TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9249
  
  Page 2 
  Wrath of the Gatekeepers
  DESIGN &  
  GAME DEVELOPMENT:
  George “Loki” Williams with Jeff Lee,  
  Michael McCarthy & Louis Porter Jr.
  EDITING:
  Simon Rocquette
  GRAPHIC DESIGN,  
  LAYOUT & LOGO:
  Louis Porter, Jr Design
  COVER &  
  INTERIOR ART:
  Ean Moody, Agus Setiawan
  CARTOGRAPHY
  Tommi Salama
  Louis Porter, Jr Design 
  5580 SW 97th Terrace 
  Cooper City, FL 33328 
  LPJDesign.com 
  NeoExodus created by Louis Porter Jr.
  For supplemental material,  
  visit Louis Porter Jr. Design website: www.lpjdesign.com
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  Gatekeeper Chronicles: The Kaylethon
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 3
  HISTORY OF THE KAYLETHON
  Solidly built, four-armed giants, the Kaylethon resemble nothing 
  so much as hoary skinned rhinoceroses. Powerful, broad, squat 
  and strong the Kaylethon are built – in temperament as well 
  as physique – for the life of warriors and they have a fearsome 
  reputation as such, tempestuous, strong, and unwavering, bound 
  up in a system of honor that can make them quick to turn in 
  anger to defend their reputations and the status of their clans.
  More surprising, given their status as ‘primitive’ warriors, the 
  Kaylethon have a natural talent for crafts and technology. This 
  is not so much a result of their intelligence, which is notoriously 
  brutish and simplistic, but more down to an innate instinct for 
  mechanism and device, a simple, bone-deep knowledge of how to 
  put things together, to work stone and metal and shape it to create 
  the forms that come to their minds, inspired by the materials they 
  have to hand and their immediate need.
  The Kaylethon have resisted hundreds of years of attempts to 
  civilize them, largely attempted by The Monarchy, partly due to 
  their own cultural arrogance but also due to the sheer ruggedness 
  of their land, Kayledon, whose rocky and mountainous terrain 
  makes controlling or converting the Kaylethon a nigh impossible 
  task. Despite these failed attempts the Kaylethon do work for The 
  Monarchy more than many other groups and some of the clans, 
  normally working as mercenaries, are on permanent contract for 
  the Monarchy’s armies and can be found serving  
  with  distinction amongst colonial holdings and as marines on 
  board the Monarchy’s vessels.
  Divided into fractious and competing tribes the Kaylethon 
  have little notion of themselves as a nation, though they do see 
  themselves as a great people. Unless they wear the same tartan the 
  only thing that two Kaylethon can truly agree on is that they are 
  superior to everyone else, something they’re more than willing to 
  show in competitions, bets and open battle.
  PERSONALITY:
  The Kaylethon are a rough, tough, warrior people, divided 
  into clans that are in constantly in conflict with each other and 
  this reflects how they approach almost everything in life – as 
  a conflict. Anything that gets in their way is something to be 
  overcome, mountains are there to be leveled or hollowed out, 
  armies to be destroyed, ships to be ‘sunk’. 
  The Kaylethon hate to admit defeat and will try almost every 
  approach to a problem before declaring it insurmountable. In 
  terms of technological development this attracts hundreds of 
  other Kaylethon determined to prove the failure’s weak-ness and 
  their own strength. The same happens with battles, the defeat of 
  one clan will bring others to test their strength against the walls of 
  a fortress or against the tactical expertise of a general.
  Individually they tend to be gruff and arrogant, short tempered 
  and overconfident. Their first loyalty is to their family, then to 
  their clan. Other clans are regarded in largely the same way that 
  other nations and peoples are with only the loosest racial loyalty 
  existing from one Kaylethon to the other.
  The most important psychological characteristic of any Kaylethon  
  is their sense of honor and pride. To the Kaylethon nothing is 
  more important than their honor and any perceived slight to that 
  honor must be answered immediately with an abject apology or 
  paid in blood. For other races Kaylethon honor can be an unpre-
  dictable and difficult thing, what other people might take as a 
  mortal insult the Kaylethon may meet with booming laughter 
  while a small slight that another people might brush off is met 
  with angry violence.
  Base Seven
  The Kaylethon count in base seven, using their six limbs 
  and their horn as the basis of their counting system 
  but, peculiarly, starting with the horn counting as zero, 
  a concept in mathematics that comes with difficulty to 
  other races but naturally to the Kaylethon.
  0: O, 1: Ka, 2: Kay, 3: Keli, 4: Kelan, 5: Kelina, 6: Kelonan.
  The Kaylethon string these numbers together to 
  describe larger numbers. Their number 10 (13) is spoken, 
  therefore, as Ka-Keli.
  Perfect Form
  The Kaylethon racial arrogance is down to their personal 
  and religious conviction that the Kaylethon and the 
  Kaylethon way of life are the best in the universe and 
  that all other races and peoples should be jealous. In 
  particular they regard their bodies, tough, strong, horned 
  and multi-limbed as literal perfection, something to be 
  worshiped and venerated and they literally pity anyone 
  of any race that is not theirs.
  Tartan
  Each clan of Kaylethon regards itself as the best, 
  strongest and most prestigious of them all and this pride 
  is bound up, symbolically, into their clan tartan, different 
  for each and every clan, every thread woven with 
  symbolic meaning and every cross of lines representative 
  of the battles and clashes that the clan has taken part in, 
  won or lost. Tartan is worn with pride and kept spotlessly 
  clean so much as possible. Dishonor to the tartan is a 
  mortal insult to a Kaylethon which must be met with 
  death.
  
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  Wrath of the Gatekeepers
  PHYSICAL DESCRIPTION:
  Seven to eight feet tall and incredibly dense and heavy with solid, 
  broadly splayed feet and four strong, powerful arms, each with 
  three fingers and a thumb, giving them excellent grip for climbing 
  and for wielding the heavy weapons that they prefer to use.
  Their skin is covered in tough plates of solid keratin, like hoary 
  nails or thick hair and they have wide set eyes, stemming from 
  their herbivorous nature and evolution. Another aspect of this 
  is the constant rumble from their three stomachs as they digest 
  the grass, hay and other plant roughage they they are all but 
  constantly chewing.
  Rarely, Kaylethon are born with woolly hair over their bodies, 
  this is considered prestigious, even though the normal Kaylethon 
  body is considered the pinnacle, these lucky few are thought to be 
  touched by the Kaylethon gods for special attention and respect.
  RELATIONS:
  The Kaylethon regard all other races as equally inferior to 
  their own, perfect, selves and for there to be any difference 
  in their attitude it has to be changed at 
  the level of a nation that can defeat 
  a   clan or an individual 
  who can prove themselves 
  worthy and capable on a 
  personal level.
  When it comes to the 
  nations the Kaylethon 
  are more than happy 
  to work for The 
  Monarchy or their rebellious colonies but refuse to work for the 
  Tyeis Regime and the Empire of Artemesia on the grounds that 
  they have ‘no honor’, though it has more to do with the fighting 
  style, underhanded tactics and defeats of those empires compared 
  to The Monarchy and its offshoots who have dealt with the 
  Kaylethon in a manner that their culture can respect.
  Individual Kaylethon and even whole clans have also gone 
  pirate, usually after defeats foisted upon them by other clans or 
  through being outcast from their own clan. The only options for 
  a Kaylethon dishonored or defeated in such a way are to do this – 
  to turn pirate – or to join one of the Monarchy military clans.
  ALIGNMENT:
  Morally dubious – from the viewpoint of other peoples – but 
  hide-bound by their own sense of honor, law and proper 
  behaviour, the Kaylethon tend to Lawful alignments, though their 
  interpretation of order and law may seem very different to what 
  others might except. They are internally consistent within their 
  own honor code and their own law and strict in its application.
   • Strength must be respected.
   • The Kaylethon are the pure and chosen race.
   • What we can take is ours, what you can hold is yours.
   • Family and clan are our world.
  KAYLETHON LANDS:
  Kayledon is a chain of bound-together rocky 
  islands, of towering rocky spires, deep 
  ice-cold lakes and dark caves. It is studded 
  with coniferous forests that cling to the 
  mountains and in the few flatter areas, 
  plains and rolling hills, it is thick with 
  tough grass and heather, constantly 
  grazed by the clans and their herd 
  animals.
  The Kaylethon live in clan 
  strongholds, fortresses, inhab-ited 
  caves and fortified towns across 
  and within Kayledon, constantly 
  warring and competing with 
  each other clan territory shifts 
  almost every month and 
  the Kayledon, who might 
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 5
  otherwise be a world power themselves, are kept in check by this 
  internal fighting.
  KAYLETHON  SHIPS:
  he Kaylethon approach to technology is eclectic and personal. 
  Rarely is it the case that two of the same devices or crafts – unless 
  made by the same Kaylethon – are the same. Guns, swords, 
  armor, these may share certain traits since they perform the same 
  tasks but each Kaylethon craftsman puts their own spin, their 
  own improvements and their own mark onto everything they 
  make.
  A ship is beyond a single Kaylethon craftsman, no matter how 
  talented. Ships must be constructed by clans as a whole and many 
  Kaylethon craftsmen – used to working alone on their visions – 
  must work together. As a result of this Kaylethon vessels – usually 
  crafted around small islands of rock or floating boulders – are 
  a patchwork mish-mash of clashing ideas which makes them 
  unpre-dictable and dangerous but one thing they always are is 
  tough and hardy.
  RELIGION:
  The Kaylethon worship a pair of gods, Kayla and Layka, each 
  the embodiment of Kaylethon perfection and each representing 
  Kaylethon Racial Traits (27 RP)
  Monstrous Humanoid (3 RP): Although roughly humanoid in shape, 
  Kaylethon are four-armed and have heads like rhinoceros.
  Large (7 RP): Kaylethon are large [+2 Str, -1 Dex, -1 AC, -1 attack, +1 CMB/
  CMD, 10ft size, 10 ft reach]
  Normal Speed (0 PR): Kaylethon have a base speed of 30 feet.
  +2 to Strength, +2 to Constitution, -2 to Intelligence (1 RP): Kaylethon 
  are large and strong, but don’t care about traditional education.
  Four-Armed (8 RP): Kaylethon have four arms, and can hold and wield 
  up to four arms worth of weapons at once. One arm is a primary hand, all 
  others are off-hands.
  Climbers (2 RP): Kaylethon have prehensile toes and four gripping hands 
  that let them climb and swing around with the same ease that they walk 
  and run. They gain a climb speed of 20 feet (and the +8 racial bonus to 
  Climb checks that having a climb check gives them).
  Keen Senses (4 RP): Kaylethon have excellent senses of sight and smell. 
  They gain the scent ability, and darkvision out to 60 feet.
  Horn (1 RP): Kaylethon have hard horns at the front of their snouts. They 
  gain a gore attack that does 1d4 points of piercing damage.
  Xenophobic (0 RP): Kaylethon begin play speaking Kaylon.
  Alternative Racial Traits
  The following racial traits are available to androids to replace the standard 
  kaylethon racial traits.
  Blindsense (4 RP): Using nonvisual senses such as acute smell or hearing, 
  kaylethon notice things they cannot see. Kaylethon usually do not need 
  to make Perception checks to pinpoint the location of a creature within 
  30 feet, provided they have line of effect to that creature. A creature that 
  kaylethon cannot see still has total concealment against kaylethon with 
  blindsense, and kaylethon still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the 
  movement of kaylethon. Kaylethon are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. This racial 
  trait replaces the Keen Senses racial trait.
  Cornered Fury (4 RP): Whenever a kaylethon is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 
  racial bonus on melee attack rolls and to Armor Class. This racial trait replaces the Keen Senses racial trait.
  Last Breath (2 RP): Once per day, when a kaylethon is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round 
  as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. This racial 
  trait replaces the Climber racial trait.
  Powerful Charge (2 RP):  Whenever a kaylethon charges, it deals twice the number of damage dice with the selected natural attack plus 
  1-1/2 times its Strength bonus. This racial trait replaces the Climber racial trait.
  Stubborn (2 RP): Kaylethon gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment 
  (charm) and enchantment (compulsion) subschools. In addition, if a kaylethon fails such a save, it receives another save 1 round later to 
  prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the 
  same DC as the first. If the kaylethon has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use 
  one of these abilities per round, but can try the other on the second round if the first reroll ability fails. This racial trait replaces the Climber 
  racial trait.
  
  Page 6 
  Wrath of the Gatekeepers
  Kaylethon ideals of what the role of males and females is within 
  their society, the warrior and the protector, subtle distinctions to 
  non-Kaylethon, especially those who have met Kaylethon males 
  and females in combat alongside each other. Figurines of both 
  gods are found, carved from stone, in most Kaylethon homes, 
  idealized Olympian figures wielding the tools of the household 
  crafts.
  LANGUAGE:
  The Kaylethon speak their own, harsh language, drawing 
  out their vowels and barking their conso-nants, emphasizing 
  their sentences with snorts of their nostrils and flicks of their 
  expressive ears. Most Kaylethon also speak the common tongue 
  of The Monarchy, their chief trading partners, but they speak 
  it with the same intonation and accent as they speak their own 
  language, stub-bornly refusing to improve their diction no matter 
  the incentive.
  NAMES:
  Kaylethon personal names are short and usually sharp, able to 
  bellowed or shouted with ease and limited to one or two syllables, 
  one for male names and two for female names.
  Kaylethon carry three names, their gender name, their craft 
  name and their tribal name, forming a full name such as: Kria 
  Stonecutter KaMakka.
  Male Names: Ak, Bann, Dek, Gar, Hik, Kar, Mok, Nik, Rom, Sok, 
  Tan, Yak.
  Female Names: Arka, Cora, Dikta, Gorki, Hakka, Klora, Rotan, 
  Stoki, Yakti.
  Craft Name: Stonecutter, Carter, Mechanist, Gunsmith, Armorer, 
  Blacksmith, Farrier.
  Tribal Name: KaArla, KaDorna, KaHarlaton, KaLorna, KaNorn, 
  KaSalort, KaTarna.
  TRAITS:
  The following racial traits are available for kaylethon characters.
  Clockwork Scholar (1 RP): You are a scholar of mechanical 
  devices. You gain a +2 trait bonus to Diplomacy checks with 
  constructs. Gain a +1 trait bonus to Profession (scribe) or to 
  any one Craft skill (chosen when the trait is taken).
  Engineering Instinct (1 RP): Members of this race gain the 
  following extraordinary ability: Once per day, when you make 
  a Disable Device check, you can roll the check twice and take 
  the better result. You must decide to use this ability before 
  attempting the check.
  I Saw That Coming (1 RP): Members of this race gain a +2 
  racial bonus on all saving throws against effects incurred by 
  failed Disable Device checks and firearm misfires.
  RACIAL SUBTYPES
  The following alternate racial traits may be selected in place of 
  one or more of the standard racial traits. Consult your GM before 
  selecting any of these new options.
  Touched by the Warrior: Kayla has blessed you with an 
  instinctual knowledge of fighting with blades. The force of 
  that blessing has, however, left you physically marked. You 
  gain the swordtrained racial trait. This replaces one of your 
  extra arms, which hangs withered and useless at your side.
  Touched by the Protector: Layka has blessed you, shielding 
  you from physical harm, but the power that flows through 
  you has left you physically marked. You gain the damage 
  resistance racial trait (DR 5/magic). This replaces one of your 
  extra arms, which hangs withered and useless at your side.
  Form of the Ancestors: You were born with the hairy coat 
  of your distant ancestors, and a more patient temperament 
  along with it. You gain the emissary racial trait. This replaces 
  your relentless racial trait.
  RACIAL FEATS
  Many kaylethon make use of the following feats, and they 
  frequently take Field Repair, Master Alchemist, Master 
  Craftsman, and Prodigy.
  FAST GUNSMITH
  Many kaylethon gunsmiths can work with a speed and 
  accuracy only dreamed of by other races in the Monarchy.
  Prerequisites: Kaylethon, Gunsmithing.
  Benefit: With a gunsmith’s kit, you may create and restore 
  firearms, craft bullets, and mix black powder for all types of 
  firearms in half the normal time. 
  ARMOR OF LAYKA 
  The Protector smiles upon you, thickening your skin against 
  attack.
  Prerequisites: Con 13, worshipper of Kayla.
  Benefit: You gain a natural armor bonus of +1.
  Special: You can gain this feat multiple times. Each time you 
  take the feat, your natural armor bonus increases by another 
  point.
  BLACK POWDER BRAVADO
  You are particularly successful when using deeds.
  Benefit: Once per day, when you perform a deed that requires 
  an attack roll and you miss with that roll, you can reroll it. You 
  must take the second result even if it is worse.
  BLACK POWDER FORTUNE
  You have little to fear when there’s a gun in your hand.
  Benefit: As long as you are wielding a firearm, you gain a 
  +2 trait bonus on all saving throws against curse, fear, and 
  emotion effects.
  BLACK POWDER INTERJECTION
  Your confidence rises when you foil spellcasting.
  Benefit: Once per day, when you interrupt the casting of a 
  spell with a firearm attack, you may regain 1 grit point.
  DAGGER DEFENSE 
  You may use your dagger to assist your rapier attacks 
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 7
  Prerequisites: Dex 15, Two-weapon fighting, Two-weapon 
  defense.
  Benefit: When fighting with rapier, longsword or short sword 
  in one hand and a dagger in the other, you may choose to fight 
  defensively with your dagger, while fighting normally with 
  your primary weapon. The penalty for fighting defensively 
  applies to all attacks with your dagger only, and you still gain 
  the bonus to AC. You may not use Combat Expertise or total 
  defense in this manner, although you may still apply Combat 
  Expertise to all of your attacks, in which case the bonuses and 
  penalties stack. 
  Special: A fighter may select Dagger Defense as a fighter 
  bonus feat.
  DEEP LUNGE 
  You can use your expert footwork to attack at great range 
  Prerequisite: Base attack bonus + 1
  Benefit: When wearing light armor or no armor, you may treat 
  any one-handed piercing weapon as a reach weapon. Reach 
  attacks made using this feat provoke attacks of opportunity 
  from anyone who threatens you. After the attack, you may 
  choose to make a free five-foot step towards the enemy you 
  attacked. 
  Special: A fighter may select Deep Lunge as a fighter bonus 
  feat.
  ENGINEERING INSTINCT
  Your instinct for tinkering and devices is stronger than in 
  others of your race. 
  Benefit: You gain a +2 bonus on Disable Device and Knowledge 
  (engineering) skill checks. If you have 10 or more ranks in one 
  of these skills, the bonus for that skill increases to +4. 
  ENGINEERING SAVANT
  Engineering is so natural to you that you often receive flashes 
  of insight on the subject.
  Prerequisite: Engineering Instinct.
  Benefit: Once per day, you may reroll a Disable Device or 
  Knowledge (engineering) skill check. You must decide to use 
  this ability after rolling but before the results are revealed. You 
  must take the second roll, even if it is worse.
  GUNSMITHING
  You know the secrets of repairing and restoring firearms.
  Benefit: If you have access to a gunsmith’s kit, you can create 
  and restore firearms, craft bullets, and mix black powder for 
  all types of firearms. You do not need to make a Craft check to 
  create firearms and ammunition or to restore firearms.
  Crafting Firearms: You can craft any early firearm for a cost in 
  raw materials equal to half the price of the firearm. At your 
  GM’s discretion, you can craft advanced firearms for a cost in 
  raw materials equal to half the price of the firearm. Crafting a 
  firearm in this way takes 1 day of work for every 1,000 gp of the 
  firearm’s price (minimum 1 day).
  Crafting Ammunition: You can craft bullets, pellets, and black 
  powder for a cost in raw materials equal to 10% of the price. 
  If you have at least 1 rank in Craft (alchemy), you can craft 
  alchemical cartridges for a cost in raw materials equal to 
  half the price of the cartridge. At your GM’s discretion, you 
  can craft metal cartridges for a cost in raw materials equal to 
  half the cost of the cartridge. Crafting bullets, black powder, 
  or cartridges takes 1 day of work for every 1,000 gp of 
  ammunition (minimum 1 day).
  Restoring a Broken Firearm: Each day, with an hour’s worth of 
  work, you can use this feat to repair a single firearm with the 
  broken condition. You can take time during a rest period to 
  restore a broken firearm with this feat.
  Special: If you are a gunslinger, this feat grants the following 
  additional benefit. You can use this feat to repair and restore 
  your initial, battered weapon. It costs 300 gp and 1 day of work 
  to upgrade it to a masterwork firearm of its type.
  IMPROVED FIELD REPAIR
  Military campaigns and the field of combat are your natural 
  environment. As a result you have become preternaturally 
  fast at implementing field repairs, whether to objects, gear, or 
  firearms. 
  Prerequisites: Kaylethon, Field Repair.
  Benefit: It takes you half the normal time to perform field 
  repairs. That is, you can make field repairs to two objects or 
  firearms in a single full day of work. 
  Normal: It takes a full day to perform field repairs on an object 
  or firearm. 
  KAYLETHON CRAFTSMAN
  You find one craft so instinctive that even improvised tools 
  don’t impede you when using them.
  Prerequisite: Craft 5 ranks.
  Benefit: You gain a +2 bonus on a single Craft skill of your 
  choice. In addition, when using this skill with improvised tools, 
  you no longer suffer the –2 penalty for doing so. This bonus 
  stacks with Skill Focus.
  Normal: Improvised tools impose a –2 penalty on Craft 
  checks. Items require raw materials to repair.
  KAYLETHON CRAFTSMAN, IMPROVED
  Your skill in your craft is amazing. Even with improvised tools, 
  your work is superior. 
  Prerequisites: Kaylethon, 5 ranks in any Craft skill.
  Benefit: You gain an additional +2 bonus on the Craft skill 
  picked for Kaylethon Craftsman. When using improvised tools, 
  that Craft skill gains a +2 bonus.
  Normal: Improvised tools impose a –2 penalty on Craft 
  checks. Items require raw materials to repair.
  MECHANICAL UNIVERSE
  You see all the gears and mechanisms of the world as so many 
  challenges.
  Benefit(s): You gain a +2 bonus on two of the following skills, 
  chosen in advance: Craft (locks), Craft (traps; mechanical 
  only), Disable Device, Knowledge (engineering), Profession 
  (architect), Profession (engineer), and Profession (siege 
  engineer) checks.
  
  Page 8 
  Wrath of the Gatekeepers
  Special: You can gain Mechanical Universe multiple times. 
  Each time you take the feat, it applies to two different skills 
  from the list above.
  MONARCHY TROOPER
  You have spent most of your life fighting for the Monarchy, 
  and boarding actions are second nature for you. 
  Prerequisites: Kaylethon, employed by the Monarchy.
  Benefit: You gain +4 to Reflex saves when failing the save 
  would throw you overboard during ship-to-ship combat.  
  NAMED BULLET (GRIT)
  You can craft ammunition intended to kill specific foes.
  Prerequisite(s): Amateur Gunslinger feat or grit class feature, 
  Gunsmithing, base attack bonus +5.
  Benefit(s): Whenever 
  you 
  craft 
  ammunition 
  using 
  Gunsmithing, you may inscribe a bullet or alchemical cartridge 
  with the name of its intended target. The ammunition gains 
  the bane weapon special ability against the chosen creature 
  only. If the ammunition is used to attack any other target, the 
  attack roll is instead made with a –2 penalty. Crafting a named 
  bullet costs 1 grit point and reduces your maximum grit points 
  by 1 until the named bullet is fired or destroyed.
  RAPID RELOAD (COMBAT)
  Choose a type of crossbow (hand, light, heavy) or a single type 
  of one-handed or two-handed firearm that you are proficient 
  with. You can reload such a weapon quickly.
  Prerequisite: Weapon Proficiency (crossbow type chosen) or 
  Exotic Weapon Proficiency (firearm).
  Benefit: The time required for you to reload your chosen 
  type of weapon is reduced to a free action (for a hand or light 
  crossbow), a move action (for heavy crossbow or one-handed 
  firearm), or a standard action (two-handed firearm). Reloading 
  a crossbow or firearm still provokes attacks of opportunity. 
  If you have selected this feat for a hand crossbow or light 
  crossbow, you may fire that weapon as many times in a full-
  attack action as you could attack if you were using a bow.
  Normal: A character without this feat needs a move action to 
  reload a hand or light crossbow, a standard action to reload 
  a one-handed firearm, or a full-round action to load a heavy 
  crossbow or a two-handed firearm.
  Special: You can gain Rapid Reload multiple times. Each time 
  you take the feat, it applies to a new type of crossbow or a new 
  type of firearm.
  RESPONSIVE DUELIST (COMBAT)
  You can respond to your chosen opponent’s attacks, answering 
  them steel for steel. 
  Prerequisites: Dex 13, Dodge, Weapon Finesse. 
  Benefit: When fighting with rapier, longsword or short sword, 
  any attack made by the enemy you have designated as the 
  target of your dodge feat provokes an attack of opportunity 
  from you. This special attack of opportunity is called a 
  counter-attack. You may not counter-attack your opponent’s 
  counter-attack. Any counter-attack uses one of your attacks of 
  opportunity for the round. 
  Special: A fighter may select Responsive Duelist as a fighter 
  bonus feat.
  TRUE PRODIGY
  Your amazing skill and extra arms allow you to excel in ways 
  that the “lesser-armed” races can only dream of.
  Prerequisites: Kaylethon, Prodigy.
  Benefit: You gain an additional +2 to the skills chosen when 
  you took the Prodigy feat. 
  VERSATILE CRAFTSMAN
  You can craft items that are often beyond the ability of even 
  master craftsman. 
  Prerequisites: Craft Magic Arms and Armor or Craft Wondrous 
  Item, Master Craftsman
  Benefit: You may create spell-trigger or spell-activation items, 
  although you suffer a –2 penalty to your Craft rolls when doing 
  so. 
  Normal: Master Craftsman does not allow you to create spell-
  trigger or spell-activation items.
  WARRIOR OF THE TARTAN (TEAMWORK)
  Clan bonds are the most important to you, and when fighting 
  alongside members of your clan you all move as one. 
  Prerequisite: Kaylethon, bravery +1.
  Benefit: When you and another kaylethon of your clan (i.e., 
  wearing your clan tartan) threaten the same opponent, you 
  and your ally are considered to be flanking that opponent, 
  regardless of your actual positioning. The opponent must be 
  wearing the tartan of a different clan or be a non-kaylethon 
  that is Large or bigger.
  Normal: You must be positioned opposite an ally to flank an 
  opponent.
  RACIAL ARCHETYPES
  KAYLETHON BRONZE SKY RAIDER
  Kaylethon boarding parties are feared throughout the realms 
  of the Bronze Sky. They are surprisingly adroit for their bulk, 
  and have an amazing ability to keep on their feet when the 
  deck is pitching beneath their feet.   
  Associated Class: fighter
  Associated Race: kaylethon
  Replaced Abilities: bonus feat (2nd level), armor training (3rd 
  level), bonus feat (6th level)
  Shock and Awe (Ex): Bronze Sky raiders are used to fighting 
  in crowded conditions and are trained to neutralize those 
  who would flank them. At 2th level, a Bronze Sky raider gains 
  Flanking Foil as a bonus feat. 
  Armored Boarding (Ex): A Bronze Sky raider wears heavier 
  armor than is common aboard a ship. At 3rd level, a Bronze Sky 
  raider reduces the armor check penalty of any light armor he 
  wears to 0 for the purposes of Acrobatics and Climb checks. At 
  7th level, this reduction applies to medium armor as well. At 
  11th level, it includes heavy armor.
  Shock and Awe (Ex): Bronze Sky raiders are known for their 
  savagery and the impressive wounds they inflict in combat. 
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 9
  At 6th level, a Bronze Sky raider gains Critical Focus as a 
  bonus feat. He may use this feat even if he does not meet the 
  prerequisites.
  KAYLETHON GUNSMITH
  While all kaylethon enjoy devices and gadgets, there are some 
  for whom the gun holds their greatest fascination. These are 
  the gunsmiths who create rare and wondrous weapons that 
  bring honor to their clan and tartan. Weapons bearing the 
  mark of a well-known gunsmith are carried for both status and 
  effectiveness, and on rare occasion they turn up for sale and 
  bring in an exceptionally high price.  
  Associated Class: gunslinger
  Associated Race: kaylethon
  Replaced Abilities: nimble 1, deed (3rd level), bonus feat (4th 
  level)
  Mechanical Instinct: At 2nd level, the kaylethon gunsmith 
  adds Disable Device to her list of class skills. In addition, she 
  gains the trapfinding ability, with her effective rogue level 
  equal to her kaylethon gunsmith level. This ability replaces 
  nimble 1.
  Hand of the Maker (deed): At 3rd level, when wielding a 
  firearm that she constructed, the kaylethon gunsmith gains 
  a +2 bonus to hit and to damage, as long as she has at least 
  1 grit point. She may spend 1 grit point to increase both 
  bonuses to +4 for one attack. This deed replaces pistol whip.
  We Need Bigger Guns: At 4th level, the kaylethon gunsmith 
  gains the Master Craftsman feat. This replaces the normal 
  bonus feat for her 4th level. If she already has the Master 
  Craftsman feat, she gains the Versatile Craftsman feat instead. 
  KAYLETHON GUN SCAVENGER
  A gun scavenger collects scraps, spare parts, and other 
  components that might—if modified properly—give her 
  firearm an extra edge.
  Associated Class: gunslinger
  Associated Race: kaylethon
  Replaced Abilities: deeds (1st level), nimble (2nd level)
  Gunsmith: The gun scavenger’s starting weapon is a mishmash 
  of pieces that even other gunpowder enthusiasts fail to 
  comprehend. Anyone other than the gun scavenger treats her 
  starting weapon as broken, even if she uses the Gunsmithing 
  feat to repair it. This ability works in all other ways like the 
  gunslinger’s gunsmith class feature.
  Go By Feel (Ex): A gun scavenger’s intuitive and unique style 
  leaves her firearms prone to misfire, whether as a result of 
  using too much powder, using imperfectly milled parts, or any 
  number of other minor inconsistencies. When using a firearm, 
  a gun scavenger cannot reduce that firearm’s misfire chance to 
  0; it can always misfire on a natural 1.
  Deeds: A gun scavenger gains the following deeds at the 
  listed level.
   •  Change Out (Ex) At 1st level, as a full-round action, a gun 
  scavenger can remove the broken condition from a single 
  firearm she is currently wielding, as long as that condition 
  was gained by a firearm misfire. When she does, she can 
  replace the broken part with a specialized, short-lived 
  component that does one of the following: gives the 
  firearm the scatter weapon quality; increases the damage 
  dealt by the pistol-whip deed by one die size; or increases 
  the firearm’s range increment by 10 feet. A firearm with such 
  a modification increases its misfire chance cumulatively by 
  1 each time it is fired until it misfires. When it does misfire, 
  the effects of the temporary component are lost. A gun 
  scavenger must have at least 1 grit point to perform this 
  deed. Alternatively, if the gun scavenger spends 1 grit 
  point to perform a change out, she can either perform the 
  change out as a standard action instead of a full-round 
  action, or perform the change out on a firearm that isn’t 
  broken. This deed replaces the quick clear deed.
   •  Jury-Rig (Ex) At 7th level, as a standard action, a gun 
  scavenger can adjust a firearm she is currently wielding to 
  fire in an unconventional way. She can spend 1 grit point 
  to grant her firearm one of the following magic weapon 
  enhancements for 1 round per gunslinger level: distance, 
  flaming, glamered, or thundering. If she spends 2 grit 
  points, she can instead grant the firearm flaming burst 
  or stalking. Multiple uses of this ability don’t stack with 
  themselves. This deed replaces the targeting deed.
  Arbitrary Aim (Ex) Starting at 2nd level, a gun scavenger’s 
  attacks with firearms are difficult to predict. When shooting a 
  firearm at a creature that has a dodge or insight bonus to its 
  Armor Class, the gun scavenger treats the combined bonus as 
  if it were 1 lower. This value increases by 1 for every 4 levels 
  beyond 2nd level (to a maximum of 5 at 20th level). This ability 
  replaces nimble.
  KAYLETHON PISTOLERO
  While most gunslingers have favorite firearms, there are those 
  rare ones who choose to specialize in one-handed firearms 
  exclusively. These gunslingers are called pistoleros. While they 
  lack the flexibility of being able to pick up any kind of firearm 
  and use it with reasonable proficiency, they are crackerjack 
  shots with pistols and similar firearms. Their skill and aim with 
  these firearms at close range is second to none, and they rarely 
  misfire with these weapons.
  Associated Class: gunslinger
  Associated Race: kaylethon
  Replaced Abilities: deeds (1st level, 7th & 11th), gun training 
  1 to 4 (5th level)
  Weapon Proficiency: Instead of proficiency with all firearms, 
  a pistolero only gains proficiency with one-handed firearms. 
  She must take Exotic Weapon Proficiency (firearm) to gain 
  proficiency with two-handed firearms and firearm siege 
  engines.
  Gunsmith: A pistolero must take a pistol when she chooses a 
  battered firearm at 1st level.
  
  Page 10 
  Wrath of the Gatekeepers
  Deeds: A pistolero swaps a trio of deeds for the following.
   •  Up Close and Deadly (Ex) At 1st level, when the pistolero 
  hits a target with a one-handed firearm that is not making 
  a scatter shot, she can spend 1 grit point to deal 1d6 points 
  of extra damage on a hit. If she misses with the attack, she 
  grazes the target, dealing half the extra damage anyway. 
  This is precision damage and is not multiplied if the attack 
  is a critical hit. This precision damage increases to 2d6 at 
  5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 
  5d6 at 20th level. The cost of using this deed cannot be 
  reduced with the Signature Deed feat, the true grit class 
  feature, or any similar effect. This precision damage stacks 
  with sneak attack and other forms of precision damage. 
  This deed replaces the deadeye deed.
   •  Deadeye (Ex) At 7th level, the pistolero gains the deadeye 
  deed, which is normally a 1st-level gunslinger deed. This 
  deed replaces the startling shot deed.
   •  Twin Shot Knockdown (Ex) At 11th level, when the 
  pistolero hits a single target with two or more one-handed 
  firearm attacks during her turn, she can spend 1 grit point 
  to knock the target prone. She can choose to spend the 
  grit point after the attacks are made. This deed replaces the 
  bleeding wound deed.
  Pistol Training (Ex): Starting at 5th level, a pistolero increases 
  her skill with one-handed firearms. She gains a bonus on 
  damage rolls equal to her Dexterity modifier, and when she 
  misfires with a one-handed firearm, the misfire value increases 
  by 2 instead of 4. Every four levels thereafter (9th, 13th, and 
  17th), the bonus on damage rolls increases by +1. This ability 
  replaces gun training 1 to 4.
  WEAPON MODIFICATIONS
  CUP-HITT RAPIER
  Price +75 gp; Weight ---
  The cup-hilt rapier has quillons as well as a large bell-shaped 
  guard over the hand. This guard can be used defensively in 
  combat. When using a cup-hilt rapier and fighting defensively, 
  using total defense, or using Combat Expertise and taking 
  penalty of at least -2 to your attack, you gain an additional +1 
  to AC. This bonus stacks with the bonus for using a cup-hilt 
  dagger. When using a cup-hilt rapier and using the Attack with 
  Opposition or Stop-Thrust feats (see new feats), you gain a 
  +2 bonus to AC against your opponent during that action.
  SWEPT-HILT RAPIER 
  Price +50 gp; Weight ---
  The swept-hilt rapier has a complex guard made up of heavy 
  wire forming a swirl-patterned basket. These wires are neither 
  simply decorative nor just protection for the hand. They are 
  specifically designed to entrap an opponent’s blade. When 
  using a swept-hilt rapier, you get a +2 bonus on attempts 
  to disarm, dirty trick or steal combat maneuver an enemy 
  wielding a one-handed sword, rapier, scimitar or a similar 
  bladed weapon. 
  CASE OF RAPIERS
  Price +250 gp; Weight ---
  These twin rapiers are designed to fit in elegantly in one 
  sheath and be drawn and wielded in concert. They are lighter 
  than standard rapiers and less sturdy, suffering -2 in all disarm 
  and sunder opposed rolls, but they may be wielded as if both 
  were light weapons by anyone with the Weapon Finesse feat, 
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 11
  thus allowing them to be used in both hands with reduced 
  penalty. 
  These specialized daggers below are usually made to match a 
  rapier and used in the left hand. They are treated as normal 
  daggers in all other ways. 
  CUP-HILT DAGGER
  Price +50 gp; Weight ---
  Some times called a main-gauche, this dagger actually has a 
  large triangular hand-guard and quillons. When using a cup 
  hilt dagger and fighting defensively, using total defense, or 
  using Combat Expertise and taking penalty of at least -2 to 
  your attack, you gain an additional + I to AC. This bonus stacks 
  with the bonus for using a cup-hilt rapier.
  SWEPT-HILT DAGGER
  Price +40 gp; Weight ---
  The swept-hilt dagger has a complex guard made up of heavy 
  wire forming a swirl-patterned basket, designed to entrap an 
  opponent’s blade. When using a swept hilt dagger to disarm 
  an opponent, it is considered to be a one-handed weapon 
  rather than a light weapon. 
  FIREARMS 
  Many kaylethon make use of the following weapons.
  Blunderbuss: This weapon fires pellets or a bullet from its 
  trumpet-shaped barrel, making it an effective fowling weapon 
  or close-fighting personal defense weapon. The blunderbuss 
  fires in a 15-foot cone when firing pellets, and has a 10-foot 
  range increment when firing a bullet. A blunderbuss uses a 
  bullet or pellets and a single dose of black powder or a single 
  alchemical cartridge as ammunition.
  Musket: This long-barreled firearm has a much greater range 
  than a pistol. A musket uses either a bullet and a single dose 
  of black powder or an alchemical cartridge as its ammunition.
  Musket, Axe: This musket features an axe blade at the end 
  of its barrel. It can be used as both a musket and a battleaxe. 
  It is considered a double weapon for purposes of creating 
  masterwork or magical versions of this weapon. If this firearm 
  gains the broken condition, both the firearm component and 
  the axe are considered broken. An axe musket uses either 
  a bullet and a single dose of black powder or an alchemical 
  cartridge as ammunition.
  Musket, Double-Barreled: This musket has two parallel 
  barrels; each barrel can be shot independently as separate 
  attacks, or both can be fired at once as a standard action (the 
  attack action). If both barrels are fired at once, they must both 
  target the same creature or object, and the gun becomes 
  wildly inaccurate, taking a –4 penalty on each shot. Each 
  barrel of a double-barreled musket uses either a bullet and 
  a single dose of black powder or an alchemical cartridge as 
  ammunition.
  Musket, Dragoon: This long-barreled musket shoots more 
  precisely than other muskets but is slightly less damaging on 
  a critical hit. It can fire only dragoon cartridges or specially 
  modified mage shot.
  Musket, Warhammer: This musket has a warhammer head 
  at the end of its barrel, which allows it to be used as both a 
  musket and a warhammer. It is considered a double weapon 
  for purposes of creating masterwork or magical versions of 
  this weapon. If this firearm gains the broken condition, both 
  the firearm component and the warhammer are considered 
  broken. A warhammer musket uses either a bullet and a 
  single dose of black powder or an alchemical cartridge as 
  ammunition.
  Pistol: The single-shot pistol is one of the most common 
  firearms, although in most campaigns it is still rare enough to 
  be an object of envy or curiosity to most. A pistol uses either 
  a bullet and a singe dose of black powder or an alchemical 
  cartridge as ammunition.
  Pistol, Dragon: Like a miniature blunderbuss, the dragon 
  pistol fires pellets or a bullet from its flared barrel. The dragon 
  pistol fires in a 15-foot cone when firing pellets, and has a 
  10-foot range increment when firing a bullet. For ammunition, 
  Early) One-Handed Firearms
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Capacity
  Weight1
  Type2
  Special
  Pistol
  1,000 gp
  1d6
  1d8
  ×4
  20 ft.
  1 (5 ft.)
  1
  4 lbs.
  B and P
  —
  Pistol, dragon
  1,000 gp
  1d4
  1d6
  ×4
  20 ft.
  1–2 (5 ft.)
  1
  3 lbs.
  B and P
  scatter
  Pistol, dragoon
  1,500 gp
  1d6
  1d8
  x3
  30 ft.
  1 (5 ft.)
  3
  5 lbs.
  B and P
  —
  (Early) Two-Handed Firearms
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Capacity
  Weight1
  Type2
  Special
  Blunderbuss
  2,000 gp
  1d6
  1d8
  ×2
  special
  1–2 (10 ft.)
  1
  8 lbs.
  B and P
  scatter
  Musket
  1,500 gp
  1d10
  1d12
  ×4
  40 ft.
  1–2 (5 ft.)
  1
  9 lbs.
  B and P
  —
  Musket, axe
  1,600 gp
  1d6
  1d8
  ×4
  30 ft.
  1–2 (5 ft.)
  1
  6 lbs.
  B and P
  —
  Musket, double-barreled
  2,500 gp
  1d10
  1d12
  ×4
  40 ft.
  1–3 (5 ft.)
  2
  11 lbs.
  B and P
  —
  Musket, dragoon
  2,000 gp
  1d10
  1d12
  x3
  60 ft.
  1-2 (5 ft.)
  3
  12 lbs.
  B and P
  —
  Musket, warhammer
  1,600 gp
  1d6
  1d8
  ×4
  30 ft.
  1–2 (5 ft.)
  1
  6 lbs.
  B and P
  —
  FIREARMS
  1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2 A weapon with two types is both types if the entry specifies “and.”
  
  Page 12 
  Wrath of the Gatekeepers
  a dragon pistol uses a bullet or group of pellets and a single 
  dose of black powder, or else a single alchemical cartridge 
  (with either bullets or pellets) as ammunition.
  Pistol, Dragoon: Like the dragoon musket, this long-barreled 
  pistol is more precise than a typical pistol but slightly less 
  deadly on a critical hit. It can fire only dragoon cartridges or 
  specially modified mage shot.
  MAGIC FIREARM  
  SPECIAL ABILITIES
  The following special abilities are exclusively for firearms.
  LUCKY
  Aura moderate transmutation; CL 8th; Price +1 bonus
  DESCRIPTION
  This special ability can only be placed on one-handed or 
  two-handed firearms. A lucky firearm has its own magical 
  reservoir of grit. Usually this grit is stored within the marks of 
  an engraving or in a trinket that hangs from the firearm. Often 
  these marks take the form of holy symbols or fetishes, but such 
  a reservoir can take just about any form. This reservoir holds 1 
  grit point, which is refreshed at the start of each day. Whether 
  or not the wielder of a lucky firearm has any deeds (see page 
  10), she can always spend 1 grit point from the lucky firearm to 
  reroll an attack from it that would result in a misfire. When the 
  wielder does so, she must take the second result, even if that 
  attack roll also results in a misfire.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magic Arms and Armor, heroism, creator must be a 
  grit user
  RELIABLE
  Aura moderate transmutation; CL 8th; Price +1 bonus
  DESCRIPTION
  This special ability can only be placed on firearms. A reliable 
  firearm is enchanted so that it is less likely to jam than other 
  firearms. This enchantment reduces the misfire value of the 
  affected firearm by 1 (minimum 0). This reduction occurs 
  after any increases are calculated for firing with the broken 
  condition, or for any other effect that might increase the 
  misfire value of a firearm.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magic Arms and Armor, mending
  SPECIFIC FIREARM AMMUNITION
  Several types of magical bullets have been developed to be used 
  with firearms. The following represent just a few of these types.
  BURROWING BULLET
  Aura moderate necromancy; CL 9th (burrowing bullet) or 
  13th (greater burrowing bullet); Slot none; Price 1,722 gp 
  (burrowing bullet) or 3,447 gp (greater burrowing bullet); 
  Weight —
  DESCRIPTION
  This +1 firearm bullet deals normal damage, but when it hits 
  a living creature, it burrows into the creature’s flesh, causing 
  wracking pain until removed or until the bullet burrows 
  its way out of the creature. While these bullets burrow, the 
  creature is staggered. This effect lasts for 1d3 rounds or until 
  the bullet is removed with a DC 15 Heal check made as a 
  standard action. Greater burrowing bullets take longer to pass 
  though the bodies of living creatures (the staggered effect 
  lasts 1d3+2 rounds) and are harder to remove (DC 20 Heal 
  check as a standard action).
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magic Arms and Armor, symbol of pain (burrowing 
  bullet) or symbol of stunning (greater burrowing bullet); Cost 
  861 gp (burrowing bullet) or 1,723 gp (greater burrowing 
  bullet)
  TRACER BULLET
  Aura faint evocation; CL 2nd; Slot none; Price 100 gp; Weight 
  —
  DESCRIPTION
  These +1 firearm bullets deal no damage, but instead cause a 
  pale glow to outline the target, granting the effect of a faerie 
  fire spell and causing the target to take a –2 penalty to AC 
  against ranged attacks. These effects last for 1d4 rounds.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magic Arms and Armor, faerie fire; Cost 50 gp
  RACIAL EQUIPMENT 
  Many kaylethon make use of the following equipment.
  Andu: These ceremonial daggers are often worn in a boot 
  sheathe and bear the symbol of a kaylethon clan. They are 
  considered part of the “full tartan,” and no kaylethon considers 
  himself fully dressed without one. An andu is a masterwork 
  dagger, usually with a hollow pommel in which the owner 
  keeps a small selection of craft tools. Price 5–500 gp; Weight 
  1 lb.
  Dukka: This traveling case for tools is usually made of leather or 
  canvas, trimmed with the kaylethon’s clan tartan. In kaylethon 
  culture, the quality of the dukka indicates the prestige and 
  reputation of the craftsman to whom it belongs. When rolled 
  up and closed, it is completely waterproof. Price 5 sp – 100 gp; 
  Weight varies depending on which tool kit it contains.
  Gunsmith’s Kit: This small kit has all the tools a person 
  needs to create, repair, and restore firearms, except for the 
  necessary raw materials. Without such a kit, you cannot 
  properly construct or provide upkeep for firearms. Price 15 gp 
  Weight 2 lb.
  In the Face of Opposition (book): The holy text of Layka the 
  Protector. Steadfast persistence and sacrifice of oneself for the 
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 13
  good of the clan are the chief virtues espoused in its pages. If 
  its passages are read aloud by a kaylethon with a Charisma of 
  13 or higher or at least one rank in Perform (oratory), all who 
  hear it gain a +1 divine bonus to armor class against the next 
  attack made against each within 24 hours. It takes 5 minutes 
  to read the passages. Price 75 gp; Weight 1/2 lb.
  Powder Horn: Typically crafted from animal horn, but 
  increasingly crafted from metal in a wide variety of shapes, 
  a powder horn can hold up to 10 doses of black powder. A 
  powder horn protects black powder stored within in it from 
  exposure to fire, electricity, firearm misfires, and water. Price 
  3 gp Weight 1 lb.
  The Sevenfold Way (book): The holy text of Kayla the Warrior. 
  If its passages are read aloud by a kaylethon with a Charisma 
  of 13 or higher or at least one rank in Perform (oratory), all 
  who hear it gain a +1 divine bonus to the next to-hit roll each 
  makes within 24 hours. It takes 5 minutes to read the passages. 
  Price 75 gp; Weight 1/2 lb.
  The Way of the Gun (book): This book is considered the basic 
  reference text on gunsmithing, purportedly written by Kayla 
  himself. By studying its pages for one week, the reader can 
  take the Gunsmithing feat when next he has an available slot. 
  Price 300 gp Weight 1/2 lb.
  War Kilt: Not only does this kilt provide an armor bonus, but it 
  also clearly denotes the kaylethon’s clan to those familiar with 
  the clan’s tartans [Knowledge (arcana) DC 15]. These kilts have 
  the same statistics as leather armor. Price 100 gp; Weight 15 
  lbs.
  DEITIES
  Many kaylethon worship these deities.
  KAYLA THE WARRIOR
  LN god of war 
  Priests cleric, fighter, kaylethon gunsmith
  Domains Artifice, Glory, Strength, War
  Subdomains Cloud, Ferocity, Honor, Resolve
  Mysteries Battle, Metal, Wind
  Inquisitions Black Powder, Tactics, Zeal
  Favored Weapon battleaxe or pistol (character must choose 
  one)
  FAITH
  Symbol three axes on a blue field
  Sacred Texts The Sevenfold Way
  Kayla is the embodiment of martial prowess. Wading into battle 
  with weapons he forged himself, he exemplifies both ability in 
  combat and excellence in craftsmanship. While worshipped as the 
  male kaylethon ideal by his race, the most ardent devotees outside 
  the clergy tend to be gunsmiths and barbarians. Worshippers 
  believe that excellence must be sought in both creation and 
  destruction, so weapon-makers and crafters of clever devices are 
  held in equal esteem. 
  
  Page 14 
  Wrath of the Gatekeepers
  According to myth, Kayla was a promising young warrior in 
  times long past. In those days the kaylethon knew nothing of 
  other races and were constantly at war amongst themselves. Kayla 
  became legendary for never losing in battle and went on to be 
  the first Chief of Chiefs when, one by one, he made the lairds of 
  all the kaylethon clans swear fealty to him. Upon his investiture 
  he took a wife from another clan, Layka. Her legendary beauty 
  and skill with both arms and tools had always attracted him, and 
  their alliance signaled that their rule would be fair and just to 
  kaylethon everywhere. 
  Kayla and Layka perished in battle while defending their people 
  from a plague of undead. As they fell, gigantic spectral images 
  of them appeared above the battlefield, blasting the enemies out 
  of existence with a burst of light that left all temporarily blinded. 
  Their bodies were never found. 
  Shortly after this, the kaylethon praying to them for guidance 
  and inspiration began to receive divine spells, and thus were 
  the gods of the kaylethon born. Unfortunately, since those days 
  no kaylethon has managed to unify the clans and claim the title 
  Chief of Chiefs. 
  LAYKA THE PROTECTOR
  LN goddess of protection
  Priests cleric, rogue
  Domains Artifice, Healing, Protection, Weather
  Subdomains Defense, Gunsmithing, Restoration, Storms
  Mysteries Ancestor, Heavens, Life
  Inquisitions Justice, Persistence, Restoration
  Favored Weapon short spear or pistol (character must choose 
  one)
  FAITH
  Symbol two crossed spears on a violet field
  Sacred Texts In the Face of Opposition
  The Guardian of the Hearth, Layka is viewed as the shield that 
  allows the next generation to grow into makers and warriors. 
  The vast majority of kaylethon healers pay her fealty, as do those 
  who wear the tartan of the home guard. She is also a mistress 
  of weather, defender against the storms that regularly batter 
  Kayledon. Steadfast persistence and sacrifice of oneself for 
  the good of the clan are the chief virtues espoused in her holy 
  writings. 
  Layka was the daughter of an important chieftain and a mighty 
  warrior in her own right. She prided herself on never throwing 
  the first blow, but those who attacked her always discovered that 
  this was not because she was weak. Quite the opposite, in fact, as 
  her spear ended the lives of all who dared attack her. 
  For years no prospective mate proved worthy of her, as she 
  demanded that any to whom she would be betrothed must first 
  defeat her in battle. Many of her prospective suitors became 
  obsessed with her, including the albino known as Kolya, but none 
  ever proved worthy in her eyes until Layka won the title Chief of 
  Chiefs. 
  KOLYA THE TRAITOR
  LN goddess of betrayal
  Priests cleric, rogue, assassin
  Domains Darkness, Death, Evil, Trickery
  Subdomains Ambush, Corruption, Deception, Murder
  Mysteries Bones, Flame, Metal 
  Inquisitions Anger, Torture, Vengeance
  Favored Weapon Dagger
  FAITH
  Symbol three drops of blood on a black field
  Sacred Texts none
  Rarely spoken of aloud, Kolya is the embodiment of betraying 
  the tartan. Most outsiders don’t even know he exists because the 
  kaylethon consider even the mention of his name to be bad luck. 
  Generally envisioned as a slightly smaller, albino kaylethon, he 
  wears a plain red kilt devoid of clan markings or tartan. 
  According to myth, Kolya once loved Layka, who failed to return 
  his affections. Enraged by Layka’s love for Kayla, Kolya opened 
  the gates of their encampment one night, allowing enemies 
  in—on the condition that Kayla would not survive. The attack 
  was fought off, but at great cost: only Layka and Kayla survived. 
  Kolya, his treachery revealed, fled with the invading forces, never 
  to return. Now is he considered the patron of those who plan 
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 15
  treachery against their clan, which is one of the greatest crimes 
  possible in kaylethon culture. 
  GUNSMITHING SUBDOMAIN
  The Way of the Gun is considered a holy path by the kaylethon. 
  Both Kayla and Layka are highly skilled in creating and using 
  firearms, and their worshippers often follow suit. 
  Associated Domain: Artifice
  Replacement Power: The following granted power replaces 
  the dancing weapons power of the Artifice domain.
  Enhanced Weapon (Su): Once per day, you may grant a 
  firearm you wield a magic weapon quality that lasts for 4 
  rounds. If the firearm leaves your grasp for more than 2 rounds, 
  it loses the quality, expending that use of the ability. Every 
  four levels, you gain a new quality from which you can choose 
  while using this ability. 
  8th level: heartseeker
  12th level: dispelling burst
  16th level: speed
  20th level: brilliant energy (applied to ammunition)
  Replacement 
  Domain 
  Spells: 
  1st 
  level—abundant 
  ammunition, 2nd level—undo creation, 7th level—instant 
  summons
  RACIAL MAGIC
  Many kaylethon use these spells, as well as other races taught by 
  the kaylethon.
  BLUNDERBUSS BURST
  School Enchantment; Level Sor/Wiz 3 
  Casting Time I immediate action 
  Components: V, S, M (small metal hammer and a cork)
  Range Close (25 ft. + 5 ft./2 levels) 
  Target One firearm weapon Duration: up to 1 min./level (D) 
  Saving Throw Will partial (object); see text; Spell Resistance 
  Yes (object) 
  This spell is cast on a firearm as it is being fired. You do not 
  need to declare a readied action to do tbis but must see that 
  the weapon is being used. 
  If the saving throw succeeds, the weapon is fired normally, but 
  it deals an additional half of its rolled damage to the weapon 
  wielder. If rhe saving throw fails, the weapon deals its full 
  damage to the weapon wielder and is destroyed. 
  A magical weapon receives a second saving throw to avoid 
  destruction; see the standard rules for damaging magic items, 
  and grant a saving throw bonus equal to 2 + one-half 
  its creator’s caster level (round down). In such a case,  
  if this second save is successful, the weapon still deals its full 
  damage to the weapon wielder but is otherwise unharmed. 
  CUTTING FLAME    
  School Evocation [Fire]; Level sorcerer/wizard 1
  Casting Time 1 full round action 
  Components V, S, M (flint and steel) 
  Range Touch 
  Effect Six-inch long jet of fire 
  Duration Concentration, up to 1 min./level 
  Saving Throw None; Spell Resistance Yes (object)
  You cause a white, hot, six-inch long beam of fire to spring 
  from your fingertips. The primary function of this beam is 
  for cutting through inanimate objects. The beam does not 
  completely destroy the object, but cutting enough of it 
  causes it to gain the broken condition. For example, you could 
  cut out a hole in a locked door big enough to walk through, 
  though the door would still be otherwise intact, it would still 
  be broken. The rate at which you can cut through the object 
  depends on its hardness (see the table below). Objects with a 
  hardness greater than 10 cannot be cut using this spell. You 
  can only make cuts up to six inches deep, thus trying to cut 
  through a foot-thick stone wall would have little effect. 
  In a pinch, this spell can be used offensively. If used as such 
  you must make a melee touch attack to hit your opponent. A 
  successful attack deals 1d6 points of fire damage +1 additional 
  point per caster level (maximum +10). Attempting to damage 
  an attended object counts as using the spell offensively and 
  damages the object.
  Hardness 
  Inches/Round
  0 
  12
  1-4 
  6
  5-8 
  3
  9-10 
  1
  11+ 
  Unable to be cut
  ENERGETIC AMMUNITION
  You imbue your weapon’s ammo with arcane energy, changing 
  the type of damage it does.
  School evocation [acid, cold, electricity, or fire]; Level sorcerer/
  wizard 2, inquisitor 2, paladin 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target 50 projectiles (which must be together at the time of 
  casting)
  Duration 1 min./level
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object)
  Choose one energy type: acid, cold, electricity, or fire. The 
  ammunition’s normal damage changes to this energy type. 
  HALT CONSTRUCT
  School Transmutation; Level sorcerer/wizard 3 
  Casting Time 1 standard action 
  Components V, S, M (fur and a glass rod) 
  Range Medium (100 ft. + 10 ft./level) 
  
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  Wrath of the Gatekeepers
  Target Up to three constructs, no two of which can be more 
  than 30 ft. apart 
  Duration 1 round/level 
  Saving Throw Will negates; Spell Resistance Yes 
  With a command and a complex gesture, you cause one or 
  more constructs to stop. You render up to three constructs 
  immobile and helpless. The constructs are entitled to a new 
  saving throw each round as a full-round action to break free 
  from the spell’s effects. The effect is broken if the halted 
  creatures are attacked or take damage.
  MAKER’S BLESSING
  The gods inspire you while performing your craft.
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 1, bard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 50 ft.
  Target one kaylethon
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes (harmless)
  This blessing bestows divine inspiration on a kaylethon 
  craftsman, who gains a +1 morale bonus to all Knowledge 
  (engineering), Craft (any), and Disable Device checks.
  MISFIRE 
  School Transmutation [water]; Level Clr 1, Brd 2, Sor/Wiz 2 
  Casting Time 1 standard action 
  Components V, S, M (pinch of damp gunpowder)
  Range Close (25 ft. + 5 ft./2 levels) 
  Target One or more firearms, no two of which can be more 
  than 15 ft apart
  Duration Instantaneous 
  Saving Throw Will negates (object) Spell Resistance Yes 
  (object) 
  This spell will affect any firearm or explosive, causing the 
  powder within the weapon to gain the broken condition. 
  Firearms affected can not be used until reloaded and firearm 
  can be reloaded using normal rules. For every two caster levels 
  beyond 1st, you may affect an additional weapon - two at 3rd 
  level, three at 5th level, four at 7th level, and a maximum of 
  five at 9th level.
  You must be able to see and designate which firearms are and 
  can choose to affect multiple items on a given creature. In this 
  case, the target makes a separate save for each item affected. 
  This spell imparts no special knowledge of how many firearms 
  a creature carries, and it reveals no hidden or unseen items. 
  OBJECT GRENADE
  School Evocation [Force]; Level sorcerer/wizard  3 
  Casting Time 1 standard action 
  Components V, S 
  Range Touch 
  Target One nonmagical object touched 
  Duration 1 min./level or until discharged 
  Saving Throw None; Spell Resistance No 
  This spell imbues a small object (of a size and shape the caster 
  can easily throw) with explosive force. The object detonates 
  on impact in a 20-foot radius burst, dealing 1d4/level points 
  of piercing damage in addition to its normal damage when 
  thrown (if any). Throwing this object requires a standard 
  action. This detonation ruins the object thrown. 
  SUMMON FIREARM
  School Conjuration (Summoning);  Level sorcerer/wizard 3 
  Casting Time 1 swift action 
  Components: V, S, M (a pearl worth at least 500 gp) 
  Range Personal 
  Effect One personal firearm or crossbow weighing up to 10 lb. 
  Duration 1 min./level (D) 
  Saving Throw None; Spell Resistance No
  You can call forth one small loaded firearm or crossbow 
  directly to your hand. The loaded firearm or crossbow must be 
  one you have previously had in your possession. The loaded 
  firearm or crossbow is summoned from any distance, but not 
  from a different plane.
  SUMMON WEAPON 
  School Conjuration (Summoning); Level Paladin 1, Ranger 1, 
  sorcerer/wizard 1 
  Casting Time 1 immediate action 
  Components V 
  Range Personal 
  Effect One summoned melee or ranged weapon 
  Duration 1 min./level (D) 
  Saving Throw None; Spell Resistance No
  This spell summons one melee or ranged weapon (but not 
  ammunition) of your choice. This weapon appears in your 
  hands. The weapon is typical for its type and appropriate for 
  your size. Only one weapon appears per casting, and only you 
  can wield it. If you set it down or hand it to someone else, it 
  vanishes as soon as you release it from your grasp. You can’t 
  summon a weapon too large to be held in your two hands. 
  TRACER
  School Divination; Level Sor/Wiz 3 
  Casting Time 1 standard action 
  Components V, S 
  Range Touch
  Target Object touched 
  Duration 1 day/level (D) 
  Saving Throw Fortitude negates; Spell Resistance Yes 
  For the duration, you remain aware of the distance to and 
  direction of the target object’s location.
  UNDO CREATION
  The things you create exist at your will, and can be unmade 
  through suitable application of that will. 
  School transmutation; Level antipaladin 3, inquisitor 2, 
  sorcerer/wizard 2, witch 3, gunsmithing 2
  Casting Time 1 standard action
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 17
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target special (see below)
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This spell is cast on one device, trap, firearm, or weapon created 
  by the caster that has 100 hit points or less. The targeted item 
  immediately gains the broken condition. To cast this on an 
  object, you must know its precise location. A second casting 
  reduces the item’s hit points to 25% of its full value, while a 
  third casting reduces its hit points to zero, destroying it.
  WALL OF POWDER 
  School Conjuration (Creation); Level Sor/Wiz 4 
  Casting Time 1 standard action 
  Components: V, S, M (pinch of gunpowder)
  Range Medium (100 ft. + 10 ft./level) 
  Effect Opaque wall of black powder up to 10 ft./level long and 
  20 ft. high (S) 
  Duration Concentration + 1 round/ level (see text) 
  Saving Throw Reflex half; see text Spell Resistance Yes 
  A curtain of continuously falling fine black powder appears 
  where you designate. The wall is 1 foot thick and blocks all 
  types of sight. While in ef fect, the wall blocks arrows, crossbow 
  bolts, thrown weapons, and normal ranged weapons. (A giant-
  thrown boulder, a siege engine projectile, and other massive 
  ranged weapons are not affected.) Gasses, gaseous breath 
  weap ons, creatures in gaseous form, and incorporeal creatures 
  may pass through the barrier freely. A corporeal creature may 
  push through the wall of powder as a standard action. 
  The wall remains for as long as you concentrate on it and 
  for 1 round/ level after. In addition, if you concentrate on 
  maintaining the wall you may, as a standard action, cause the 
  wall to spon taneously combust as if it were exposed to flame 
  (see below).
  If the wall suffers 1 hp of fire or electrical damage it bursts into 
  flames, dealing ld4 hp fire damage for every 2 caster levels to 
  anyone within 20 feet (maximum 5d4) with a Reflex save for 
  half damage. 
  Creatures and objects within 5 feet of the wall when it 
  explodes suffer an additional 1 hp fire damage per caster 
  level (maximum +20) with no save al lowed for this additional 
  damage. If the wall of powder is adjacent to a building when 
  it combusts, each 10 ft. section of structure suffers damage. 
  While the wall must be vertical, you can shape it in any 
  continuous path along the ground that you like. It is possible 
  to create cylindrical or square walls to enclose specific points. 
  The wall has no hardness or hit points and cannot be destroyed 
  by conventional means; it is dispersed by strong winds or rain. 
  Wall of powder does not function underwater, and any wind or 
  weather effect (including gust of wind spell) that has a chance 
  to ex tinguish protected flames has the same chance to dispel 
  wall of powder.
  PSIONIC POWERS
  LOCATE TRAPS
  You gain intuitive insight into the workings of traps. 
  Discipline clairsentience; Level cryptic 2, dread 3, gifted blade 
  3, psion/wilder 2, sighted seeker 3, tactician 2
  Display auditory and mental
  Manifesting Time 1 standard action
  Range 60 ft. 
  Area cone-shaped emanation centered on you
  Duration concentration, up to 1 min./level (D)
  Saving Throw none; Power Resistance no
  For the spell’s duration, you gain an insight bonus equal to half 
  your manifester level (maximum +10) on Perception checks 
  made to find traps. You also receive a check to notice traps 
  within 10 feet of you, even if you are not actively searching 
  for them.
  Augment If you spend 2 additional power points, the duration 
  changes to 3 rounds per level and remains dismissable.
  
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  Wrath of the Gatekeepers
  MAKER READING
  By handling an object, you can learn facts about its creator.
  Discipline clairsentience; Level psion 3, seer 2, sighted seeker 
  2
  Display auditory and olfactory
  Manifesting Time 1 minute
  Range touch
  Target object touched
  Duration concentration, up to 10 minutes (D)
  Saving Throw none; Power Resistance yes
  Power Points 3
  You can learn details of an inanimate object’s creator. Objects 
  accumulate psychic impressions left by their owners, but 
  the strongest and most vibrant impressions are left by their 
  creators. These impressions can be read by use of this power. 
  The amount of information revealed depends on how long 
  you study the object.
  1st minute: Creator’s race.
  2nd minute: Creator’s gender.
  3rd minute: Creator’s age.
  4th minute: Creator’s alignment.
  5th minute: Creator’s class.
  6th minute: Creator’s settlement of origin.
  7th minute: Creator’s name.
  8th minute: Creator’s state of being (alive, dead, or undead).
  9th minute: Creator’s current plane of existence.
  10th minute: Creator’s current rough location (within 100 
  miles).
  Augment For every additional power point you spend, you 
  gain a +2 bonus to attempts to overcome the target object’s 
  spell resistance.
  RACIAL WONDROUS ITEMS 
  The following magic items are made by kaylethon spellcasters.
  AMULET OF BULLET PROTECTION
  Aura faint abjuration; CL 5th; Slot neck; Price 1,500 gp (+1), 
  6,000 gp (+2), 13,500 gp (+3), 24,000 gp (+4), or 37,500 gp (+5); 
  Weight —
  DESCRIPTION
  This amulet, usually crafted from the splintered remains of 
  spent firearm bullets shaped into a rough holy symbol or 
  clover, grants the wearer a luck bonus to AC against firearm 
  attacks that target touch AC.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells divine favor, creator’s caster 
  level must be at least three times the amulet’s bonus; Cost 750 
  gp (+1), 3,000 gp (+2), 6,750 gp (+3), 12,000 gp (+4), 18,7500 
  gp (+5)
  BAG OF SPARE PARTS
  Aura moderate transmutation; CL 10th
  Slot none; Price 1,500 gp; Weight 3 lbs.
  DESCRIPTION
  This tough leather sack is worn and stained, held closed by 
  a tarnished brass clasp in the form of four kaylethon hands 
  grasping each other. A kaylethon with any Craft skill can reach 
  into the sack and retrieve the exact parts he needs when 
  crafting items, including firearms. The sack may produce raw 
  materials worth up to a total of 200 gp per week, but only 
  materials used for Craft checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, fabricate, kaylethon; 
  Cost 500 gp
  FAR-REACHING SIGHT
  Aura faint divination; CL 3rd; Slot none (see below); Price 
  4,000 gp; 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 she 
  does, she can resolve the attack against the touch AC of her 
  target regardless of the range increment.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells true strike; Cost 2,000 gp
  OIL OF SILENCE
  Aura faint illusion; CL 5th; Slot none; Price 250 gp; Weight —
  DESCRIPTION
  When applied to a one-handed or two-handed firearm, this 
  strange grayish oil renders that firearm silent for 1 hour. Five 
  vials of oil of silence can be used in conjunction to silence a 
  Large firearm siege engine, and 10 can be used to silence a 
  Huge firearm siege engine. The oil does not work on firearm 
  siege engines that are larger than Huge.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells silence; Cost 125 gp
  THE NINE YARDS OF LAYKA
  Aura moderate conjuration; CL 18th
  Slot armor; Price 46,160 gp; Weight 15 lbs.
  DESCRIPTION
  This +1 war kilt of determination and fortification (moderate) 
  is trimmed with a repeating motif, the crossed spears of Layka. 
  It is worn exclusively by the clergy of Layka, and every clan has 
  a version in its own tartan. The war kilt has the same base stats 
  as leather armor.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, limited wish or 
  miracle, breath of life; Cost 24,502 gp
  ROLLING THUNDER
  Aura moderate necromancy and transmutation; CL 12th
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 19
  Slot weapon; Price 21,300 gp; Weight 5 lbs.
  DESCRIPTION
  This +1 reliable thundering pepperbox has been wielded 
  by several kaylethon of note, always in the service of the 
  Monarchy. The peal of thunder it produces is often the last 
  thing heard by pirates and enemies of the Monarchy, much to 
  the delight of those who fire it.  
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, blindness/
  deafness, mending; Cost 18,000 gp
  STOKI’S CALL
  Aura moderate enchantment; CL 14th
  Slot weapon; Price 51,300 gp; Weight 4 lbs.
  DESCRIPTION
  This +1 greater designating pistol was crafted by the legendary 
  Stoki Gunsmith KaSalort. It is said that she would fire upon 
  an enemy with it, and then her apprentices would rain down 
  gunfire upon them. Her own bullet would call to those of her 
  followers, aiding them on their paths to the heart of her clan’s 
  enemy. 
  Each time stoki’s call hits a creature, the weapon’s designates 
  the target. Allies gain a +4 morale bonus on melee attack rolls 
  and a +6 morale bonus on melee damage rolls against the 
  designated target for 1 round. Multiple hits on the same target 
  do not increase the bonuses or their duration.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, instant enemy; 
  Cost 32,000 gp
  CURSED ITEMS
  KOLYA’S DAGGER (CURSED)
  Aura moderate evocation; CL 10th
  Slot none; Weight 1 lb.
  DESCRIPTION
  This is a +2 dagger, but each time it is used in combat and the 
  attack roll is a natural 1, 2, or 3, it flies from the wielder’s hand 
  and damages an ally instead of the intended target. If there is 
  no ally within range, it turns and strikes the wielder instead. If 
  the curse takes effect when the dagger is thrown, the damage 
  to the ally or wielder is doubled. If the intended target is a 
  worshipper of Kayla, the dagger does acid damage rather than 
  regular damage. 
  RACIAL PSIONIC ITEMS 
  The following psionic items are made by kaylethon manifesters.
  KEL’S PISTOL OF MANIFESTATION
  Aura moderate clairsentience; ML 8th
  Slot none; Price 2,600 gp; Weight 1 lb.
  DESCRIPTION
  Once per day, while the holder of this pistol is manifesting a 
  power he knows, he may generate 5 power points from the 
  pistol. These power points must all be used on the power 
  being manifested. As usual, a psionic character cannot pay a 
  power’s cost with power points from multiple sources. Also, 
  whenever the wielder regains a grit point while using this 
  weapon, he also regains a power point.
  CONSTRUCTION
  Requirements 8th level; Craft Magic Arms and Armor, 
  knowledge of any 3rd-level power; Cost 900 gp
  KAYLETHON NPCS
  KAYLETHON MERCENARY 
  CR 5
  XP 1,600
  Female kaylethon gunslinger (gunsmith) 5
  NG Large monstrous humanoid
  Init +2; Senses darkvision 60 ft., scent; Perception +10
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 deflection, 
  +1 dodge, –1 size)
  hp 42 (5d10+10)
  Fort +6, Ref +6, Will +3
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee mwk andu +7 (1d6+2/19-20)
  Ranged mwk pistol +9* (2d6+4*/x4)
  *If Ada does not have at least 1 grit point, reduce pistol attack and 
  damage by 2.
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 14, Dex 15, Con 15, Int 10, Wis 15, Cha 8
  Base Atk +5; CMB +8, CMD 20
  Feats Craft Magic Arms and Armor, Dodge, Gunsmithing, 
  Master Craftsman (gunsmithing), Point Blank Shot
  Skills Craft (gunsmithing) +8, Disable Device +10, Heal +10, 
  Knowledge (engineering) +8, Perception +10
  Languages Common, Kaylon
  SQ deeds (deadeye, gunslinger’s dodge, gunslinger initiative, 
  hand of the maker, quick clear, utility shot), grit (1 point), gun 
  training (pistol), gunsmithing, trapfinding
  Combat Gear oil of magic weapon (2), potion of cat’s grace, 
  potion of cure moderate wounds; Other Gear Large andu, Large 
  masterwork pistol with 20 bullets, 20 paper cartridges, powder 
  horn with 20 doses of black powder, kaylethon war kilt, ring of 
  protection +1, dukka containing mwk gunsmith’s tools and a 
  traveler’s any-tool.
  Kaylethon soldiers are large, strong, agile, and are experts at 
  building and maintaining their own weapons and armor. They 
  are capable of fighting at great range, and up close... and for all of 
  these reasons, they are widely feared, respected and in demand. 
  However, for all their combat skills, they are neither particularly 
  
  Page 20 
  Wrath of the Gatekeepers
  smart, nor are they loyal - they will happily change their 
  allegiance in a heartbeat for enough coin.
  KAYLETHON FREELANCER 
  CR 9
  XP 6,400
  Female kaylethon gunslinger (bolt ace) 2/marksman 7
  LN Large monstrous humanoid
  Init +7; Senses darkvision 60 ft., scent; Perception +14
  DEFENSE
  AC 20, touch 15, flat-footed 14 (+4 armor, +4 Dex, –1 size)
  hp 67 (9d10+18)
  Fort +9; Ref +14; Will +9
  Defensive Abilities disengage, evade arrows +2
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee +1 spear +11/+6 (2d6+3/x3) or mwk andu +11/+6 
  (1d6+3/19-20) or gore +10 (1d4+3)
  Ranged +1 repeating heavy crossbow +16/+11 (2d8+2/19-
  20) or +14/+14/+9 (2d8+2/19-20) with Rapid Shot
  Space 10 ft.; Reach 10 ft.
  Special Attacks cover fire, dazzling assault 5/day, style 
  technique (expend psionic focus to perform bull rush, dirty 
  trick, disarm, sunder, or trip 
  with a ranged attack)
  Marksman Powers Known 
  (ML 7th; 26 power points/
  day; concentration +11)
  0—detect psionics, distract, 
  far hand, float, trick shot
  1st—inevitable 
  strike, 
  prevenom 
  weapon (DC 13), sense minds
  2nd—body adjustment, wind strike
  STATISTICS
  Str 14, Dex 18, Con 15, Int 10, Wis 14, Cha 8
  Base Atk +9; CMB +12; CMD 25
  Feats Access Psionic Talent, Improved 
  Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Snap Shot, Weapon Focus 
  (repeating heavy crossbow)
  Skills Acrobatics +16, Autohypnosis +14, 
  Climb +10, Craft (bows) +12, Intimidate 
  +12, Perception +14
  Languages Common, Kaylon
  SQ combat style, crossbow maven, deeds 
  (gunslinger’s dodge, sharp shoot, vigilant loading), 
  grit (2 points), style mantra (+2 circumstance bonus to 
  ranged attacks while maintaining psionic focus), wind 
  reader
  Combat Gear potions of cure moderate wounds (2); Other 
  Gear masterwork andu, +1 spear, +1 heavy repeating 
  crossbow with 30 bolts, 10 cold iron bolts, 10 
  alchemical silver bolts, and 10 adamantine 
  bolts, +2 kaylethon war kilt, belt of incredible 
  dexterity +2, cap of the free thinker, cloak 
  of resistance +2, efficient quiver, feather step 
  slippers, handy haversack, dukka containing masterwork 
  artisan’s kit, 30 gp.
  An oddity among her kind,  a Kaylethon Freelancer disdains 
  the noise and smell of firearms, preferring the clean, quiet 
  performance of a crossbow. The Kaylethon Freelancer’s innate 
  psionic abilities help hone and refine her mastery of the crossbow. 
  In combat, she provides fire support to her allies, distracting 
  enemies, throwing them off-balance, and lowering their general 
  morale.
  ICONIC GUNSMITH
  MOK GUNSMITH KATARNA
  Male kaylethon gunslinger 3
  N Large monstrous humanoid
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 21
  Init +2; Senses darkvision 60 ft., scent; Perception +7
  DEFENSE
  AC 16, touch 12, flat-footed 13 (+4 armor, +2 Dex, +1 dodge, 
  –1 size)
  hp 27 (3d10+6)
  Fort +5; Ref +5; Will +2
  Defensive Abilities nimble +1
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee cutlass +3 (1d8+3/18-20), gore +3 (1d4+1)
  Ranged pistol +2 (2d6/x4), pistol +2 (2d6/x4)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 16, Dex 15, Con 14, Int 8, Wis 13, Cha 8
  Base Atk +3; CMB +7; CMD 20
  Feats Gunsmithing, Rapid Reload, Two-Weapon Fighting
  Skills Acrobatics +8, Climb +11, Craft (alchemy) +5, Intimidate 
  +5, Perception +7
  Languages Common, Kaylon
  SQ deeds (deadeye, gunslinger’s dodge, gunslinger initiative, 
  pistol whip, quick clear, utility shot), grit (1 point), gunsmith
  Combat Gear alchemist’s fire, potion of cure moderate wounds; 
  Other Gear +1 studded leather armor, cutlass, 2 pistols with 60 
  bullets and 10 silver bullets, backpack, dagger, gunsmith’s kit, 
  flare cartridges (3), paper cartridges (10), 3 powder horns with 
  10 doses of black powder each, 21 gp.
  MOK GUNSMITH KATARNA
  Male kaylethon gunslinger 5
  N Large monstrous humanoid
  Init +3; Senses darkvision 60 ft., scent; Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 14 (+5 armor, +3 Dex, +1 dodge, 
  –1 size)
  hp 42 (5d10+10)
  Fort +6; Ref +7; Will +2
  Defensive Abilities nimble +1
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee mwk cutlass +6 (1d8+3/18-20), gore +5 (1d4+1)
  Ranged +1 pistol +6 (2d6+3/x4), +1 pistol +6 (2d6+3/x4)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 16, Dex 16, Con 14, Int 8, Wis 13, Cha 8
  Base Atk +5; CMB +9; CMD 23
  Feats Gunsmithing, Point Blank Shot, Rapid Reload, Rapid 
  Shot, Two-Weapon Fighting
  Skills Acrobatics +11, Climb +11, Craft (alchemy) +8, Intimidate 
  +8, Perception +9
  Languages Common, Kaylon
  SQ deeds (deadeye, gunslinger’s dodge, gunslinger initiative, 
  pistol whip, quick clear, utility shot), favored weapon (repeating 
  heavy crossbow) +1, grit (1 point), gun training (pistol), 
  gunsmith
  Combat Gear alchemist’s fire, potion of cat’s grace, potions 
  of cure moderate wounds (2); Other Gear +2 studded leather 
  armor, masterwork cutlass, 2 +1 pistols with 60 bullets and 10 
  silver bullets, backpack, dagger, gunsmith’s kit,  flare cartridges 
  (3), paper cartridges (10), 3 powder horns with 10 doses of 
  black powder each, 21 gp.
  A consummate mercenary, Mok will take any job that pays well 
  enough for the work. He’s been a bodyguard, an enforcer for 
  a thieves’ guild, and even taken to the battlefield as part of a 
  larger company of soldiers. He fulfills his obligations as best he 
  can. However, being a kaylethon, his thoughts on a fair deal and 
  what constitutes failure to meet the terms of a contract are often 
  convoluted, especially if his employer is of a different race. Still, 
  Mok is a kaylethon of his word. If an employer’s enemies have a 
  better deal, he will at least allow his current employer a chance to 
  meet or exceed their offer.
  Mok is a thunderous presence on the battlefield. His mouth and 
  his guns are constantly booming, the latter firing bullets at foes, 
  the former a stream of curses, expletives, and derogatory remarks. 
  While his battlefield repartee isn’t clever, Mok gets his points 
  across in excruciatingly vulgar detail. He prefers to keep his foes 
  at a distance, but won’t shy from melee if it gets the job done.
  NEW VEHICLES
  KAYLETHON SKYSHIP “WARCRY”
  Colossal Air vehicle
  Squares 48 (20 ft. by 60 ft.); Cost 50,000 gp
  DEFENSE
  AC 2; Hardness 5
  hp 720 (359)
  Base Save +0
  OFFENSE
  Maximum Speed 100 ft.; Acceleration 30 ft.
  Weapons Up to 4 heavy ballista positioned on the foward, 
  port and starboard sides of the airship. They cannot be 
  swiveled to fire toward the aft sides of the ship.
  Attack ram 8d8
  CMB +8; CMD 18
  DRIVE
  Propulsion current (air) and magic
  Driving Check none (magic)
  Forward Facing the ship’s forward
  Driving Device magic item
  Driving Space the nine squares around the controlling magic 
  item that sits at the front of the ship
  Crew 10
  LOAD
  Decks 2
  Cargo Up to 15 tons or 30 passengers.
  
  Page 22 
  Wrath of the Gatekeepers
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 23
  
  Page 24 
  Wrath of the Gatekeepers
  
  Gatekeeper Chronicles: The Kaylethon 
  Page 25
  
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  Wrath of the Gatekeepers - Gatekeeper Chronicles: The Kaylethon Copyright 
  2018, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A 
  
  3.5 SYSTEM COMPATIBLE
  THE WORLD OF EXODUS NEEDS HEROES...
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  
  GATEKEEPER CHRONICLES:  
  THE KAYLETHON
  Solidly built, four-armed giants, the Kaylethon resemble nothing 
  so much as hoary skinned rhinoceroses. Powerful, broad, squat and 
  strong the Kaylethon are built – in temperament as well as physique 
  – for the life of warriors and they have a fearsome reputation as such, 
  tempestuous, strong, and unwavering, bound up in a system of honor 
  that can make them quick to turn in anger to defend their reputations 
  and the status of their clans.
  More surprising, given their status as ‘primitive’ warriors, the 
  Kaylethon have a natural talent for crafts and technology. This is not 
  so much a result of their intelligence, which is notoriously brutish 
  and simplistic, but more down to an innate instinct for mechanism 
  and device, a simple, bone-deep knowledge of how to put things 
  together, to work stone and metal and shape it to create the forms 
  that come to their minds, inspired by the materials they have to hand 
  and their immediate need.
  This sourcebook provides you will all the information need to play a 
  Kaylethon as a PC or NPC and includes: 
   •  History of the Kaylethon, Personality, Relations & Alignment
   • Three Racial Subtypes and 11 new Racial Feats
   • Two Racial Archetypes and 6 Racial Equipment 
   • Three Deities and Gunsmithing Subdomain
   •  Three Racial Magic spells, two Psionic Powers, Racial Magic Items, 
  Cursed Items and Racial Psionic Items
   • Iconic Kaylethon Gunsmith
  3.5 SYSTEM COMPATIBLE
  LPJ9249
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9249 - Gatekeepers Chronicles - Kaylethon.pdf