  of. Attack rolls that are repeated cannot become 
  criticals (though the original roll might).
  Stable Eﬀ ort
  Why go for the gold when you can comfortably 
  take home the bronze every time?
  Prerequisite: Clockwork or Steelheart
  Beneﬁ t: When dealing or curing damage, you 
  can choose to take the average roll(As if you 
  rolled half maximum on every die) for the 
  amount of damage or healing. This choice 
  must be made before rolling. You may also 
  take 10 even when threatened.
  Racial Feats
  Final Retribution [Combat]
  You have rigged your internal gears to come 
  loose in an explosive fashion should you suﬀ er 
  great harm, as a lesson to your enemies.
  Prerequisite: Clockwork, 
  Knowledge (engineering) 5 ranks
  Beneﬁ t: When reduced to 0 or less hitpoints 
  and/or killed, you explode, dealing 1d6 slashing 
  damage per hit die to everything in a ten feet 
  spread from you, not including yourself. A reﬂ ex 
  save against 10 + ½ your character level + your 
  constitution modiﬁ er will halve the damage. Once 
  this triggers, it requires an hour of eﬀ ort to reset.
  Full Integration [Combat]
  You use your ﬂ eshless form to fuse to all your 
  equipment, making you always prepared for the 
  situation at hoof.
  Prerequisite: Integrated Weapon
  Beneﬁ t: You may integrate any item you own into 
  yourself. This does not change the function of the 
  item, but makes it immune to theft and resistant 
  to sundering as it becomes a part of your body. 
  Any damage that would be inﬂ icted on the item 
  can be taken by you instead.
  Replacing an already integrated slot requires 50 gp 
  per level in materials and an hour’s eﬀ ort. Items 
  that are integrated cannot be identiﬁ ed with 
  detect magic as they are part of you, though their 
  school can be identiﬁ ed, the DC is increased by 5. 
  Without a DC 20 spellcraft check, the fact that 
  they are even magic goes unnoticed.
  Special: Any weapon integrated with Integrated 
  Weapon beneﬁ ts from this feat as well, and the 
  price to replace the weapon drops to the level of 
  this feat. 
  Overdriven Engine [Combat]
  You are not truly a machine, you can go past 100%, 
  though it comes at a painful price.
  Prerequisite: Clockwork, Level 7+
  Beneﬁ t: Once per day as a swift-action 
  extraordinary ability you may speed yourself 
  as if haste were cast on you with a caster level 
  equal to your hit dice. You immediately take 
  2d6 damage on doing so. This damage cannot 
  be reduced or avoided.
  
  9
  Clockwork Discoveries
  Magic Numbing: Enhancing your golem-like nature, you become resistant to magic, gaining an SR equal 
  to your level +5.
  Magic Immunity: Building on, and requiring, Magic Numbing, this discovery increases your SR to Lev-
  el + 10. If taken a second time, you become immune, as per a golem, against all magic that triggers spell 
  resistance. Your own extracts and eﬀ ects do not trigger this immunity. You must be level 10 to select this 
  discovery.
  Precision Bomb Control: This discovery causes splash weapons you throw to aﬀ ect one more square 
  than normal, you may also choose a square to not aﬀ ect. This square added must be adjacent to another 
  square that is aﬀ ected by the weapon. This discovery can be stacked with other discoveries that modify 
  bombs.
  Energy Adaption: Whenever you throw a bomb, you gain energy resistance equal to the number of dice 
  in the bomb against the element of that bomb for one minute.
  Artiﬁ cial Growth: When you imbibe a mutagen, your construct nature rises to the foreground, giving 
  you temporary hit points based on your size at the time of drinking. These temporary hit points fade with 
  the mutagen’s other eﬀ ects.
  New Size
  Temporary Hit Points
  Tiny or Smaller
  0
  Small
  10
  Medium
  20
  Large
  30
  Huge
  40
  Gargantuan
  60
  Colossal
  80
  Explosive Realization: When you fail a saving throw against a mind-aﬀ ecting eﬀ ect, you may, as an 
  immediate action, sacriﬁ ce one use of your bomb ability to increase your saving throw by the number of 
  damage dice of your bomb, possibly turning the failure into a success. If you rolled a natural 1, this gives 
  you a reroll instead. You take damage equal to your bomb dice, succeed or fail. This can only be taken at 
  level 7.
  Heart of Crystal: Through extensive alchemical treatments, you’ve managed to condense your ‘soul’, or 
  what passes for it, into a hoof-sized crystal deep in your torso. This crystal can be the target of reviving 
  spells, such as raise dead, even if your body is not present (A new body will grow around it). The crystal, 
  when removed from the body, has a hardness of 8 and as many hit points as you had hit dice in life. A bro-
  ken or destroyed heart crystal cannot be used to revive the clockwork.
  
  10
  10
  Clockwork Rogue Tricks
  Precise Strike: Whenever you full attack and have more than one attack, you may surrender all addition-
  al attacks, making a single attack instead. This single attack may inﬂ ict precision damage even against 
  targets normally immune to such, and ignoring fortiﬁ cation. This also allows critical damage.
  Precision Performance: When you take 10 on a disable device roll, assume you rolled 15 instead of 10. 
  Taking 20 takes half the normal time.
  Tactical Forethought: For determining if you gain the beneﬁ t of ﬂ anking, you may consider yourself in 
  any adjacent square. This does not help your allies gain ﬂ anking, only yourself.
  Trap Rigging: This rogue trick decreases the DC for bypassing a trap without disarming it by 5 (normally 
  the DC of the trap + 10), allowing themselves and allies to move around it without triggering it.
  Robotic Mindset: Requiring improved evasion, this trick expands your evasion (but not the improved 
  version) to work on will saves.
  
  1111
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  Pett, and Greg A. Vaughan.
  Pathﬁ nder Character Traits Web Enhancement. Copyright 2009, Paizo Publishing, LLC. Author: James Jacobs and F. Wesley Schneider.
  Pathﬁ nder Chronicles Campaign Setting. Copyright 2008, Paizo Publishing, LLC; Authors: Mike McArtor, Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. 
  Frost, Ed Greenwood, Stephen S. Greer, Jeﬀ  Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeﬀ  Quick, Sean K Reynolds, F. 
  Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, JD Wiker.
  Pathﬁ nder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Jeﬀ  Quick, Christopher Self, JD Wiker, and Keri Wiker.
  Pathﬁ nder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; 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.
  Pathﬁ nder Roleplaying Game Bestiary 2, Copyright 2010, Paizo Publishing, LLC; 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 Schnei-
  der, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathﬁ nder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 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.
  Pathﬁ nder Roleplaying Game Bestiary Preview. Copyright 2009, Paizo Publishing, LLC. Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathﬁ nder Roleplaying Game Beta Playtest Edition. Copyright 2008, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathﬁ nder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 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.
  Pathﬁ nder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; 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.
  Pathﬁ nder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Rad-
  ney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathﬁ nder Roleplaying Game: Ultimate Campaign. © 2013, Paizo Publishing, LLC; 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.
  Pathﬁ nder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathﬁ nder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathﬁ nder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, 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 Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruﬀ .
  Rise of the Runelords Player’s Guide. Copyright 2007 Paizo Publishing LLC. Author F. Wesley Schneider.
  Skull & Shackles Player’s Guide © , Paizo Publishing, LLC; Author: Rob McCreary.
  The Pathﬁ nder Chronicles Campaign Setting Copyright 2008, Paizo Publishing; Author: Stan!, Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Green-
  wood, Stephen S. Greer, Jeﬀ  Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeﬀ  Quick, Sean K Reynolds, David Schwartz, 
  Leandra Christine Schneider, F. Wesley Schneider, Amber E. Scott, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, JD Wiker.
  Ponyﬁ nder: Race Book © 2013, Silver Games, LLC; Authors: David Silver.
  Ponyﬁ nder: Campaign Setting © 2013, Silver Games, LLC; Authors: David Silver, Stephen Ritterbrush.
  Ponyﬁ nder: Everglow Champions © 2014, Silver Games, LLC; Authors: David Silver.
  
SOURCE: textdata/thevault/Ponyfinder Collection (PF1 SF1 DND5e)/2 Races/Ponyfinder - A Clockwork Equine.pdf