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Iron Kingdoms

A Pathfinder Rules Update


Updated 7 June, 2016

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Foreword:

The time has come to, yet again, for me propose an update and revision of the original
IKd20 rules, since my peers and I prefer those to the new rules derived from the wargame. It
seems, to me, that Dungeons and Dragons 3.5e has largely been outmoded and replaced
by the smoother Pathfinder rules. So, I suppose, the purpose of this pursuit is to update the
Iron Kingdoms d20 rules to Pathfinder. As this is a rules update, it in no way replaces the
original material published by Privateer Press. Furthermore, this project makes extensive
use of materials that are probably under copyright. It is the author's will that this not in any
way tread upon those laws or be used for any financial gain (unlikely, considering IK d20
itself is out of print and has been replaced with a more recent, popular, and successful
edition).

I warn you, this is an unfinished work that is largely unplaytested and unedited. I’ve been
developing this since late 2014 in short, intense bursts, and it has been a labor of love. My
peers have waned in their interest in the setting over time, and we have largely switched
over to playing Dungeons and Dragons 5e, which I consider wholly inappropriate for the Iron
Kingdoms setting due to the difference in paradigms concerning magic items.
Consequently, I do not foresee working on this again for a while. However, I felt it only fair to
those that helped me to get this far on this project that I put it out there on the Internet so
that others might also benefit from our work.

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Acknowledgements:

I thank any and all who collaborated in the making of this project, especially the folks from
the Giant in the Playground forums, who reviewed my homebrew as I posted it over time.

A special shout-out to an anonymous friend who provided extensive critique and


collaboration on this work.

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Table of Contents

Chapter One: Races ...………………………………………………….5

Chapter Two: Character Options …………………………………….17

Chapter Three: Equipment …………………………………………...74

Chapter Four: Religion ……………………………………………...119

Chapter Five: Magic …………………………………………….......130

Chapter Six: Mechanika …………………………………………….132

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Chapter 1: Races
The Iron Kingdoms are populated by many and diverse peoples. The following rules detail
the different races that a player may choose from. It is worth noting that humans are by far
the most dominant and widespread race on the continent of Western Immoren, and any
player that seeks to play a non-human character should give special consideration to the
social implications of that when roleplaying. It is also highly discouraged that someone
should play a non-human for purely mechanical reasons.

Humans:
Nationality divides the peoples of the Iron Kingdoms as much, if not more than, racial
heritage. Consequently, one of the following subraces must be selected and its modifiers
are all in addition to the default human modifiers (I.E. bonus feat, skill bonuses, and
attribute bonus). It is worth noting that these subraces represent the culture a character was
raised in, rather than their ethnicity (so a child born from two Umbrean parents, but orphaned
early in life and raised in Caspia would use Caspian modifiers). All the bonuses to skills and
the like described below are racial bonuses. The Automatic Class Skill is what it sounds like:
all humans of that culture possess that skill as a class skill. If they already get that skill as a
class skill, then they receive a +2 racial bonus instead. If a player or GM feels like the
following modifiers do not faithfully represent the cultural idiosyncrasies of a character, it is
perfectly okay to develop your own. Some cultures have not undergone any changes from
the IKCG, some are completely new (and are described below).

Men of the Northern Kingdoms

Khard:
Ability Modifiers: +2 Strength, -2 Intelligence
Automatic Class Skill: Ride
Skill Bonuses: +2 Handle Animal and Intimidate
Automatic Languages: Khadoran (Spoken)
Bonus Languages: Khadoran (Written), Cygnaran (Spoken), Cygnaran (Written), Khurzic,
Ordic

Kossite:
Ability Modifiers: +2 Constitution, -2 Charisma
Automatic Class Skill: Survival
Skill Bonuses: +2 Climb and Stealth
Automatic Languages: Khadoran (Spoken)
Bonus Languages: Khadoran (Written), Cygnaran (Spoken), Khurzic, Ordic

Ryn:
Ability Modifiers: +2 Charisma, -2 Wisdom
Automatic Class Skill: Diplomacy
Skill Bonuses: +2 Bluff and Sense Motive
Automatic Languages: Llaelese

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Bonus Languages: Cygnaran, Khadoran, Caspian, Rhulic (spoken), Rhulic (written), Shyr
(spoken, requires 2 Int. modifier points)

Skirov:
Ability Modifiers: +2 Constitution, -2 Intelligence
Automatic Class Skill: Knowledge (Religion)
Skill Bonuses: +2 Perception and Survival
Automatic Languages: Khadoran (Spoken)
Bonus Languages: Khadoran (Written), Cygnaran (Spoken), Cygnaran (Written), Rhulic
(Spoken), Urnyak, Llaelese (Spoken), Molgur (Spoken), Molgur (Written)

Umbrean:
Ability Modifiers: +2 Strength, -2 Charisma
Automatic Class Skill: Knowledge (History)
Skill Bonuses: +2 Ride and Perception
Automatic Languages: Khadoran, Llaelese
Bonus Languages: Cygnaran, Khurzic, Rhulic (Spoken)

Men of the Central Kingdoms

Gnasir: Better known as "Swampies", these uneducated country folk are as hardy as they
come and have an unsurpassed knowledge of the wilds.
Ability Modifiers: +2 Constitution, -2 Intelligence
Automatic Class Skill: Survival
Skill Bonuses: +2 Stealth, +2 Knowledge (Nature)
Automatic Languages: Swampie (Spoken)
Bonus Languages: Cygnaran (Spoken, selecting this negates dialect modifiers), Cygnaran
(Written), Gobberish (spoken), Molgur-Trul (spoken), Quor-Og (Spoken), Quor- Gar
(Spoken), Farrow

Midlunder:
Ability Modifiers: +2 Constitution, -2 Wisdom
Automatic Class Skill: Knowledge (History)
Save Bonuses: +1 Will saves
Skill Bonuses: +2 Profession (Any) or Craft (Any)
Automatic Languages: Cygnaran
Bonus Languages: Caspian, Khadoran, Llaelese, Ordic, Rhulic (Spoken), Rhulic (Written)

Morridane:
Ability Modifiers: +2 Dexterity, -2 Charisma
Automatic Class Skill: Survival
Skill Bonuses: +2 Climb and Stealth
Automatic Languages: Cygnaran, Khadoran (Spoken)
Bonus Languages: Khadoran (Written), Caspian, Khurzic, Llaelese, Ordic

Radiz: These dark-skinned peoples have a well-earned reputation as gypsies, tramps, and
thieves. Their appearance outside of town often means the circus has arrived. Most Radiz
worship the Twins syncretically, paying homage to both depending on their needs.

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Ability Modifiers: +2 Dexterity, -2 Wisdom
Automatic Class Skill: Sleight of Hand
Skill Bonuses: +2 Escape Artist and Stealth
Automatic Languages: Cygnaran, Khadoran, Ordic, or Llaelese (Spoken)
Bonus Languages: Cygnaran, Khadoran, Llaelese, Ordic, Five Cant, Farrow

Sinari: Related to the Radiz, the Sinari are also dark-skinned. They have an established
reputation as hard workers, but their society is simple and more prone to violent solutions
than peaceful ones, causing some friction in their relationships.
Ability Modifiers: +2 Strength, -2 Charisma
Automatic Class Skill: Intimidate
Skill Bonuses: +2 Profession (Any) and Knowledge (local)
Automatic Languages: Cygnaran
Bonus Languages: Caspian, Khadoran, Llaelese, Ordic, Rhulic (spoken), Five Cant

Thurian:
Ability Modifiers: +2 Intelligence, -2 Wisdom
Automatic Class Skill: Bluff
Skill Bonuses: +2 Diplomacy and Linguistics
Automatic Languages: Cygnaran, Ordic
Bonus Languages: Khadoran, Llaelese, Caspian, Khurzic

Tordoran:
Ability Modifiers: +2 Charisma, -2 Wisdom
Automatic Class Skill: Swim
Skill Bonuses: +2 Profession (Sailor) and Perception
Automatic Languages: Ordic
Bonus Languages: Cygnaran, High Tordoris, Khadoran, Llaelese

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Men of the Southern Kingdoms

Caspian:
Ability Modifiers: None
Automatic Class Skill: Knowledge (Religion)
Skill Bonuses: +2 Diplomacy and Linguistics
Automatic Languages: Cygnaran
Bonus Languages: Caspian, Llaelese, Ordic

Idrian:
Ability Modifiers: +2 Dexterity, -2 Intelligence
Automatic Class Skill: Ride
Skill Bonuses: +2 Survival and Stealth
Automatic Languages: Idrian, Cygnaran (Spoken, Sulese dialect)
Bonus Languages: Cygnaran (Written), Khadoran, Khurzic, Molgur

Scharde:
Ability Modifiers: +2 Dexterity, -2 Wisdom
Automatic Class Skill: Intimidate
Skill Bonuses: +2 Swim and Bluff
Automatic Languages: Scharde Tongue (Spoken)
Bonus Languages: Cygnaran (Spoken; removes dialect), Cygnaran (Written), Khadoran,
Ordic, Molgur, Five Cant, Telgesh (Spoken), Telgesh (Written), Satyxi (Spoken), Satyxi
(Written)

Sulese: Those born in the Protectorate are bred for fiery zealotry.
Ability Modifiers: +2 Wisdom, -2 Charisma
Automatic Class Skill: Knowledge (Religion)
Skill Bonuses: +2 Knowledge (Religion) and Intimidate
Automatic Languages: Sulese
Bonus Languages: Cygnaran (removes dialect), Khadoran, Khurzic, Llaelese, Idrian

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Dwarves:
Ability Modifiers: +2 Constitution, +2 Wisdom, -2 Charisma
Size: Medium
Speed: Base speed of 20ft, but their speed is never modified by armor or encumbrance
Darkvision: 60 ft
Greed: +2 racial bonus on Appraise checks to determine the price of nonmagical goods that
contain precious metals or gemstones.
Swarming: Dwarves are well trained to fight in concert with each other. Up to two members
of this race can share the same square at the same time. If two members of this race that
are occupying the same square attack the same foe, they are considered to be flanking that
foe as if they were in two opposite squares.
Stubborn: Dwarves 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 dwarf fails such a save, it receives another save 1 round later to prematurely end the
effect. This second save is made at the same DC as the first. If the member of the race 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.
Hardy: +2 Racial bonus on saving throws against poison, spells, and spell-like abilities
Stability: +4 racial bonus to CMD against bull rush or trip attempts whilst standing on the
ground.
Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework.
They receive a check to notice such features whenever they pass within 10 feet of them,
regardless of if they were actively looking or not.
Weapon Familiarity: Any weapon with "dwarven" in the name is a martial weapon for
dwarves. They are also proficient with battleaxes, heavy picks, and warhammers.
Automatic Languages: Rhulic
Bonus Languages: Cygnaran, Llaelese, Khadoran, Miner Rhulic, Dol-Rhul

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Elves:
Iosan:
Ability modifiers: +2 Dexterity, +2 Intelligence, -2 Constitution
Size: Medium
Speed: 30 feet
Low-Light Vision
Iosan Resistances: Immunity to magical sleep effects and a +2 bonus on saves against
Enchantment and Divination spells and effects.
Iosan Magic: +2 racial bonus on Spellcraft and and a +2 bonus on caster level checks made
to overcome spell resistance.
Tree Stride: Elves can move through natural difficult terrain at their normal speed while
within forests. Magically altered terrain affects them normally.
Expert Diviner: All Iosans that can cast spells gain Spell Focus (Divination) as a bonus feat
Keen Senses: +2 racial bonus on Perception checks
Weapon Familiarity: Iosan are proficient with Longswords, Shortswords, Rapiers, Longbows,
and Shortbows. Additionally, they treat any weapon that has "Elven" or "Iosan" in the name
as a martial weapon (this does not include the Nyss Claymore).
Automatic Languages: Shyr
Bonus Languages: Cygnaran, Llaelese, Rhulic, Caspian

Sidebar: Soulless Iosans


The waning health of Scyrah has limited her ability to provide souls to newborn elves. As a
result, some Iosan elves are born soulless. These unfortunate individuals possess
completely black eyes, marking their affliction physically. The soulless are quite distinct from
other elves in behavior, though, having almost no emotional response and possessing little
self-will or motivation. The Retribution of Scyrah has found special use for the soulless,
however, by using their ability to interfere with spellcasters as both a shield and a weapon.
Official policy of the Fane of Scyrah is to kill soulless children at birth, but a conspiracy of
sympathetic midwives ferry the children to hidden Retribution conclaves where they are
raised in indoctrination and given whatever training they need to complete their (often
suicidal) missions. Soulless Iosans may be represented by the following template, though it
is more suitable for NPCs as the soulless have not the drive or motivation to go on
adventures on their own.

Soulless Iosan
CR: +2
Alignment: Always True Neutral. Magical effects that would change alignment cannot
change a Soulless Iosan’s alignment from True Neutral.
Type: Humanoid (Elf)
Saves: A Soulless Iosan suffers a -4 penalty on Will saves
Defensive Abilities:
Mage Static (Ex): Soulless Iosans interfere with magic in their immediate area. Any
spellcaster that attempts to cast a spell while the spellcaster or the effect produced by the
spell is within 30 feet of a Soulless Iosan must make a Concentration check with a DC of 20
+ the spell level or lose the spell. Even on a success, spells with an area of effect have all
numerical effects decreased by half in a 10 foot radius around the Soulless Iosan.

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Disbinding (Ex): Soulless Iosans attract magical energy to themselves like a lightning rod.
Whenever a spell effect begins its duration within 30 feet of the Soulless Iosan, the spell
immediately fails and the Soulless Iosan takes 5 points of damage for every level of the
spell.

Special Qualities:
Soulless (Ex): Soulless Iosans do not produce souls when they die, and thus are immune to
effects that manipulate souls, including many necromancy spells and effects. Soulless
Iosans may never become spellcasters.

Abilities: Soulless Iosans suffer from a -2 to their Wisdom ability and a -6 to their Charisma
ability.
Skills: Soulless Iosans are incapable of gaining ranks in the Use Magic Device skill.

Nyss:
Ability modifiers: +2 Dexterity, +2 Strength, -2 Wisdom
Size: Medium
Normal Speed: 30 feet
Low-Light Vision
Nyss Resistances: Immunity to magical sleep effects and a +2 bonus on saves against
Enchantment spells and effects. +2 bonus on saves against any Cold-based effect, and
Nyss do not suffer penalties for cold conditions until 40o lower than normal. However, they
suffer penalties for heat at 20o lower than normal.
Silent Hunter: Nyss reduce the penalty for using Stealth while moving by 5 and can make
Stealth checks while running at a -20 penalty (this includes the penalty reduction from this
trait)
Skill Training: Survival and Perception are always class skills for Nyss.
Skill Bonuses: +2 racial bonus on Stealth checks and Perception checks.
Weapon Familiarity: All Nyss are proficient with Longbows, Shortbows, and the Nyss
Claymore
Automatic Languages: Aeric (spoken)
Bonus Languages: Aeric (Written, clerics and sorcerers only), Cygnaran (Spoken),
Khadoran (Spoken), Shyr (Spoken), Rhulic (Spoken)

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Goblins:
Gobber:
Ability modifiers: +2 Dexterity, +2 Intelligence, -2 Strength
Size: Small (+1 size bonus to AC and Attack Rolls, -1 size penalty on CMB and CMD, +4
size bonus on Stealth checks)
Speed: 20 feet
Swampborn: +2 racial bonus on saving throws against disease, poisons, and becoming
nauseated or sickened.
Skill Training: Craft (Alchemy) and Stealth
Skill Bonuses: +1 racial bonus to Escape Artist and Craft (Alchemy)
Low-Light Vision
Master Tinker: Gobbers gain a +1 bonus on Disable Device and Knowledge (Engineering)
checks. Gobbers are treated as proficient with any weapon they have personally crafted.
Swarming: Goblins are used to living and fighting communally with other members of their
race. Up to two creatures with the goblin subtype can share the same square at the same
time. If two creatures with the goblin subtype occupying the same square attack the same
foe, they are considered to be flanking that foe as if they were in two opposite squares.
Sneaky: Gobbers gain a +4 racial bonus on Stealth checks
Automatic Languages: Gobberish, Cygnaran
Bonus Languages: Any except for secret languages such as Druidic

Bogrin:
Ability modifiers: +2 Dexterity, +2 Constitution, -2 Intelligence
Size: Small (+1 size bonus to AC and Attack Rolls, -1 size penalty on CMB and CMD, +4
size bonus on Stealth checks)
Speed: 30 feet
Swampborn: +2 racial bonus on saving throws against disease, poisons, and becoming
nauseated or sickened.
Low-Light Vision
Skill Training: Survival and Climb are always class skills for Bogrin
Poison Use: Bogrin are skilled with poison and never risk accidentally poisoning themselves
when applying it to weapons.
Silent Hunter: Bogrin reduce the penalty for using Stealth while moving by 5 and can make
Stealth checks while running at a -20 penalty (this includes the penalty reduction from this
trait)
Swarming: Goblins are used to living and fighting communally with other members of their
race. Up to two creatures with the goblin subtype can share the same square at the same
time. If two creatures with the goblin subtype occupying the same square attack the same
foe, they are considered to be flanking that foe as if they were in two opposite squares.
Sneaky: Gobbers gain a +4 racial bonus on Stealth checks

Automatic Languages: Gobberish, Cygnaran (Spoken, Swampie dialect)


Bonus Languages: Cygnaran (Written), Khadoran, Ordic, Farrow, Quor-Og, Quor-Gar,
Molgur-Trul, and Molgur-Og

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Ogrun:
Ability modifiers: +4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma
Size: Large (-1 size penalty on AC and attack rolls, +1 size bonus on CMB and CMD, -4 size
penalty on Stealth checks)
Reach: Ogrun have a 10 foot reach.
Speed: 40 ft
+1 Natural Armor bonus
Craftsman: Ogrun gain a +2 racial bonus on all Craft or Profession checks to create objects
from metal or stone.
Weapon Familiarity: Ogrun are proficient with one polearm of their choice. The Ogrun
Warcleaver is a martial weapon for them.
Automatic Languages: Molgur-Og and Cygnaran or Rhulic
Bonus Languages: Cygnaran, Rhulic, Khadoran, Llaelese, Molguer-Trul

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Trollkin:
Trollkin:
Ability modifiers: +2 Strength, +4 Constitution, -2 Charisma
Size: Medium
Speed: 30 feet
Darkvision: 60 feet
Trollkin Resistances: +2 bonus on saving throws against poison, disease, and becoming
nauseated or sickened.
Poison Resistance: Trollkin gain a racial bonus on saving throws against poison effects
equal to their Hit Dice.
Tough as Nails: Trollkin heal at twice the normal rate, or three times the normal rate if they
feast considerably, whilst resting. Trollkin regenerate lost limbs slowly: 1d6+1 days if they
re-attach the limb, and 2d20+30 days to regenerate a limb entirely.
Automatic Languages: Molgur-Trul (Spoken), Cygnaran (Spoken)
Bonus Languages: Molgur (Written), Cygnaran (Written), Khadoran, Llaelese, Ordic

Trollkin Sorcerers: Trollkin Sorcerers are stunted and albino trollkin who possess
sorcerous powers invariably. Trollkin Sorcerers must take their first level in Arcanist, Bard,
Bloodrager, or Sorcerer. If they possess a bloodline, it must be the Arcane bloodline. These
limitations are waivable by the GM, but it is encouraged that there be exceptional reasons for
this.

Ability modifiers: +2 Charisma, +4 Constitution, -2 Dexterity


Size: Medium
Speed: 30 feet
Darkvision: 60 feet
Trollkin Resistances: +2 bonus on saving throws against poison, disease, and becoming
nauseated or sickened.
Poison Resistance: Trollkin gain a racial bonus on saving throws against poison effects
equal to their Hit Dice.
Tough as Nails: Trollkin heal at twice the normal rate or three times the normal rate if they
feast considerably whilst resting. Trollkin regenerate lost limbs slowly: 1d6+1 days if they re-
attach the limb, and 2d20+30 days to regenerate a limb entirely.
Automatic Languages: Molgur-Trul, Cygnaran (Spoken)
Bonus Languages: Cygnaran (Written), Khadoran, Llaelese, Ordic

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Monstrous Races:
Farrow
Ability modifiers:+2 Strength, +4 Constitution, -2 Charisma
Size: Medium
Speed: 30 feet
+4 Natural Armor Bonus
Natural Weapons: Gore (1d8)
Scent
Automatic Languages: Farrow (Spoken)
Bonus Languages: Farrow (Written), Cygnaran (Spoken), Cygnaran (Written), Khadoran
(Spoken), Molgur (Spoken)

Satyxis
Ability Modifiers: +2 Dexterity, +4 Charisma, -2 Wisdom
Size: Medium
Speed: 30 ft
Darkvision 60 ft
Natural Weapon: Gore (1d6)
Skill Training: Bluff and Profession (Sailor) are always class skills for Satyxis
Seducer: Enchantment spells and spell-like abilities of a Satyxis have their DC increased by
+1. Satyxi with Wisdom scores of 15 or more can cast Charm Person as a spell-like ability
and receive bonus spell points for high charisma as if they had levels in a casting class.
Spell-Like Ability, Lesser: Once per day a Satyxis may cast Charm Person as a spell-like
ability, with the save DC based on their Charisma.
Mist Child: Whenever a Satyxis has concealment or total concealment, the miss chance of
attacks against her increases by 5%.
Resist Level Drain: Satyxis take no penalty from energy-draining effects, though a member
of this race can still be killed if it accrues more negative levels than it has Hit Dice. After 25
hours, any negative levels a member of this race has accrued are removed without the need
for any additional saving throws.
Plagueborn: Satyxis gain a +2 racial bonus on saving throws against disease, ingested
poisons, and becoming nauseated or sickened.
Automatic Languages: Satyxi, Cygnaran (Scharde Tongue dialect)
Bonus Languages: Cygnaran (removes dialect), Ordic, Molgur, Khadoran (Spoken)

Skorne
Ability modifiers: +2 Strength, +2 to one ability of the Skorne's choice
Size: Medium
Speed: 30 feet
Skilled: 1 bonus skill point per level
Bonus Feat: Skorne receive a bonus feat at 1st level
Automatic Languages: Skorne
Bonus Languages: Cygnaran

Tharn
Ability modifiers: +4 Strength, +2 Constitution, +2 Dexterity, -2 Intelligence

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Size: Medium
Speed: 30 feet
Darkvision: 60 feet
Chaos Frenzy: Tharn can rage, as a Barbarian, once per day. If they have actual levels in
Barbarian, they can rage once more per day. Whenever a Tharn rages (no matter if they
use their racial ability or the Barbarian class feature), they gain +2 natural armor, +3 bonus
on Will saves, a bite and two claw attacks (1d6 and 1d4 respectively), and the Scent ability
Automatic Languages: Tharn (spoken)
Bonus Languages: Khurzic (spoken), Molgur (spoken)

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Chapter 2: Character Options
The rules below discuss some of the ways characters in the Iron Kingdoms differ from those
in other fantasy settings. In addition, a number of new classes, archetypes, feats and skills
are introduced.

Classes of the Iron Kingdoms:


Changes in Classes: The standard classes of Pathfinder are listed below, followed by any
changes that are introduced for the setting and comments on how those classes are typically
implemented in the Iron Kingdoms. If there are no changes in the class, they will be listed as
“No change” and a description of their place in the setting.

Core Classes:
Barbarian: No change. Few truly barbaric peoples can be found in the Iron Kingdoms, but
some still exist in small numbers on the fringes of civilization. Khadorans of the Malgur
Forest, Thundercliff Peaks, Scarsfell Forest, and northern reaches are often barbarians.
Reclusive Trollkin kriels boast large numbers of barbarians, though the more civilized ones
have higher proportions of fighters. In the south, isolated island folk living on the Broken
Coast are sometimes barbarians, and the Idrian tribesman of the western Bloodstone
Marches boast a rich culture that has, until recently, been untouched by western civilization.
Bard: No change in class features, but see Chapter 5 for how magic is different in the Iron
Kingdoms. Bards are a rare breed in Immoren. Though music itself is not magical, those
with the Gift are capable of channeling magic into their music through dedicated study to
produce magical effects. Because their raw talent has been tempered with such study, and
because it is vastly more entertaining, the common folk of the Iron Kingdoms do not attach
the same stigma to bards as they do sorcerers and witches. Bardic training is usually done
through apprenticeship to another bard, but in Ord there exists a number of concert halls that
have begun recruiting magical talent to add to their symphonies and operas.
Cleric: Class features for divine classes change as detailed below. See Chapter 5 for how
magic is different in the Iron Kingdoms. Clerics are common across all of Immoren, but the
greatest concentration of them is the Sancteum of Morrow in Caspia and the Protectorate of
Menoth.
Druid: No change in class features, but see Chapter 5 for how magic is different in the Iron
Kingdoms. Druids in the Iron Kingdoms are secretive and insular. Some priests of nature-
related deities, such as Dhunia and Scyrah, manifest their powers as druids instead of
clerics, but the majority of druids are the mysterious Blackclads of the Circle Orboros. The
Circle is an all-human religious sect related to the Devourer Wurm, though much of their
work involves maintaining the balance of nature and civilization in an attempt to appease the
Devourer and, so doing, save the world from destruction.
Fighter: No change. Fighters are found everywhere in Immoren, especially with the rising
tensions and imminent war that most authorities are predicting. Many fighters are drawn
from the ranks of national armies or mercenary companies, who are building up forces
before the war. The Cygnar-Khador border has always been well patrolled by both sides, as
conflicts are frequent there. In the south, many Menites have taken up the art of arms in
support of separatist actions for the Protectorate. Along the Broken Coast, pirates and
sailors from Cryx, Cygnar, and Ord all ply the waters and depend on sharp steel and heavy

17
guns to defend themselves. Cygnar’s elite infantry are represented below in the Trencher
archetype. Skilled riflemen who reach out to touch the enemy are represented by the Sniper
archetype below.
Monk: No change. The Abundant Step class feature of the monk does not draw Infernal
attention as other teleportation effects in the Iron Kingdoms do. Monks are rare in the Iron
Kingdoms, and most come from religious organizations. Menite monks are the most
numerous and are members of the Order of the Fist, an organization that aids the Scrutators
as secret police within the church, passing unarmed and unnoticed amongst the population.
Morrowan monks are members of the Order of Keeping, which is responsible for guarding
religious relics of the Morrowan faith and for the protection of important members of the
church. A number of monks arise from the Paingivers of the Skorne Empire, with their
powers arising from their intimate knowledge of anatomy. Archetypes for the Order of the
Fist and the Order of Keeping are detailed below.
Paladin: Class features for divine classes change as detailed below. See Chapter 5 for how
magic is different in the Iron Kingdoms. Paladins are seen across all of Immoren, but the
greatest concentration of them is the Sancteum of Morrow in Caspia and the Protectorate of
Menoth, though most Menite Paladins are members of the waning Order of the Wall.
Ranger: No change, though Skirmisher and Trapper archetypes outnumber the default
ranger. In the Iron Kingdoms, most rangers are outdoorsman, explorers, and scouts that live
by skill, ingenuity, and respect for nature. Despite this, the rangers of Immoren are seldom
capable of casting spells. Those that do use magic are usually related to the Circle Orboros
or the religions of Dhunia, Scyrah, Nyssor, or others related to nature.
Rogue: No change. The Bodger archetype is available to rogues of the Iron Kingdoms and
is detailed below. Thieves, tricksters, and those who survive by the sharpness of their skills
alone can be found in all civilizations, though some cities, such as Five Fingers, are
notorious for their expansive criminal elements.
Sorcerer: No change in class features, but see Chapter 5 for how magic is different in the
Iron Kingdoms. Immorese sorcerers are outcasts, often greeted with equal parts scorn and
fear, the common person trusts sorcerers far less than wizards or bards because they wield
dangerous powers without the training in when their use is appropriate. Furthermore, the
source of sorcerous powers is often assumed to be Infernal in nature, and fears surrounding
those fiends are great enough that the common person may not be willing to listen to reason
when it comes to sorcery. A notable exception to this is the Trollkin, amongst which
sorcerers are stunted in growth and albino. Despite these marked differences, Trollkin
Sorcerers are a respected caste of society. The following bloodlines are available in the Iron
Kingdoms, along with a description of the source of that bloodline: Aberrant sorcerers derive
their magic from the changes wrought from a dragon’s blight. Abyssal sorcerers derive their
magic from the fell influence of the Infernals, though usually this is the result of an ancestor’s
dealings tainting the bloodline. Accursed sorcerers carry the taint of a hag or some other
inherently magical creature in their blood. Arcane sorcerers are by far the most common
bloodline, and they represent those who benefited the most from the Gift of Thamar.
Destined sorcerers are those rare individuals who fate has granted power, often born or
conceived during auspicious celestial events. Fey sorcerers draw upon the strange magic of
the grymkin, and are often products of unfortunate meetings between those creatures and
humans or the result of being conceived or born at the convergence of ley lines. Harrow
sorcerers are born to the Radiz people and represent an offshoot of typical sorcerous power
that has developed along a particular line. Undead sorcerers are exceedingly rare in most of

18
the Iron Kingdoms, but Cryx is so saturated with necromantic magic that they are the most
prevalent sort of sorcerer in that region.
Wizard: No change in class features, but see Chapter 5 for how magic is different in the Iron
Kingdoms. Wizardry was originally developed by the savant Sebastian Kerwin during the
Orgoth Occupation, and has developed since then at an exponential rate. The majority of
wizards are trained through apprenticeships, but all of the Iron Kingdoms but the
Protectorate of Menoth train wizards for their military forces, and a number of non-
governmental organizations train people in the arcane arts.
Base Classes:
Alchemist: No change. Alchemy is a growing scientific tradition in Western Immoren, and
its practitioners are respected members of the academic community. Usually, an alchemist
with the Chirurgeon archetype is who the common man will turn to for medical care. The
Order of the Golden Crucible, based out of Llael, is the largest organization based on
alchemical study and membership in the Order is highly prestigious. In the far east, the
Skorne Empire also produces alchemists, though they refer to the art as chymistry. The
most notable practitioners of chymistry are the Paingivers, alchemists possessing the
Vivisectionist archetype.
Cavalier: No change. Mounted traditions exist across all of Immoren, but none are as
famous as the Horselords of ancient Khador (these warriors may be represented by the
Horselord archetype, except their favored terrain is Cold).
Gunslinger: No change. Firearms were originally invented some 600 years ago during the
Orgoth rebellion and they have only become more deadly and more reliable since. Though
the cost of firearms is prohibitive for most commoners, everybody has at least seen a
firearm. Gunslingers are not a common sight in the Kingdoms for this reason, though many
developed out of the dueling traditions of Llael and aboard the ships plying the coasts of
Ord, Cygnar, and Cryx.
Inquisitor: Class features for divine classes change as detailed below. See Chapter 5 for
how magic is different in the Iron Kingdoms. Inquisitors are the agents of the many religions
of the Iron Kingdoms, and nearly every religion trains them in small numbers. Menite
Scrutators and the Morrowan Order of Illumination are the most prevalent examples of
Inquisitors, but many agents of the Retribution of Scyrah and a fair number of ordinary
Thamarite priests are Inquisitors as well. Despite the name, the Cygnaran Inquisition did not
boast any Inquisitors, as the evils it perpetrated ran against the principles of Morrow, whose
name they persecuted people in.
Magus: No change in class features, but see Chapter 5 for how magic is different in the Iron
Kingdoms. Very common in the militaries of the Iron Kingdoms, most Magi do not initially set
out on that path. Indeed, most are wizard’s apprentices who are thrust into violent situations
and begin developing martial and magical skills in parallel. Despite this deviation from
training, they are valued assets the various crowns that rule Immoren.
Oracle: No change in class features, but see Chapter 5 for how magic is different in the Iron
Kingdoms. Oracles are rare, since the gods of Caen keep their distance, but they do exist.
Perhaps the most famous example in recent history is the Harbinger of Menoth. Many
religions that aren’t organized around churches, such as Dhunia, possess Oracles instead of
Clerics.
Summoner: No change in class features, but see Chapter 5 for how magic is different in the
Iron Kingdoms, though note that their powers are Infernal in nature. Summoners are
exceedingly rare, numbering fewer than 100 across all of Immoren. These evil men and

19
women have delved so far into Infernal lore that they possess one of the despicable
creatures at their beck and call.
Witch: No change in class features, but see Chapter 5 for how magic is different in the Iron
Kingdoms, though note that their powers are Infernal in nature. Witches exist in all of the
Iron Kingdoms, and are the subject of many cautionary children's tales. These men and
women have learned the forbidden lore of Infernals and made pacts with those creatures-
trading either their souls or those of others for the magical powers they now wield. The
familiars of witches are distinguishable from those of other arcane spellcasters by their
soullessness and tell-tale physical manifestations of their Infernal nature. These differences
are not known by most commoners, however, and many who possess familiars from other
arcane spellcasting classes are suspected of Infernalism.
Alternate Classes:
Antipaladin: Paladin changes apply this class. The vast majority of Antipaladins are
devoted to Thamar or Toruk, though a rare few are in the service of the Devourer Wurm and
Menoth.
Ninja: No change. Ninjas exist amongst the Skorne Empire, where they are often drawn
from the ranks of apprentice Paingivers who show great ability for killing rather than torture
and chymistry. Since failed apprentices usually die amongst Paingivers, these few that are
skimmed off the top are seldom noticed and they are taken to be trained in hidden schools
for the art of killing. Rumor has it that there is an order of ninjas that serve as the eyes and
ears of the church of Thamar, but there is no confirmation of this.
Samurai: No change. Samurai are not trained by any tradition in Western Immoren. They
exist amongst the Skorne of Eastern Immoren, though they often ride exotic warbeasts
(commonly Feroxes) into battle since horses are unknown the Skorne.
Hybrid Classes:
Arcanist: No change in class features, but see Chapter 5 for how magic is different in the
Iron Kingdoms. Arcanists combine the talents of sorcerers and wizards in an eclectic style
setting them apart from either. They are usually considered failures by their wizardly
masters, but often strike out on their own to become quite successful.
Bloodrager: No change in class features, but see Chapter 5 for how magic is different in the
Iron Kingdoms. Bloodragers are usually the products of those with sorcerous talents born
into violent situations. Bloodragers face the same stigmas as sorcerers and can choose
from the same bloodlines.
Brawler: No change. Brawlers are often street toughs and can be found anywhere in the
Iron Kingdoms. Of note, the Idrian tribes of the Bloodstone Marches have an ancient, well-
proven system of hand to hand combat that trains students as Brawlers.
Hunter: No change in class features, but see Chapter 5 for how magic is different in the Iron
Kingdoms. Hunters are essentially less mystically focused druids, and most are affiliated
with the Circle, though they do not have to be.
Investigator: No change. Investigators are often found in the same roles as alchemists,
though a growing number have developed out of the obscure discipline of forensics and are
employed by governments across Immoren to hunt down fugitives.
Shaman: No change in class features, but see Chapter 5 for how magic is different in the
Iron Kingdoms. Shamans are exceedingly rare, existing only in the frozen northern reaches
of Khador, depths, the wildest depths of Immoren’s forests (often amongst the Tharn and
Trollkin), and amongst the Idrian tribes of the Bloodstone Marches. The most notable
shaman in Immorese history is the Old Witch of Khador, whose mysterious origins lie in the
northern forests of Khador.

20
Skald: No change in class features, but see Chapter 5 for how magic is different in the Iron
Kingdoms. The Fell Caller archetype is available to trollkin characters and is described
below. Skalds are the feral cousin of bards, and are usually trained by the “uncivilized”
peoples of Western Immoren, notably the Skirov of Khador, the Nyss, the Gnasir of Cygnar,
and the Idrian tribes of the Bloodstone Marches. Trollkin have their own distinct, but more
prominent, tradition of skalds known as Fell Callers.
Slayer: No change. Slayers are often wanderers, tracking bounties and fugitives across the
Iron Kingdoms. Some, such as the notorious Alten Ashley, make their living as professional
monster hunters, selling their services as mercenaries.
Swashbuckler: No change. Swashbucklers are most often found around the sea, travelling
port to port aboard ships of all types. The largest concentrations of Swashbucklers are in
Ordic and Cygnaran ports, though a sizable number live in Cryx as well.
Warpriest: Class features for divine classes change as detailed below. See Chapter 5 for
how magic is different in the Iron Kingdoms. Warpriests are an increasingly common variety
of priest found in nearly all religions in the Iron Kingdoms. Lots of Menite priests are
Warpriests, and Morrowan battle chaplains are usually Warpriests. The sect of the Menite
known as Reclaimers are all Warpriests.

Divine Classes: The gods of Immoren do not manifest their power in a uniform manner.
Class features that draw their power from Menoth, the Devourer Wurm, Dhunia, Cyriss,
Toruk, or Nyssor are subject to the changes detailed below.

Menoth:
Channel Energy: Priests of Menoth channel positive energy, as the undead are
abominations.
Detect Alignment: Disciples of Menoth who possess an ability that detects the alignment of a
creature detects creatures of Chaotic alignments, those who disregard the True Law.
Bulwark of Faith: Disciples of Menoth who possess an ability that targets creatures of a
particular alignment (like a Paladin’s Smite Evil ability) instead gains their Charisma modifier
as a bonus to armor class. Additionally, the disciple of Menoth and number of allies equal to
their Charisma modifier gain the effects the Protection from Alignment spell, chosen between
chaos or evil at the time of activation. This ability lasts for 1 minute.

Devourer Wurm:
Channel Savagery: Disciples of the Devourer Wurm possess the ability to manipulate the
predatory instincts of creatures. At 1st level, they may use this ability a number of times
equal to 3 + their Wisdom modifier. For each level thereafter, they can use this ability 2
additional rounds per day. Starting Channel Savagery is a standard action, but it can be
maintained each round as a free action. Channel Savagery cannot be disrupted, but ends if
the character is prevented from taking a free action. Channel Savagery affects the character
and all allies within 30 feet of the character. When the character begins their Channel
Savagery ability, and at the start of each ally's turn, the character’s allies must decide
whether to accept or refuse its effects. This is not an action. Unconscious allies automatically
accept the song. If accepted, the effects of Channel Savagery last for that ally's turn or until
the ability ends, whichever comes first. At 1st level, creatures affected by Channel Savagery
gain +2 Strength and +2 Constitution, but suffer a -1 penalty to AC and cannot use any
Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and
Ride) or any ability that requires patience or concentration. At 8th level, the Strength and

21
Constitution bonuses increase to +4, and at 16th level, +6. If an ally has her own rage class
ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may
use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties,
based on her own ability and level instead of those from the skald (still suffering no fatigue
afterward). However, Channel Savagery does not allow the ally to activate abilities
dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager
bloodlines; the ally must activate her own rage class ability in order to use these features.
This ability replaces Channel Energy.
Scent: Any disciple of the Devourer Wurm who would gain the ability to Detect Alignment
instead gains the Scent ability.
Frenzied Strike: The Devourer’s influence has taken root in the character, exacerbating their
feral instincts. They gain low-light vision and may add their Charisma bonus to all attack and
damage rolls made with natural weapons. This replaces the ability of Paladins, Antipaladins,
and other characters who worship the Devourer Wurm and gain Smite Evil or a similar
ability.
Shape of the Beast: This ability modifies the Divine Bond or Fiendish Boon ability of
paladins and antipaladins. The character may not select a mount as a divine bond.
Furthermore, the character permanently gains a bite and two claw attacks, that deal damage
appropriate to their size (these natural weapons are an extraordinary ability and may not be
dispelled). The character may use their Divine Bond ability to modify natural weapons. The
character may substitute a +1 enhancement bonus for one of the following abilities, which
lasts for the duration of the Divine Bond ability: +10 ft movement speed, +2 Dexterity, +2
Strength, or +2 Natural Armor.

Dhunia:
Channel Elements: When a disciple of Dhunia gains the Channel Energy ability, they must
choose an element (Air/Electricity, Earth/Acid, Fire/Fire, or Water/Cold). They gain
resistance to the corresponding type of energy damage equal to 10 + their level.
Detect Element: A disciple of Dhunia that possesses the ability to Detect Alignment as a
class feature instead gains the ability to detect the presence of all creatures with the Plant,
Animal, or Magical Beast within 60 feet. This ability reveals the location of these creatures,
but does not negate concealment or similar conditions.
Elemental Strike: Disciples of Dhunia who possess a class ability that targets a creature of a
particular alignment (like a Paladin’s Smite Evil ability) instead may target any creature.
Bonus damage from this ability is the same as their chosen element damage. This ability
modifies the Smite Evil ability and similar abilities.

Cyriss:
Channel Geomantic Energy: Disciples of the Maiden of Gears gain the ability to temporarily
align and channel the geomantic energy suffusing their immediate area. They may use this
ability to heal or damage Constructs within range as they see fit. If any Gremlins (MN1 pg
86) are within the area, they are harmed by the powerful energy fluctuations. Furthermore,
they may use this ability to power Cyriss-Tech devices and Arcanika. This ability modifies
the Channel Energy ability.
Sacred Geometry: Disciples of Cyriss gain the Sacred Geometry feat as a bonus feat at 5th
level.
Detect Mechanika: Disciples of Cyriss who possess the ability to Detect Alignment as a
class feature instead gains the ability to cast Detect Magic at will.

22
Overload Construct: Disciples of Cyriss who possess a class ability that targets a creature
of a particular alignment (like a Paladin’s Smite Evil ability) instead may target any construct
or inanimate object (including items carried by creatures) with their ability.
Divine Bond: Paladins of Cyriss may not gain a mount as a divine bond. They may instead
choose to gain a Mechanikal Familiar as an Arcane Mechanik of their Paladin level.

Nyssor:
Winter’s Shield: Disciples of Nyssor do not channel energy in the same way as other
priests. Instead, they gain Cold Resistance equal to 10 + caster level. This ability replaces
Channel Energy.
Detect Life: Nyssor is the god of winter and represents death amongst the elves, despite not
being evil. Disciples of Nyssor do not detect alignments, but instead detect living creatures
within 30 feet as if they had Blindsense.
Winter’s Wrath: Disciples of Nyssor who possess a class ability that targets a creature of a
particular alignment (like a Paladin’s Smite Evil ability) instead may target any creature.
Bonus damage from this ability is Cold damage. This ability modifies the Smite Evil ability
and similar abilities.

Toruk:
Channel Energy: Disciples of Toruk channel negative energy. Long term exposure to this
energy can inflict a creature with the Blighted Template (MN1 pg 55)
Soul Sight: Disciples of Toruk can sense the presence of souls in their vicinity. They
immediately detects the presence of any soul within 5 feet per caster level, just as if they
possessed blindsense. Most living creatures and some undead creatures possess souls;
constructs and outsiders do not. This ability replaces the Detect Alignment ability of
Inquisitors and the Detect Good ability of Antipaladins.
Smite Life: Disciples of Toruk despise life and any class ability that targets creature of a
particular alignment (like an Antipaladin’s Smite Good ability) instead target living creatures.
Additionally, they gain no AC bonus from this ability.
Dragonblight: Antipaladins of Toruk focus the unholy energies of the Dragonfather inward
and reap the benefits of his Dragonblight, described on the table below. This ability replaces
Aura of Cowardice, Fiendish Boon, Aura of Despair, Aura of Vengeance, Aura of Sin, Aura
of Depravity, and Unholy Champion abilities of the Antipaladin.

Antipaladin Dragonblight
Level

1 -

2 -

3 +2 Natural Armor,
Low-Light Vision,
Immunity to Fear

4 Immunity to Sleep

5 Claw attack (1d4),


Bite attack (1d6)

23
6 Darkvision 60 ft

7 Can speak, read, and


write T’kra

8 +2 Constitution,
Scent

9 -

10 +4 Natural Armor

11 Spell Resistance 5 +
Antipaladin level

12 -

13 Immunity to
Paralysis

14 Regeneration 2 (Fire,
Acid)

15 Blindsight 15 ft

16 -

17 Spell Resistance 10
+ Antipaladin level

18 -

19 -

20 Regeneration 5 (Fire,
Acid)

New Classes:
Arcane Mechanik
Role: Arcane Mechaniks are very versatile characters. With their large number of skill
points, they can become surprisingly adept at many mundane situations, with access to the
sorcerer/wizard spell list, they have a wide array of utility spells for nearly every situation.
Their abilities are rounded out by their expertise with mechanika, which allows them to use
spells many more times per day than other spellcasters if their resources are managed
correctly.
Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp.) In addition, each character begins play with
an outfit worth 10 gp or less.
Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), ‘Jack Handling
(Wis) Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Knowledge (Nature) (Int),
Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Ranks per Level: 6+ Intelligence modifier

24
Table: Arcane Mechanik
Lev BAB Fo R Wi Special 0t 1s 2n 3r 4t 5t 6t
el rt ef ll h t d d h h h

1st +0 +0 +0 +2 Mechanikal Training, 3 1 - - - - -


Quick Fix,
Trapfinding

2nd +1 +0 +0 +3 Innovation 4 2 - - - - -

3rd +2 +1 +1 +3 Craft Wondrous 4 3 - - - - -


Item, Mechanikal
Familiar

4th +3 +1 +1 +4 Innovation 4 3 1 - - - -

5th +3 +1 +1 +4 Craft Magic Arms 4 4 2 - - - -


and Armor

6th +4 +2 +2 +5 Innovation 5 4 3 - - - -

7th +5 +2 +2 +5 Craft Construct 5 4 3 1 - - -

8th +6/+1 +2 +2 +6 Innovation 5 4 4 2 - - -

9th +6/+1 +3 +3 +6 Power Surge 5 5 4 3 - - -

10th +7/+2 +3 +3 +7 Innovation 5 5 4 3 1 - -

11th +8/+3 +3 +3 +7 Efficiency (25%) 5 5 4 4 2 - -

12th +9/+4 +4 +4 +8 Innovation 5 5 5 4 3 - -

13th +9/+4 +4 +4 +8 Energy Resistance 5 5 5 4 3 1 -

14th +10/+5 +4 +4 +9 Innovation 5 5 5 4 4 2 -

15th +11/+6/+ +5 +5 +9 Recharge 5 5 5 5 4 3 -


1

16th +12/+7/+ +5 +5 +1 Innovation 5 5 5 5 4 3 1


2 0

17th +12/+7/+ +5 +5 +1 Efficiency (50%) 5 5 5 5 4 4 2


2 0

18th +13/+8/+ +6 +6 +1 Innovation 5 5 5 5 5 4 3


3 1

19th +14/+9/+ +6 +6 +1 Swift Construction 5 5 5 5 5 5 4


4 1

20th +15/+10/ +6 +6 +1 Grand Innovation 5 5 5 5 5 5 5


+5 2

Class Features:

25
Weapon and Armor Proficiency: An arcane mechanik is proficient with all simple weapons.
An arcane mechanik is also proficient with light armor. He can cast arcane mechanik spells
while wearing light armor without incurring the normal arcane spell failure chance. Like any
other arcane spellcaster, an arcane mechanik wearing medium armor, heavy armor, or a
shield incurs a chance of arcane spell failure if the spell in question has a somatic
component. A multiclass arcane mechanik still incurs the normal arcane spell failure chance
for arcane spells received from other classes.
Spells: An arcane mechanik casts arcane spells drawn from the Sorcerer/Wizard spell list.
An arcane mechanik must choose and prepare his spells ahead of time from a spellbook.
To learn, prepare, or cast a spell, the arcane mechanik must have an Intelligence
score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an
arcane mechanik’s spell is 10 + the spell level + the arcane mechanik’s Intelligence modifier.
An arcane mechanik can cast only a certain number of spells of each spell level per day. His
base daily spell allotment is given on Table: Arcane Mechanik. In addition, he receives
bonus spells per day if he has a high Intelligence score.
An arcane mechanik may know any number of spells. He must choose and prepare
his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his
spellbook. While studying, the arcane mechanik decides which spells to prepare.
Cantrips: An arcane mechanik can prepare a number of cantrips, or 0-level spells, each
day, as noted on Table: Arcane Mechanik under “Spells per Day.” These spells are cast like
any other spell, but they are not expended when cast and may be used again.
Spellbooks: An arcane mechanik must study his spellbook each day to prepare his spells.
He cannot prepare any spell not recorded in his spellbook except for read magic, which all
arcane mechaniks can prepare from memory. An arcane mechanik begins play with a
spellbook containing all 0-level sorcerer/wizard spells plus three 1st-level sorcerer/wizard
spells of his choice. The arcane mechanik also selects a number of additional 1st-level
sorcerer/wizard spells equal to his Intelligence modifier to add to his spellbook. At each new
arcane mechanik level, he gains two new sorcerer/wizard spells of any spell level or levels
that he can cast (based on his new arcane mechanik level) for his spellbook. At any time, an
arcane mechanik can also add spells found in other spellbooks to his own.
A arcane mechanik can learn spells from a wizard’s spellbook, just as a wizard can from an
arcane mechanik’s spellbook. An alchemist can learn formulae from an arcane mechanik’s
spellbook, if the spells are also on the alchemist spell list. An arcane mechanik cannot learn
spells from an alchemist’s formulae book.
Mechanikal Training(Ex): An arcane mechanik adds half his class level as a bonus to all
Craft and Knowledge (Engineering) checks. Additionally, he gains Etch Rune Plate and
Scribe Scroll as bonus feats at 1st level, even if he does not meet the prerequisites for those
feats.
Quick Fix (Su): At 1st level, an arcane mechanik gains the ability to use their magic to
repair broken down items by expending spell slots. An arcane mechanik may restore 1d6 hit
points per spell level he sacrifices to any construct or item. He may sacrifice any number of
arcane mechanik spell slots he likes when doing this. Use of this class feature is a standard
action and has a range of touch.
Trapfinding (Ex): A 1st level arcane mechanik’s long familiarity with machines and their
mechanisms aids him in spotting and disabling traps. He gains half his class level (minimum
+1) to all Disable Device checks and Perception checks to spot traps. An arcane mechanik
may disable magical traps.
Innovation: As he gains levels, an arcane mechanik hones his skills and mechanikal
aptitudes. Starting at 2nd level, and then again every 2 levels thereafter (up to 18th level),

26
an arcane mechanik develops a new innovation. Unless otherwise noted, an arcane
mechanik cannot select an individual innovation more than once. Some innovations can
only be learned if the arcane mechanik has met certain prerequisites first, such as
discovering other innovations or an amount of ranks in a certain skill. The DC of any saving
throw called for by an innovation is equal to 10 + ½ the arcane mechanik’s level + the arcane
mechanik’s Intelligence modifier.

Innovation Prerequisites Benefits

Workshop - The arcane mechanik gains a bonus feat, which must


Training be an Item Creation feat he meets the prerequisites
for.

Tricks of the - Arcane mechaniks are adept at the regular use of


Trade (Ex) most mechanika. When attaching arcanodynamic
conduits, replacing arcanodynamic power sources,
fueling engines, or other mundane tasks, reduce the
time needed by half.

Quick Disable - It takes an arcane mechanik with this ability half the
(Ex) normal amount of time to disable a trap using the
Disable Device skill (minimum 1 round).

Quick - The arcane mechanik can search a creature, object,


Scrounge (Ex) or area in half as much time as normal. If his
Perception check would normally require a full-round
action or less, it becomes one step shorter along the
follow progression: full-round action, standard action,
move action, swift action, immediate action. This
innovation has no effect on Perception checks that
are attempted as free actions or Perception checks
that don’t require an action.

Industry - An arcane mechanik with this innovation gains better


Connections access to items from their industry connections. She
(Ex) treats every settlement as one size greater (see
Table: Settlement Statistics) for the purpose of
determining the gp limit of the base value of items for
sale, as well as the number of minor, medium, and
major magic items for sale in the settlement. If the
settlement is already a metropolis, all minor and
medium magic items are for sale, as well as 3d8
major magic items. With a successful Diplomacy
check (Thorp DC 10, Hamlet DC 12, Village DC 15,
Small Town DC 18, Large Town DC 20, Small City
DC 25, Large City DC 30, Metropolis DC 35), the
arcane mechanik can treat the settlement as two
sizes larger. If the settlement is already a metropolis
and she succeeds at the check, all magic items are
for sale. If the settlement is already a large city and
she succeeds at the check, all minor and medium
magic items are for sale, as well as 3d8 major magic
items.

27
Eclectic - Once a day, an arcane mechanik with this innovation
Knowledge (Ex) may attempt a Knowledge check or Craft check, even
when she is not trained in that Knowledge skill.

Fast Fingers - Once per day, an arcane mechanik with this


(Ex) innovation can roll two dice while making a Sleight of
Hand check and take the better result. She must
choose to use this innovation before making the
Sleight of Hand check. The arcane mechanik can
use this ability one additional time per day for every 5
arcane mechanik levels she possesses.

Fast Picks (Ex) - An arcane mechanik with this innovation can use the
Disable Device skill to attempt to open a lock as a
standard action instead of a full-round action

Last Ditch - Once per day, an arcane mechanik with his ability
Effort (Ex) who accidentally activates a trap while attempting to
disarm it may immediately attempt another Disable
Device check to disarm it, albeit at a -5 penalty. The
result of the second check is taken even if the result
is lower.

Scavenger (Ex) - An arcane mechanik with this innovation can pick up


and stow an object as a swift action instead of two
separate move actions. She gains a +2 bonus on
Sleight of Hand checks to pick the pockets of
creatures that are stunned or disabled.

Trap Spotter - Whenever an arcane mechanik with this innovation


(Ex) comes within 10 feet of a trap, she receives an
immediate Perception skill check to notice the trap.
This check should be made in secret by the GM.

Weapon - An arcane mechanik that selects this innovation gains


Training Weapon Focus as a bonus feat

Disable Disable Device An arcane mechanik with this innovation can attempt
Construct (Ex) 3 ranks a Disable Device check against a construct’s CMD as
a standard action that does not provoke attacks of
opportunity. If the check is successful, the arcane
mechanik can remove the construct’s damage
reduction for 1 minute. The normal penalties apply to
this check if the arcane mechanik attempts it without
using the proper tools.

Bomber (Su) - An arcane mechanik with this innovation can make a


number of bombs per day equal to her Intelligence
modifier (minimum 1). These bombs act as
alchemist’s bombs and deal damage as an alchemist
of the arcane mechanik’s level, except the arcane
mechanik doesn’t add her Intelligence modifier to this
damage. The arcane mechanik must expend a spell
slot of first level or higher every time she uses this
ability.

28
Bomber’s Bomber The arcane mechanik gains an alchemist’s discovery
Discovery that modifies a bomb.

Minor Alchemy 10 Intelligence An arcane mechanik with this innovation chooses one
(Su) 1st level formulae from the Alchemist formulae list
that she may prepare as an alchemist’s extract once
per day from memory, using her arcane mechanik
level as her caster level. The arcane mechanik does
not count as being an alchemist or possessing an
formulae book for any other purpose and may not
transcribe spells from an alchemist’s formulae book.

Major Alchemy 11 Intelligence, An arcane mechanik with this innovation chooses a


(Su) Minor Alchemy 1st level formulae from the alchemist formulae list.
She may prepare this extract from memory, just like
the formulae gained from the Minor Alchemy
innovation. She may create two extracts from
memory each day, and these extracts may be carried
and imbibed by others, as if the arcane mechanik
possessed the Infusion alchemist discovery.

Mutagen (Su) Arcane An arcane mechanik with this innovation may prepare
Mechanik 5, a mutagen as the alchemist class feature, using the
Major Alchemy arcane mechanik’s level -4 as alchemist level when
determining the mutagen’s duration. These levels
stack with any alchemist levels she possesses for this
purpose.

Reinforce (Ex) Arcane The arcane mechanik may reinforce all weapons and
Mechanik 2 armor, as well as items with dimensions no larger
than a five foot cube, increasing its hardness by +1
and its hit points by +2 for every two arcane
mechanik levels possessed. Reinforcing an item in
this way requires 1 day as well as the expenditure of
100 gp per two arcane mechanik levels. Such
reinforcement lasts until all the bonus hit points
provided by this feature are removed, at which point
the hardness and maximum hit points of the item
resume their normal state.

Barricade (Ex) Arcane The arcane mechanik may now use his reinforce
Mechanik 4, innovation on any construction, such as a section of
Reinforce wall or stagecoach, up to a 10 foot cube in volume.
innovation Alternatively, the arcane mechanik may use this
ability upon a construct. In such a case, the construct
gains temporary hit points equal to 1/3rd the arcane
mechanik’s level (rounded down) per hit die it
possesses. These temporary hit points persist until
they are lost or an arcane mechanik uses this ability
on the construct again.

Salvage (Ex) Arcane When the arcane mechanik dismantles existing


Mechanik 3 mechanika into its components, his yield improves by

29
15% (up to a max of 90%), regardless of success or
failure on the requisite check.

Additional Arcane The arcane mechanik gains an additional mechanikal


Mechanikal Mechanik 3, familiar. This additional familiar and the first one
Familiar Mechanikal receive the full benefits of this status. The familiars
Familiar class may be of different types if the arcane mechanik so
feature chooses (i.e. one may be a construct and the other
an item).

Mechanist Arcane The arcane mechanik can now bond with a number of
Mechanik 6, mechanikal familiars equal to his Intelligence bonus +
Additional 2. All familiars receive full benefits of this status and
Mechanikal may be of different types if the arcane mechanik so
Familiar chooses.

Contact Cortex Arcane The arcane mechanik’s abilities to bond with


Mechanik 10, mechanikal constructs have expanded to the point he
Mechanist becomes able to contact the cortex of any
mechanikal construct within 5 feet per caster level.
He may issue commands to any such construct
telepathically if they are set to recognize his voice. If
they are not, he may attempt a contested ‘Jack
Handling check with the controller of the construct
(even if they are not present) with a bonus equal to
the arcane mechanik’s caster level. If he succeeds
on this check, the arcane mechanik wrests control of
the construct from its handler. Any construct he has
control of he may receive sensory information from if
it is within 1 mile, but they do not gain the benefits of
being a mechanikal familiar unless they are already
bonded to the arcane mechanik.

Armorer - The arcane mechanik gains the Gunsmithing and


Martial Weapon Proficiency (Firearms) feats

Grit Armorer, Arcane An arcane mechanik with this innovation gains the
Mechanik 3 Amateur Gunslinger feat and one grit feat of her
choice. She must fulfill the prerequisites of the grit
feat in order to choose it.

Trap Training Arcane The arcane mechanik gains the Learn Ranger Trap
(Ex) Mechanik 3 feat, even if she doesn’t meet the prerequisites.
Additionally, all DCs of her ranger traps are
calculated with her Intelligence modifier instead of her
Wisdom modifier.

Quick Trap Training The arcane mechanik may use their Trap Training
Trapsmith (Ex) innovation as a move action instead of a standard
action.

Advanced Trap Trap Training, The arcane mechanik chooses one ranger trap she
Training (Ex) Arcane does not already know how to create when she gains
Mechanik 7 this innovation. She learns how to create this ranger
trap, in addition to those she already knows. The

30
total number of ranger traps the arcane mechanik
may create in a day increases by 1. This innovation
may be selected multiple times. Each time this
innovation is gained, the arcane mechanik learns
another ranger trap and increases her total traps per
day by 1.

Frugal Arcane When an arcane mechanik with this innovation


Trapsmith (Ex) Mechanik 8, constructs a mechanical trap, she only pays 75% of
Trap Training, the normal cost.
Advanced Trap
Training

Improved Arcane Any mechanikal prosthetics the arcane mechanik


Mechanikal Mechanik 4 builds have a +2 bonus to Strength and Dexterity.
Prosthetics (Ex) Additionally, the DCs involved with maintaining them
are reduced by 5.

Metamechanika Arcane The arcane mechanik can apply the benefits of any
(Su) Mechanik 5 metamagic feat he knows to a mechanikal device he
is using by expending a number of kerwins from its
arcane power source equal to twice the increase in
spell level of the metamagic feat. The arcane
mechanik must thoroughly understand the principles
underpinning the spell he is modifying and may not
modify a spell above the level of a spell he could
normally cast.

Improved Arcane Each servitor the Arcane Mechanik creates has a +4


Servitors (Ex) Mechanik 5, enhancement bonus to Strength and the Toughness
Craft Construct feat.

Improved Arcane Each ‘jack the Arcane Mechanik creates has a +4


Steamjacks Mechanik 8, enhancement bonus to Strength and the Toughness
(Ex) Improved feat.
Servitors

Simplified Arcane Any mechanikal devices built by the arcane mechanik


Controls (Ex) Mechanik 6 may be constructed in a manner that is much simpler
to those who know little about mechanika. Any
mechanikal device constructed in such a way allows
a user to take 10 on its activation, even in a stressful
situation such as combat.

Aetheric Arcane Whenever the arcane mechanik activates a


Frequency (Su) Mechanik 6 mechanikal device, it has a 100% chance of affecting
incorporeal creatures.

Ironhead (Ex) Arcane The arcane mechanik gains the Exotic Armor
Mechanik 6 Proficiency (Steam Armor) feat as a bonus feat, even
if they don’t meet the prerequisites for that feat.
Additionally, any time they build steam armor, they
gain an additional equipment slot without
compromising the hit points of the steam armor.

31
Improved Arcane Whenever the arcane mechanik designs a suit of
Steam Armor Mechanik 9, steam armor, they may include an additional
(Ex) Ironhead equipment slot (in addition to the bonus slot from the
Ironhead innovation) without reducing the amount of
hit points it possesses. This innovation may be taken
up to two times, so that the arcane mechanik will
have three bonus slots (one from Ironhead and two
from Improved Steam Armor)

Power Arcane When the arcane mechanik uses a mechanikal item,


Efficiency (Su) Mechanik 6 multiply the number of Kerwins it uses by 0.9.

Improved Arcane When the arcane mechanik uses a mechanikal item,


Power Mechanik 12, multiply the number of Kerwins it uses by 0.8. This
Efficiency (Su) Power Efficiency does not stack with the power efficiency innovation.
innovation

Skill Mastery Arcane The arcane mechanik becomes so confident in the


(Ex) Mechanik 10 use of certain skills that she can use them reliably
even under adverse conditions. Upon gaining this
ability, she selects a number of skills equal to 3 + her
Intelligence modifier. When making a skill check with
one of these skills, she may take 10 even if stress
and distractions would normally prevent her from
doing so. The arcane mechanik may gain this special
ability multiple times, selecting additional skills for
skill mastery to apply each time.

Thoughtful Arcane Once per day, an arcane mechanik with this


Reexamining Mechanik 10 innovation can reroll a Knowledge, Sense Motive,
(Ex) Perception skill check to try to gain new or better
information from the roll. This reroll can be made any
time during the same day as the original check.

Arc Node Craft Cortex, For 150 gp, the arcane mechanik may build an arc
Ammunition Arcane node into one piece of ammunition. After being fired,
(Su) Mechanik 12 this arc node remains active for a number of rounds
equal to the arcane mechanik’s level before shorting
out. This arc node may be shot from an appropriate
weapon and, if it hits its target, may be treated as the
origin point for any of the arcane mechanik’s spells,
so long as the arcane mechanik is within 5 feet per
caster level of the arc node.

Improved Rune
Plates

Improved
[Power Source]

Craft Wondrous Item: At 3rd level, the arcane mechanik gains Craft Wondrous Item as a
bonus feat.
Mechanikal Familiar (Ex): At 3rd level, arcane mechaniks have a surpassing familiarity
with numina, the strange forces that inhabit cerebral matrices and cortices. They develop a

32
bond with one such pseudo-consciousness, enhancing it as described below. In lieu of
bonding with a construct, an arcane mechanik can choose to bond with a mechanikal item
equipped with a cerebral relay. Whichever an arcane mechanik bonds with, he gains the
ability to control it telepathically, in a way very similar to how a warcaster controls
steamjacks. He may control an item selected as a mechanikal familar out to a range of 5
feet per arcane mechanik level or a servitor or construct selected as an mechanikal familiar
out to a range of 1 mile. If the familiar has sensory equipment (such as most servitors and
steamjacks), he may choose to receive sensory information from the familiar instead of his
own senses by concentrating as a standard action. If his mechanikal familiar is destroyed,
he may bond with a new one after an 8 hour period of familiarization, tinkering, and
customization requiring mechanikal components equal to 200 gp per arcane mechanik level.

Table: Mechanikal Familiars

Arcane Familiar Familiar Special


Mechanik Level Intelligence Charisma

3rd-4th +0 +0 Alertness, Share


Spells

5th-6th +0 +0 Overdrive

7th-8th +1 +1 -

9th-10th +1 +1 Deliver Touch


Spells

11th-12th +2 +1 -

13th-14th +2 +2 Shunt Magic

15th-16th +3 +2 -

17th-18th +3 +2 Arc Node

19th-20th +4 +3 -

Alertness: When the arcane mechanik is within 5 feet per arcane mechanik level of his
mechanikal familiar, the arcane mechanik and mechanikal familiar both gain the benefits of
the Alertness feat.
Share Spells: So long as the arcane mechanik is within 5 feet per arcane mechanik level of
his mechanikal familiar, any spells the arcane mechanik casts on himself can also affect his
familiar as if they were cast on it. The arcane mechanik can additionally use his quick fix
class feature out to the range of this ability, but only upon his familiar.
Overdrive: At 5th level, an arcane mechanik can send magical energy to his mechanikal
familiar much as a warcaster would. By expending a spell slot, the mechanikal familiar can
be granted a bonus to attack or damage rolls equal to the level of the spell slot sacrificed or
can be granted the ability to run or charge. Cantrips cannot be used in this manner.
Deliver Touch Spells: At 9th level, the mechanikal familiar can be designated as the
“toucher” whenever the master casts a touch spell.

33
Shunt Magic: At 13th level, the familiar’s numina is so attuned to the master and their
magical bond is such that whenever either is specifically targeted by a spell or spell-like
ability, the master can choose who is treated as the target of the spell. The two must be
within 30 feet of each other to use this ability. This ability does not allow spells with an area
of effect to be shunted.
Arc Node: At 17th level, the arcane mechanik’s bond with his familiar is so tight that he can
channel magic through their connection. Although not a true arc node, he gains the ability to
treat his familiar as if it were equipped with one.
Craft Magic Arms and Armor: At 5th level, the arcane mechanik gains Craft Magic Arms
and Armor as a bonus feat
Craft Construct: At 7th level, the arcane mechanik gains Craft Construct as a bonus feat.
Power Surge (Su): The arcane mechanik learns at 9th level how to power mechanika
directly from his own magic, even absent an arcanodynamic power source. As a full round
action that does not provoke an attack of opportunity, an arcane mechanik may charge any
mechanikal device he is holding with a number of Kerwins of charge equal to the level of
spell he sacrifices. These Kerwins remain until used up by the device or 1 minute has
passed, whichever is shorter. This ability can also be used offensively. By making a
successful touch attack as part of the full round action, the arcane mechanik may pump
Kerwins into a device equipped with an arcanodynamic accumulator, alchemical capacitor,
or acane clock. If this brings the charge of the power source above its capacity, it ruptures
as described in chapter 5. The mechanik may instead target an arcane turbine, arcane
condenser, or stormchamber with this ability, suppressing its power production for a number
of rounds equal to the spell slot expended.
Efficiency (Ex): At 11th level, the arcane mechanik knows how to best make use of the
materials available. Whenever the arcane mechanik creates an item, magical, mundane, or
mechanika, he reduces the cost of raw materials by 25%. At 17th level, this reduction
increases to 50%. This reduction in price is applied before it is determined whether or not
the arcane mechanik will lose hit points for item creation (see chapter 5 for more details).
This ability might affect the amount of time it takes to craft an item.
Energy Resistance (Ex): At 13th level, the arcane mechanik has been burnt, shocked, and
dissolved enough by his own creations that he develops Energy Resistance 15 to two
elements of his choice.
Recharge (Su): The arcane mechanik spends a lot of time tinkering with arcane power
sources, and by 15th level, he is able to use that power source to power his own
spellcasting, as if he were a living rune plate. By siphoning 2 Kerwins of charge per level of
the spell he 0wishes to cast from a power source he is touching, he may cast that spell
without expending a spell slot, so long as he had prepared that spell that day. He can power
any arcane spell with this feature, not just arcane mechanik spells.
Swift Construction (Ex): At 19th level, the arcane mechanik’s practiced hands assemble
mechanika at breakneck speed, but with unmatched precision. Any items he creates require
half the time to construct. Crafting time is calculated after the price reduction for his
efficiency ability.
Grand Innovation: At 20th level, the arcane mechanik makes a discovery that will earn him
a place in the history books. He immediately learns two normal innovations, but also learns
a third innovation chosen from the list below, representing the culmination of a life’s work
and a combination of mad science and pure genius.

34
Grand Innovation Prerequisites Benefits

Arcanodynamic Grand The arcane mechanik learns the secret


Transformer Innovation connection between arcane energy and
elemental energy and can create an
arcanodynamic transformer for 10,000 gp. This
device can be attached to devices as an arcane
power source, or it can be attached to
accumulators as an arcane compressor would
be. Whenever the arcane transformer would
take energy damage of any sort, it instead
converts every 5 points of energy damage into 1
Kerwin of arcane charge that can power a device
or be used to charge an attached accumulator.

Supreme Efficiency Grand The arcane mechanik’s skill is legendary and all
Innovation, items he creates have their price reduced by
Efficiency, 75%. This does not stack with the efficiency
Arcane class ability.
Mechanik 17

Uplink Grand The arcane mechanik may possess any


Innovation, mechanikal construct he is in control of. While
Contact Cortex doing so, the arcane mechanik’s body falls
comatose and he is counted as helpless. The
construct he possesses gains use of all the
arcane mechanik’s skills and mental attributes.
The arcane mechanik can cast spells or use
special abilities from the construct as if it were
the point of origin for his spells. The construct
may choose to use the arcane mechanik’s base
attack bonus and saving throws. The construct
may run, charge, and otherwise operate at full
functionality. If the construct is destroyed while
the arcane mechanik is possessing it, the arcane
mechanik is yanked back into his own body and
takes 4 points of temporary Intelligence, Wisdom,
and Charisma damage. If the arcane mechanik
is killed while possessing a construct, his soul is
shunted into the construct. The construct
becomes the base creature, but loses all
construct HD it had. The arcane mechanik’s
mental attributes and class levels are retained,
as well as skills and feats. The construct no
longer requires a fuel source, as the mechanik’s
soul provides the motive energy required.

Diesel Power Grand The arcane mechanik has discovered how to use
Innovation liquid fuel sources, designing an engine that will
run off of the combustion of Menoth’s Fury, an
incendiary alchemical weapon produced in the
Protectorate. These combustion engines are
much more efficient than steam engines, are
much more compact and lightweight, and don’t

35
require pressure to build before they can operate.
Steamjacks, medium sized servitors, and steam
armor can all be constructed to use diesel power
rather than conventional steam engines. Diesel
power reduces their weight by 20%, increases
Strength and Dexterity by +4 each, and means
that they don’t have to be fired before operation.
Menoth’s Fury is volatile however, and if the
device is brought to 0 hit points with a critical hit,
it explodes as its fuel tank is compromised. Such
an explosion has a radius of 20 feet and deals
5d8 fire damage.

Advanced Firearms Grand The arcane mechanik has developed firearms


Innovation, with superior rifling and moving internal bolts that
Armorer are fed brass-cased ammunition from a
magazine inserted into the weapon. Any generic
firearm can be built as an advanced firearm by
the arcane mechanik at the cost of +3,000 gp.
Any such firearm follows the rules for advanced
firearms from Ultimate Combat. Additionally,
their capacity is increased to 8 for one handed
firearms and 15 for two handed firearms.
Ammunition cost is multiplied by 10 to account
for custom manufacturing.

Geomantic Grand The arcane mechanik has discovered secret


Induction Innovation behind the arcane power source in use by Ios,
Cyrissists, and other highly advanced groups.

Unified Rune Grand The character has studied the runes used by
Theory Innovation, spellcasters in magical writings, that appear in
Improved Rune rune circles, and that are etched into mechanika.
Plate Though none convey magical notation perfectly,
they all hint at a true system, which the arcane
mechanik has discovered.

Flight Grand The arcane mechanik has discovered the basic


Innovation principles governing flight, and is now capable of
making flying machines. The arcane mechanik
may build airships and gliders as described in
Ultimate Combat, and may also construct
airplanes from wooden or serricsteel frames with
compact steam engines.

Advanced Grand The arcane mechanik has invented a way to


Telecommunication Innovation modulate the frequency of arcanodynamic waves
s to broadcast information to a receiver miles
away. Initially, the same code used in telegraphs
is used, but the arcane mechanik soon modifies
phonographs to project spoken words over a
distance.

Solar Panels

36
Gun Mage
There exists a rare breed of individuals in the world- men and women for whom
marksmanship and magic are one and the same. These talented few, known as gun mages,
are a breed apart from other spellcasters. Though they can toss lightning bolts with the best
of them, they are just as comfortable amidst the chaos of battle as they are in weaving
spells, often more so. Gun mages are sorcerers, but the similarities are few, for gun mages
form intense and arcane bonds with firearms, allowing them to work their magic through the
state-of-the-art weapons and make them perform in supernatural ways.

Role: A gun mage is neither a world-class pistoleer nor a font of arcane might. To be a gun
mage is to dip a foot into both waters. They draw their strength from combining the two
paths in new and unexpected ways, surprising the enemy with liberal usage of
unconventional warfare.
Note: Gun Mage is an alternate class for the Magus base class.
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with
an outfit worth 10 gp or less.
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge
(Arcana) (Int), Knowledge (Dungeoneering) (Int), Perception (Wis), Profession (Wis), Ride
(Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)
Skill Ranks per Level: 2+ Intelligence modifier

Table: Gun Mage


Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +2 +2 Arcane Pool, 1 - - - - -


Cantrips, Gunsmith,
Gun Sorcery,
Magelock Bond

2nd +1 +0 +3 +3 Spellshot 2 - - - - -

3rd +2 +1 +3 +3 Arcana 3 - - - - -

4th +3 +1 +4 +4 Spell Versatility 3 1 - - - -

5th +3 +1 +4 +4 Bonus Feat 4 2 - - - -

6th +4 +2 +5 +5 Arcana 4 3 - - - -

7th +5 +2 +5 +5 Cast Rune Bullets, 4 3 1 - - -


Reinforcing Runes

8th +6 +2 +6 +6 Improved Gun 4 4 2 - - -


Sorcery

9th +6 +3 +6 +6 Arcana 5 4 3 - - -

10th +7 +3 +7 +7 Fighter Training 5 4 3 1 - -

11th +8 +3 +7 +7 Bonus Feat, 5 4 4 2 - -


Improved Spell
Versatility

37
12th +9 +4 +8 +8 Arcana 5 5 4 3 - -

13th +9 +4 +8 +8 Gun Training 5 5 4 3 1 -

14th +10 +4 +9 +9 Greater Gun Sorcery 5 5 4 4 2 -

15th +11 +5 +9 +9 Arcana 5 5 5 4 3 -

16th +12 +5 +10 +10 Dimensional Shunt 5 5 5 4 3 1

17th +12 +5 +10 +10 Bonus Feat 5 5 5 4 4 2

18th +13 +6 +11 +11 Arcana 5 5 5 5 4 3

19th +14 +6 +11 +11 Greater Spell 5 5 5 5 5 4


Versatility

20th +15 +6 +12 +12 Supreme Gun 5 5 5 5 5 5


Sorcery

Table: Gun Mage Spells Known

Level 0th 1st 2nd 3rd 4th 5th 6th

1st 4 2 - - - - -

2nd 5 3 - - - - -

3rd 6 4 - - - - -

4th 6 4 2 - - - -

5th 6 4 3 - - - -

6th 6 4 4 - - - -

7th 6 5 4 2 - - -

8th 6 5 4 3 - - -

9th 6 5 4 4 - - -

10th 6 6 5 4 2 - -

11th 6 6 5 4 3 - -

12th 6 6 5 4 4 - -

13th 6 6 5 5 4 2 -

14th 6 6 6 5 4 3 -

15th 6 6 6 5 4 4 -

16th 6 6 6 5 5 4 2

38
17th 6 6 6 6 5 4 3

18th 6 6 6 6 5 4 4

19th 6 6 6 6 5 5 4

20th 6 6 6 6 6 5 5

Class Features:
Weapon and Armor Proficiency: A gun mage is proficient with all simple and martial
weapons, and with all firearms. A gun mage is also proficient with light armor. He can cast
gun mage spells while wearing light armor without incurring the normal arcane spell failure
chance. Like any other arcane spellcaster, a gun mage wearing medium armor, heavy
armor, or a shield incurs a chance of arcane spell failure if the spell in question has a
somatic component. A multiclass gun mage still incurs the normal arcane spell failure
chance for arcane spells received from other classes.
Spells: A gun mage casts arcane spells drawn from the magus spell list. A gun mage can
cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a gun
mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class
(DC) for a saving throw against a gun mage’s spell is 10 + the spell level + the gun mage’s
Charisma modifier.
A gun mage can cast only a certain number of spells of each spell level per day. His
base daily spell allotment is given on Table: Gun Mage. In addition, he receives bonus
spells per day if he has a high Charisma score.
The gun mage’s selection of spells is extremely limited. A gun mage begins play
knowing four 0-level spells and two 1st-level spells of the gun mage’s choice. At each new
gun mage level, he gains one or more new spells, as indicated on Table: Gun Mage Spells
Known. (Unlike spells per day, the number of spells a gun mage knows is not affected by
his Charisma score).
Upon reaching 5th level, and at every third gun mage level after that, a gun mage
can choose to learn a new spell in place of one he already knows. In effect, the gun mage
“loses” the old spell in exchange for the new one. The new spell’s level must be the same
as that of the spell being exchanged, and it must be at least one level lower than the highest-
level gun mage spell the gun mage can cast. A gun mage may swap only a single spell at
any given level, and must choose whether or not to swap the spell at the same time that he
gains new spells known for the level.
A gun mage need not prepare his spells in advance. He can cast any spell he knows
at any time, assuming he has not yet used up his allotment of spells per day for the spell’s
level.
A gun mage may use a firearm in place of any spell focus component, and does not
require inexpensive material components for his spells. A gun mage counts as having the
Eschew Material Components feat for fulfilling any prerequisites.
Arcane Pool (Su): At 1st level, the gun mage gains a pool of personal eldritch energy, equal
to ½ his gun mage level (minimum 1) + his Charisma modifier. The pool refreshes after 8
hours of sleep. He can draw upon this pool to fuel his powers and enhance his firearms.
At 1st level, a gun mage can expend 1 point from his arcane pool as a swift action to
grant any firearm on his person a +1 enhancement bonus for 1 minute. For every four levels
beyond 1st, the firearm gains another +1 enhancement bonus, to a maximum of +5 at 17th
level. These bonuses can be added to the firearm, stacking with existing weapon
enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon
properties: distance, flaming, flaming burst, frost, ghost touch, icy burst, keen, reliable,
shock, shocking burst.

39
Adding these properties consumes an amount of bonus equal to the property’s base
price modifier. These properties are added to any the weapon already has, but duplicates
do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added
before any other properties can be added. These bonuses cannot be changed until the next
time the gun mage uses this ability. These bonuses do not function if the firearm is wielded
by anyone other than the gun mage.
A gun mage can enhance a number of firearms this way up to his Charisma modifier,
however, he must pay the cost for each weapon separately. He can enhance multiple
firearms with the same swift action, and does not necessarily need to be wielding them.
Cantrips (Sp): Gun mages learn a number of cantrips, or 0-level spells, as noted on Table:
Gun Mage Spells Known under “Spells Known.” These spells are cast like any other spell,
but they do not consume any slots and may be used again.
Gunsmithing: At 1st level, a gun mage gains one of the following firearms of her choice:
blunderbuss, long rifle, military pistol or small pistol. His starting weapon is battered, and
only he knows how to use it properly. All other creatures treat his gun as if it had the broken
condition. If the weapon already has the broken condition, it does not work at all for anyone
else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp
when sold). The gunslinger also gains Gunsmithing as a bonus feat. A gun mage counts as
a gunslinger for the purposes of the Gunsmithing feat.
Gun Sorcery (Ex): At 1st level, a gun mage learns to cast spells and wield his firearms at
the same time. This functions much like two-weapon fighting, but the off-hand weapon is a
spell that is being cast. To use this ability the gun mage must have one hand free (even if
the spell being cast does not have somatic components), while wielding a light or one-
handed firearm in the other hand. As a full-round action, he can make all of his attacks with
his firearm(s) at a -2 penalty and can also cast any spell from the magus spell list with a
casting time of 1 standard action that has a range of Personal or Touch, but in the latter case
the spell must target the gun mage himself. A gun mage may choose to siphon some of the
energy from the spell into his first shot made that round, taking a further penalty on all of his
attack rolls that round, up to his Charisma modifier, but adding his Charisma modifier to the
first damage roll he makes with his firearm. This bonus damage is force damage and is
multiplied on a critical hit. The gun mage must cast at least a 1st level spell to gain this
bonus damage. If the attack misses, the extra damage is forfeit, but further attacks still take
the penalty. A gun mage can choose to cast the spell first or make the weapon attacks first,
but if he has more than one attack, he cannot cast the spell between weapon attacks. He
may still increase the damage of his first shot even if he makes all of his attacks before
casting his spell. The gun sorcery ability can only be used to cast spells from the magus
spell list.
Magelock Bond (Su): At 1st level, a gun mage may forge a magical bond with firearms
made out of a special alloy and known as magelock firearms (see Chapter 3: Equipment for
details). These firearms are especially attuned to the sorcerous powers of gun mages and
once a gun mage bonds with one, requiring a ritual that takes 8 hours and materials worth
200 gp per gun mage level, a gun mage unlocks the true potential of their power. A bonded
magelock weapon bestows all the benefits described below. A gun mage may bond with a
number of magelock weapons equal to his Charisma modifier. Magelock weapons never
take damage from a gun mage’s spellshot class feature, whether or not they are bonded to
the gun mage using them.

Gun Mage Class Level Special

1st-2nd Alertness, Arcane Conductor, Share Spells

3rd-4th Arcane Capacitor

5th-6th Arcane Trigger

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7th-8th -

9th-10th Gunsight

11th-12th -

13th-14th Gun Scry

15th-16th -

17th-18th Dauntless

19th-20th -

Alertness: While a gun mage is holding his bonded magelock, he gains the Alertness
feat.
Share Spells: Any spell that takes effect on the gun mage may, at the gun mage’s
discretion, affect his bonded magelocks as well, if they are a valid target for that spell.
Arcane Conductor: Whenever a gun mage uses his arcane pool ability to enhance
his bonded magelock, one expenditure of arcane pool points will enhance all of his bonded
magelocks. Additionally, the duration of these enhancements is doubled.
Arcane Capacitor: At 3rd level, a bonded magelock firearm can store a small amount
of sorcerous energy within itself. A gun mage may store a number of arcane pool points
within a one-handed bonded magelock firearm equal to 1 + his Charisma modifier, or 3 + his
Charisma modifier within a two-handed magelock firearm. Storing these points within the
bonded magelock is exactly as if the gun mage had expended that many points from his
arcane pool for that day, however these points persist within the bonded magelock
indefinitely and can be drawn upon by their master as long as the weapon is on his person
(he need not be wielding it). Only the gun mage with whom the magelock firearm is bonded
may access these points. If another gun mage forges a bond with a firearm that already has
points stored within it, those points are lost.
Arcane Trigger: At 5th level a gun mage may cause his bonded firearm to discharge
so long as it is within 30 feet of him and loaded. The gun mage has no control over the
gun’s aim, but this could have numerous consequences if it is loaded with a rune bullet, or
even just to serve as a good distraction.
Gunsight: A 9th level gun mage may concentrate on one of his bonded magelocks
and magically see out of the sights or barrel of that firearm instead of using his own eyes,
allowing him to make spectacular trick shots and aim the weapon without looking. By
spending a full-round action that provokes attacks of opportunity concentrating on his
weapon, he may make a single attack with his bonded magelock while maintaining total
cover. Because the gun mage is seeing through the gun itself and not his own eyes, this
attack is not subject to the penalties of any blindness effects currently affecting the gun
mage.
Gun Scry: A gun mage of 13th level or higher may scry on one of his bonded
magelocks (as if casting the scrying spell) once per day.
Dauntless: At 17th level, a gun mage’s bonded magelock never misfires. Even on a
roll of natural 1, the attack misses as normal with no adverse effect for the firearm.
Spellshot (Su): At 2nd level, whenever a gun mage casts a spell that requires a touch
attack or ranged touch attack from the magus spell list, he can deliver the spell through a
bullet. Instead of the free touch attack normally allowed to deliver the spell, a gun mage can
make one free ranged attack with his firearm (at his highest base attack bonus) as part of
casting this spell. If successful, this ranged attack deals its normal damage as well as the
effects of the spell. If the gun mage makes this attack in concert with gun sorcery, this
ranged attack takes all the penalties accrued by gun sorcery attacks. This attack uses the

41
weapon’s range for both the firearm and the spell, but each uses its own critical range and
multiplier. The firearm must be loaded to be used in conjunction with this class feature.
Normal weapons are not capable of handling the stresses such power puts upon
them. For every spell level cast through the weapon this way, the weapon takes 1 point of
damage (ignoring hardness). Cantrips aren’t potent enough to cause degradation, so they
can be used with no damage to the weapon. Magelock weapons are immune to this
damage. This damage can be repaired as normal, unless the firearm is completely
destroyed.
Arcana: As he gains levels, a gun mage learns arcane secrets tailored to his unique
combination of spellcasting and shooting. Starting at 3rd level, a gun mage gains one
arcana. He gains an additional arcana for every three levels of gun mage attained after 3rd.
Unless specifically noted in an arcana’s description, a gun mage cannot select a particular
arcana more than once. Arcana that affect spells can only be used to modify spells from the
magus spell list unless otherwise noted.
The following Magus Arcana can be taken by Gun Mages as a Gun Mage Arcana so long as
they meet the prerequisites for them and could be taken by a Magus of their Gun Mage
level. Any Magus Arcana that uses Intelligence uses Charisma when taken as a Gun Mage
Arcana. Any Arcana that requires the weapon to strike a creature is wasted if the attack
misses with a firearm. Any references to the Spellstrike ability of the Magus are replaced
with references to the Spellshot ability of the Gun Mage. Despite names that reference
melee weapons, any of the following Arcana will function with firearms: Arcane Accuracy,
Arcane Cloak, Arcane Edge, Arcane Scent, Concentrate, Bane Blade, Devoted Blade,
Dispelling Strike, Enduring Blade, Empowered Magic, Familiar, Hasted Assault, Lingering
Pain, Maximized Magic, Prescient Attack, Prescient Defense, Quickened Magic, Reflection,
Rod Mastery, Rod Wielder, Scroll Mastery, Silent Magic, Spell Shield, Spell Trickery, Still
Magic, Wand Mastery, Wand Wielder.
Gunfighter (Ex): By expending 1 arcane pool point, the gun mage will not provoke
attacks of opportunity for attacking with a ranged weapon in melee combat for a number of
rounds equal to his Charisma modifier. While in effect, a gun mage can make attacks of
opportunity with ranged weapons as if they had a reach of 5 feet. A gun mage must be 8th
level before selecting this arcana.
Ricochet (Su): The gun mage can fire a shot at an object with a hardness of 8 or
greater and have it ricochet off with arcane accuracy. When he does so, use the position of
the object to determine line of sight to a target, and this square is considered the new origin
square of the attack, using it to determine the effects of cover, but the gun mage’s own to
determine the effects of concealment. The total distance between the gun mage, the object,
and the target is used to determine penalties for long range and armor penetration of the
shot. The use of this ability costs one arcane pool point and takes a standard action. A gun
mage must be 6th level before selecting this arcana.
Arcane Draw (Su): The gun mage may spend one point from his arcane pool to call
his firearm(s) to his hands from a distance. He may cause any unattended firearm he has
line of sight to into his open hand as a standard action. The firearm moves at a speed of 30
ft per round, so if it further than 30 ft from the gun mage, it will continue to move towards the
gun mage so long as it is not intercepted and the gun mage continues to concentrate on it
(determine the difficulty of any concentration checks as if it were a 1st level spell). If the
firearm is within 30 ft of the gun mage when arcane draw is used, then it is only a move
action, and if the firearm is on the gun mage’s person it can be summoned to his hands as a
free action. If the gun mage has the Quick Draw feat and the firearm is on his person, he
may use arcane draw as an immediate action.
Grapeshot (Su): A gun mage spend one arcane pool point to shatter a bullet exiting
the barrel of his firearm, granting it the scatter quality for that shot. This ability may not be
used in conjunction with weapons that already have the scatter quality or with rune bullets.
Using this ability is a standard action.
Split Shot (Su): A gun mage may use his arcane power to split a bullet into two as it
exits the barrel of his firearm. Each fragment of the bullet use the same attack roll to

42
determine success (with a -4 penalty on the attack roll) and deal normal damage for the
firearm. For every 5 points of base attack bonus above +6, the gun mage may fragment the
bullet again to a maximum of four fragments at base attack bonus +16 or higher. However,
each fragment after the second adds a cumulative -2 penalty to the attack roll (-6 for three
fragments, -8 for four fragments). Regardless of the number of fragments, precision based
damage is only applied once and on a critical hit, only one fragment deals critical damage.
Split shot consumes one point from a gun mage’s arcane pool. This ability may not be used
with weapons that have the scatter quality or with rune bullets. A gun mage must know the
Grapeshot arcana and be at least 9th level before he learns this one. Using this ability is a
standard action.
Firestorm (Su): A gun mage may send fragments of his bullets on impossible
trajectories towards different enemies. When the gun mage uses the Split Shot arcana, he
may designate a different target for each fragment instead of firing them all at the same
unlucky sod. The gun mage makes a separate attack roll for each fragment, even if fired at
the same target. Each fragment is eligible for precision based and critical damage. This
ability may not be used with weapons that have the scatter quality or with rune bullets. A
gun mage must know the Split Shot arcana and be 12th level before he learns this one.
Using this ability is a full-attack action.
Arcane Loading (Su): A gun mage with this arcana may load his firearms without use
of his hands. This arcana does not reduce loading times, but it does not cost an action to
reload. Consequently, a gun mage wielding two pistols could fire them alternately every
turn. This arcana costs one point from the gun mage’s arcane pool and lasts for a number of
rounds equal to his Charisma bonus plus his gun mage level.
Penetrating Shot (Su): A gun mage who knows this arcana may spend one arcane
pool point to change the range of his weapon into a line with a range equal to the firearm.
The gun mage makes one attack roll and everyone in the line may make a reflex save with a
DC equal to the gun mage’s attack roll to avoid damage. Those who do not make their
reflex save take full damage as if they had been shot by the firearm, although precision
based damage does not apply to this damage roll. Using this ability is a standard action.
Shrapnel (Su): A gun mage using this arcana may expend one point from his arcane
pool, discharge his weapon, and designate one point within range of his firearm. The gun
mage makes an attack roll and every creature within 10 ft of the designated point takes full
damage as if they had been shot by the firearm (precision based damage does not apply).
Creatures may make a reflex save with a DC equal to the gun mage’s attack roll for half
damage. Using this ability is a standard action. A gun mage must be at least 6th level
before selecting this Arcana.
Phase Shot (Su): A gun mage may expend two arcane pool points to make an attack
roll against a target known to him and within range of his firearm. The bullet travels in a
straight path, passing through any nonmagical barriers in its way (magical barriers stop the
bullet). This ability negates cover, concealment, armor, and shield modifiers, resolving
against the target’s touch AC even if it is further than one range increment away. Using this
ability is a standard action. A gun mage must be 12th level before selecting this Arcana.
Guided Shot (Su): A gun mage may cause his bullets to track a target with the
expenditure of one arcane pool point. The target of a guided shot is denied their dexterity
bonus to armor class, but the use of this ability requires great concentration on the gun
mage’s part and slows the projectile as it weaves towards the target, so this shot is never
resolved against the target’s touch AC and requires a full-round action. A gun mage must be
12th level before selecting this arcana.
Mark Target (Su): A gun mage may use one point from his arcane pool as a swift
action to cause a target he just struck with a firearm to be outlined in faerie fire (as per the
spell) for a number of rounds equal to his gun mage level plus his Charisma modifier.
Thunderstruck (Su): A gun mage who knows this arcana may redistribute the force of
their shot in order to push an opponent away by expending one arcane pool point. This may
substitute any ranged attack with a firearm that the gun mage makes, including one made as

43
part of a full attack, and the attack roll is substituted for the result of a combat maneuver roll.
If successful, the target is pushed back as if by a successful bull rush attempt.
Disarm (Su): A gun mage who knows this arcana may shoot something out of an
enemy’s hand by expending one arcane pool point. This may substitute any ranged attack
with a firearm that the gun mage makes, including one made as part of a full attack, and the
attack roll is substituted for the result of a combat maneuver roll. If successful, the target
drops an item as if by a successful disarm attempt.
Sunder (Su): A gun mage who knows this arcana may target their enemy’s
equipment by expending one arcane pool point. This may substitute any ranged attack with
a firearm that the gun mage makes, including one made as part of a full attack, and the
attack roll is substituted for the result of a combat maneuver roll. If successful, the target’s
item is damaged as if by a successful sunder attempt. Within the weapon’s first range
increment, the object’s hardness is ignored.
Trip (Su): A gun mage who knows this arcana may, by expending one arcane pool
point, knock an opponent down. This may substitute any ranged attack with a firearm that
the gun mage makes, including one made as part of a full attack, and the attack roll is
substituted for the result of a combat maneuver roll. If successful, the target is knocked
down, as if by a successful trip attempt.
Akimbo (Ex): A gun mage who knows this arcana may ignore the somatic
components for any spells he casts through the spellshot or gun sorcery class feature so
long as he is wielding a firearm in each hand or wielding a two-handed firearm. This arcana
does not allow him to cast spells from any other class without somatic components and does
not permit him to cast spells without somatic components so long as he has at least one free
hand. He is still subject to arcane spell failure if he is wearing medium or heavy armor.
Broad Study (Ex): A gun mage selects another one of his spellcasting classes. The
gun mage can use his spellshot and gun sorcery abilities while casting or using spells from
the spell list of that class. This does not allow him to cast arcane spells from that class’s
spell list without suffering the normal chances of arcane spell failure, unless the spell lacks
somatic components. A gun mage must have at least 6 levels of gun mage before choosing
this arcana.
Expanded Knowledge (Ex): When a gun mage selects this arcana, he must select
one spell from the sorcerer spell list that is of a gun mage spell level he can cast. He adds
this spell to his list of spells known as a gun mage spell of its sorcerer spell level. He can
select two spells to add in this way, but both must be at least one level lower than the
highest-level gun mage spell he can cast. A gun mage can select this arcana more than
once.
Daring Arcana (Ex): A gun mage gains the Deadeye and Quick Clear deeds from the
gunslinger’s list of deeds. The gun mage can spend points from his arcane pool as grit
points to use these deeds and any other deeds he gains from the deed arcana, but he
cannot use points from his arcane pool to use deeds from other classes or those gained by
feats, nor can he regain points to his arcane pool as a gunslinger would regain grit points.
Effects that add to, reduce the cost of, or otherwise affect grit or panache don’t affect the
arcane pool of a gun mage with this arcana.
Arcane Deed (Ex): When a gun mage takes this arcana, he can pick any one deed
from the gunslinger class feature as long as that deed can be used by a gunslinger of his
gun mage level. The gun mage can use that deed by using points from his arcane pool as
the grit points required for that deed. A gun mage can take this arcana multiple times, each
time gaining a new deed. The gun mage must have the daring arcana to select this arcana.
Spell Versatility (Su): At 4th level the gun mage gains an increased flexibility in his
spellcasting. As a swift action, he can regain an expended spell slot by expending a number
of points from his arcane pool equal to the spell’s level.
Bonus Feats: At 5th level, and every six levels thereafter, a gun mage gains a bonus feat in
addition to those gained from normal advancement. These bonus feats must be selected
from those listed as Combat, Item Creation, or Metamagic feats. If the gun mage has

44
access to Grit, either from levels in the Gunslinger class or the Amateur Gunslinger feat,
they may also select Grit feats.
Cast Rune Bullets (Su): At 7th level, a gun mage learns how to imbue bullets he casts with
arcane energy. By including shavings of gold and other magically conductive metals in the
molten lead as he casts his bullets, and then inscribing upon them arcane sigils, he can
infuse the bullet with magical power. This functions similarly to the Scribe Scroll feat, and
costs the same as creating a scroll of that spell, except the spell inscribed upon the rune
bullet must be a touch, ranged touch, cone, line, or spread. Furthermore, the spell is
activated by shooting the bullet. This is a casting action and works much like activating a
scroll, including all the limitations thereof. Any non-material components must be provided
when the spell is cast from the rune bullet, and at the conclusion of the casting, a ranged
attack is made, with any modifiers that would normally affect the ranged attack applying. If
the spell required an attack roll to take effect, the ranged attack roll of the firearm delivering
the bullet is substituted (if the bullet hits, then the spell takes effect). The spell effect is
centered on the target of the ranged attack. The attacker may instead choose to target a
specific grid intersection, much like attacking with a splash weapon, and must succeed on a
ranged attack against AC 5. If the rune bullet misses the intended target, center the effect on
a grid square 1d3 squares away in a random direction. On a misfire, the spell contained
within the rune bullet takes effect in the attacker’s square. If the spell is a touch attack or
ranged touch attack, it resolves against the attacker. If it is a spread, it is centered on the
attacker. If the spell is a cone or line, it extends in a random direction from the attacker and
affects him too. If the attacker takes damage from the spell effect, resolve the same damage
against the firearm itself. This ability may only be used to enhance bullets, not pellets.
Reinforcing Runes (Su): At 7th level, a gun mage learns to reinforce the tools of his trade
against the magical forces he channels through them. By spending 2 hours, the gun mage
may inscribe a firearm with magical runes. The runes halve the damage caused by the
Spellshot ability and grant the weapon +1 hardness and +2 hit points for every two levels of
gun mage the inscriber has at the time of etching the runes.
Improved Gun Sorcery (Ex): At 8th level, the gun mage’s ability to cast spells and make
ranged attacks improves. When using the gun sorcery ability to add extra force damage to
his attacks, the extra damage applies to all ranged attacks with firearms that round, not just
the first one he makes.
Fighter Training (Ex): Starting at 10th level, a gun mage counts ½ his total gun mage level
as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these
levels stack.
Improved Spell Versatility (Su): At 11th level, the gun mage’s magical flexibility improves.
When he uses his spell versatility ability, he only must expend a number of points from his
arcane pool equal to ½ the spell’s level (minimum 1). Furthermore, he can buy a spell slot of
a level greater than he can cast, though if he does not know any spells of that level he can
only use it to cast spells improved by metamagic.
Gun Training (Ex): At 13th level, a gun mage may add his Dexterity modifier on damage
rolls with firearms.
Greater Gun Sorcery (Ex): At 14th level, the gun mage gains the ability to seamlessly
merge his spellcasting and shooting. Whenever he uses the gun sorcery ability to add extra
force damage to his attacks, the damage is equal to twice the penalty he takes on his attack
rolls.
Arcane Inferno (Su): At 16th level the gun mage may, once per day as a full attack action,
fire at each and every target within 30 ft, to a maximum of one target for every level of gun
mage he has earned. Each attack uses the gun mage’s full base attack bonus, and each
enemy may only be target by a single shot. This ability may not be used with weapons with
the Scatter quality. The gun mage does not need to reload his weapon between these
shots, the ammunition simply teleports into the weapon so long as the gun mage has

45
ammunition available on his person. If the gun mage is wielding multiple firearms, he may
choose which to attack with, but he is still limited in how many attacks he may make.
Greater Spell Versatility (Su): At 19th level, the gun mage reaches the pinnacle of magical
fluidity. When he uses his Spell Versatility ability, he may temporarily add a spell to his list of
spells known from the Sorcerer/Wizard spell list by expending a number of points equal to
twice the level of the spell. This extra spell known persists for one minute. This ability is not
halved by the gun mage’s improved spell versatility ability.
Eternal Magic (Su): At 20th level, the gun mage becomes a master of spells and combat.
Choose one 1st level spell that he can cast with a range longer than personal. Any time he
fires a non-rune cast bullet from one of his Bonded Magelock weapons, the bullet includes
this spell, using his gun mage caster level for it’s caster level. If this bullet is also affected
with Spellshot, both spells take effect on the creature that is hit by the bullet (if order is
important, the gun mage decides what order they take effect in). This spell cannot be
affected by metamagic, and all effects (including saving throws and caster level checks to
overcome spell resistance) are as if the gun mage had cast from a 1st level spell slot.

New Prestige Classes:

Mage Hunter
Magic is a threat. It is the greatest threat in the universe. It’s unnatural power separates
those who wield it from those who don’t, creating an irrefutable hierarchy. Not everyone is
content with this hierarchy. Whether for religious, political, or personal reasons, somebody
always wants to see mages knocked down a few pegs. Of these factions, some who have
the resources train Mage Hunters, specialized individuals who use unconventional tactics to
fight mages. Often these individuals become the greatest fear of paranoid archmages, for
their spells cannot find them, and their spells cannot whisk them to safety. Their spells
cannot kill them, nor can they control them. Indeed, the mage who finds himself facing down
a mage hunter would do better to find himself a sharp blade than to concern himself with
spellcraft.
Hit Die: d8

Requirements:

Base Attack Bonus: +3


Skills: Acrobatics 2 ranks, Spellcraft 5 ranks, Stealth 5 ranks, Survival 2 ranks
Feats: Disable Dweomer
Special: +2d6 Sneak Attack, Evasion class ability, sponsorship by an organization that
trains mage hunters.

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape
Artist (Dex), Heal (Wis), Knowledge (Arcana) (Int), Perception (Wis), Spellcraft (Int), Stealth
(Dex), Use Magic Device (Cha)

Skill Ranks per Level: 4 + Intelligence modifier

Table: Mage Hunter

Level BAB Fort Ref Will Special

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1st +0 +0 +0 +1 Sneak Attack +1d6, Witch Hound

2nd +1 +1 +1 +1 Mage Slayer

3rd +2 +1 +1 +2 Stalwart

4th +3 +1 +1 +2 Sneak Attack +2d6, Tether

5th +3 +2 +2 +3 Dweomerbane

6th +4 +2 +2 +3 Nondetection, Spellbreaker

7th +5 +2 +2 +4 Sneak Attack +3d6

8th +6 +3 +3 +4 Spell Resistance

9th +6 +3 +3 +5 Slippery Mind

10th +7 +3 +3 +5 Sneak Attack +4d6, Eldritch Hemorrhage

Weapon and Armor Proficiency: A mage hunter does not gain any weapon or armor
proficiencies.
Sneak Attack (Ex): A mage hunter’s sneak attack damage increases by +1d6 at 1st level
and every 3 levels thereafter.
Witch Hound (Su): At 1st level, a mage hunter gains the ability to smell the stench of magic
in his vicinity. A mage hunter may identify spellcasters, spell effects, and magic items by
their odor as easily as by sight. If the spellcaster can only cast spells of 3rd level or lower, or
if the magic item’s caster level is 5th level or less, the mage hunter may detect them if they
are within 15 feet. If the spellcaster can cast spells of 4th level, or if the spell or magic item’s
caster level is between 6th and 11th, the mage hunter can detect them if they are within 30
feet. If the spellcaster can cast spells of 7th level, or if the spell or magic item’s caster level
is between 12th and 20th, then the mage hunter can detect them if they are within 60 feet. If
a spellcaster can cast spells above 9th level, or if a spell or magic item’s caster level is
greater than 20th, then the mage hunter can detect them within 180 feet. When the mage
hunter detects the scent of magic, the exact location of the source is not revealed- only its
presence somewhere within range and the strength of its aura (as per Detect Magic). The
number of spellcasters, spell effects, and magic items (the mage hunter can distinguish
between the scents of the three) within range are always known to the mage hunter. By
succeeding on a Spellcraft check of DC 15 + ½ the caster level, a mage hunter may
determine the school of magic of a magic item, or the school specialization, bloodline, or
domain(s) of a spellcaster. A mage hunter may follow the trail left by a magical aura by
making a Spellcraft check. The typical DC for this is 10. For each hour that the trail is cold,
the DC increases by 2. Each aura of moderate strength being tracked provides a +2
modifier to the mage hunter. Strong auras provide a +4 modifier and overwhelming auras
provide a +6 modifier. The scent of a magical aura can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The
scent of a magical aura can be purged from an area by a casting of Dispel Magic. Casting
Dispel Magic upon a spellcaster will remove the scent of their aura until the next cast a spell
or prepare spells, however any spells they cast before then will still be detected. A spell cast

47
by or a magic item made by a spellcaster carries his scent, and the two may be linked if the
mage hunter is familiar with either.
Mage Slayer (Ex): The mage hunter gains Disruptive as a bonus feat at 2nd level.
Additionally, any time a mage hunter attacks a spellcaster in the midst of spellcasting, either
using a readied action or taking an attack of opportunity, he gains his sneak attack bonus as
if the spellcaster were caught flat-footed.
Stalwart (Ex): At 3rd level, a mage hunter’s mental and physical resiliency is such that if he
makes a Fortitude or Will saving throw against an attack that has a reduced effect on a
successful save, he instead avoids the effect entirely. A helpless mage hunter does not gain
the benefit of the stalwart ability.
Tether (Su): At 4th level, for 1 minute after a mage hunter successfully damages an
opponent with his sneak attack, the mage hunter may make a Will save (as if he were
resisting an effect cast upon him) every time that opponent utilizes a spell, spell-like ability,
or supernatural ability with the [teleportation] type, or that replicates the spells astral
projection, blink, dimension door, ethereal jaunt, etherealness, gate, greater teleport, maze,
plane shift, shadow walk, teleport, or teleportation circle. If his Will save is successful, he
may automatically cause that spell to fail (with spell slots expended as normal), or he may
travel along with the spellcaster, appearing in the nearest open space. If there is no open
space available, this ability has no effect and the mage hunter takes 1d10 points of damage
per level of the effect. This ability adds an effect to the mage hunter’s sneak attack and may
not be applied to any sneak attack affected by another ability that modifies sneak attacks.
Dweomerbane (Ex): At 5th level, a mage hunter learns to disable magic items as he strikes
his foes. He may use his Disable Dweomer feat as a standard action. Additionally, a mage
hunter may, as a full attack action, make one attack at his highest base attack bonus and, if
the attack hits, attempt to use his Disable Dweomer feat on any item the target of the attack
is carrying. Any effects of the attack are resolved before the effects of Disable Dweomer.
Nondetection (Sp): At 6th level the mage hunter is permanently under the effects of a
Nondetection spell. The DC to overcome this ward is 15 + the mage hunter’s Charisma
modifier + his mage hunter level
Spellbreaker (Ex): At 6th level, a mage hunter gains Spellbreaker as a bonus feat.
Spell Resistance (Ex): At 8th level, the mage hunter gains spell resistance equal to 15 +
his mage hunter level + his Charisma modifier.
Slippery Mind (Ex): At 9th level the mage hunter gains the Slippery Mind advanced rogue
talent.
Eldritch Hemorrhage (Su): At 10th level, a mage hunter’s attacks are anathema to
spellcasters. Any time a mage hunter makes a successful sneak attack against a targeted
spellcaster, that spellcaster loses one prepared spell or spell slot of his (the spellcaster’s)
choice. The mage hunter is not aware of what spell slot is lost, its level, or if one is lost at
all. This ability adds an effect to the mage hunter’s sneak attack and may not be applied to
any sneak attack affected by another ability that modifies sneak attacks.

New Class Archetypes: These new archetypes introduce a variety of character types
indigenous to the Iron Kingdoms.

Bodger (Rogue Archetype): Bodgers are a special breed of scoundrel, not quite an
engineer, and not quite an artist. Bodgers excel at cobbling together devices from junk,
making broken items work when they most certainly shouldn’t, and adding radical and
unorthodox modifications to equipment. As a side effect of their strange science, they

48
become very adept at disassembling machines to get some spare parts, even if the machine
is a construct trying to kill them!
Demolish: A bodger knows all about the workings of industry, and knows exactly
where to throw a wrench into the works. Against constructs, a bodger rolls d8s for sneak
attack damage. Against everything else, a bodger rolls a d4 for sneak attack damage.
Furthermore, a bodger may apply his sneak attack damage against items, though he still
must account for hardness. This ability modifiers Sneak Attack.
Tinker: A bodger adds his full level to Disable Device checks, rather than ½.
Additionally, a bodger adds half his level to Use Magic Device checks and Craft checks so
long as he has at least one rank in that skill. This ability modifies Trapfinding.
Contraption: At 4th level, a bodger gains the ability to set Ranger Traps (as seen in
Ultimate Magic), but bodgers may only create extraordinary traps. Any time a bodger’s trap
would use his Wisdom modifier, it instead uses his Intelligence modifier. A bodger learns
how to create a snare trap and one other ranger trap of his choice at 4th level. A bodger
may learn to create additional traps through the Learn Ranger Trap feat or in place of a
Rogue Talent. A bodger has no limitations on how many times per day he may set these
traps.
At 8th level, a bodger may throw a trap he has created as a grenade-like weapon
with a range of 10 feet, and counts as setting the trap in the square he attacks. The DC of a
trap set at range is 5 lower than normal.
This ability replaces Uncanny Dodge and Improved Uncanny Dodge.
Bodge: At 3rd level, a bodger’s intuitive approach craftsmanship allows him to
improvise tools for any situation. A bodger always counts as having the appropriate artisans
tools for any craft skill he has at least one rank in. Furthermore, if the bodger has artisan’s
tools for a given craft skill, his bonus increases to +2, and if he has masterwork tools, his
bonus is +4.
A bodger truly shines, however, when dealing with mechanikal devices and magical
items. If a bodger succeeds on a Craft (Mechanika) check with a DC equal to the device’s
activation DC, he may choose one of the following benefits to apply to the device as a swift
action, unless stated otherwise.
Overdrive: The device’s DC for any of its effects is increased by half the bodger’s
level.
Arcane Supercharger: By expending 5 additional charges from a wand or
mechanikal item, or 3 charges from a staff, he may apply the effects of the Empower Spell,
Enlarge Spell, Extend Spell, or Maximize Spell feat to any spell cast from the item.
Jumper Cables: Whilst holding two wands or mechanikal items (in any combination),
the bodger may transfer any number of charges between the two. To do so, he must pass
the activation check for both items. The use of this ability is a full-round action, which
includes the Craft (Mechanika) checks for both items.
Jumpstart: The bodger may add 1d10 + his class level additional charges to an item
for 1 minute.
The bodge ability may only be used on any given item once per day. If the item is
bodged more than that, it immediately gains the broken condition afterwards and all magical
abilities cease to function until repaired. This ability replaces all levels of Trap Sense.
Deep Pockets: At 4th level, a bodger begins to stockpile his many pockets with
useful items he can use. A bodger can retrieve any item that is not a weapon, piece of
ammunition, shield, suit of armor, magical item, or alchemical item from his person that costs

49
less than 5 gp per bodger level as a full-round action (spent rummaging through his
pockets). These items must weigh less than the Bodger’s Strength score (not modifier).
Jury-Rig: At 20th level, a bodger is so good at improvising items from the many
alchemical, clockwork, and magical components he keeps around that he may create
temporary magic items that last for 1 minute. He may create up to 10,000 gp of items per
day this way per point of Intelligence bonus he has. Creating a magic item in this manner
takes a full round action. If the magic item is a weapon, shield, or suit of armor, he must
supply the base item before adding any enhancement bonuses to it. This ability may not be
used to upgrade an item that is already magically enhanced. This ability replaces Master
Strike.

Fell Caller (Trollkin Skald Archetype): Amongst the trollkin kriels of Immoren there are a
few individuals for whom the blood of Bragg, the ancient trollkin paragon, runs strong in their
veins. These individuals are powerful warriors boasting voices capable of shattering stone
and shaking the sky. Their songs can rally allies to heroic efforts beyond the ken of normal
mortals. Even without their cries, fell callers are skilled warriors in their own right.
Something in their blood prevents these scions of Bragg from settling down. They feel
compelled to travel far and wide, and feel an almost irresistible urge to spread their seed,
continuing the legacy of Bragg into the next generation. Fell callers are prone to excessive
drinking- even by trollkin standards- and incite wild revelry wherever they go. They are living
histories of the kriels, and most can recite hundreds of oral histories about their people.
They also tend to cause trouble with their uproarious and unannounced appearances,
creating friction between them and communities they pass through, causing them to stay on
the move. Only trollkin may select the fell caller archetype. Fell callers may not be lawful,
but tend neither towards good or evil.
Bonus Feats: A fell caller gains a bonus combat feat at 3rd level, and every 3 levels
thereafter. This ability replaces the Cantrips, Scribe Scroll, and Spells class features.
Raging Song (Su): A fell caller gains access to the following raging songs.
Fell Call: At 1st level, a fell caller can use raging song to give forth a bellow so
powerful that the very air quakes, causing the teeth of his enemies to shatter apart and their
ears to bleed. By expending 1 round of raging song, the fell caller may deal 1d6 sonic
damage in a 15 foot cone. Creatures caught in the cone may make a Fortitude save for half
damage with a DC of 10 + Charisma modifier + ½ the levels of Fell Caller the character
possesses. Every 2 levels after 1st, he may expend an additional round of raging song to
increase the damage by a further 1d6 (so, at 5th level he may expend 3 rounds of raging
song to deal 3d6 sonic damage). At 5th level and every 5 levels thereafter, the size of the
cone increases by 5 feet.
Stay Death: At 14th level, a fell caller can use raging song to urge his allies past the
point of death. Any ally within 60 feet will not die so long as the fell caller continues his
performance and remains within 60 feet. When their hit point totals are below 0, they
automatically stabilize, do not fall unconscious, and may act normally without needing to
make a Constitution check each round to avoid losing additional hit points. When their hit
point totals are below their negative Constitution score, they do not die while the fell caller’s
performance continues. Once the fell caller stops his performance, any allies suffer the full
consequences of their hit point totals, dying if their hit point totals are below their negative
Constitution score, and falling unconscious if their hit points are below 0 (though they remain
stabilized). This ability replaces Song of the Fallen.

50
Fighter Training: Starting at 4th level, the fell caller counts his total fell caller level
as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these
levels stack. This ability replaces Uncanny Dodge and Improved Uncanny Dodge.
Gift of Bragg: At 4th level, the fell caller gains Skald’s Vigor as a bonus feat. At
10th level, he gains Greater Skald’s Vigor as a bonus feat, even if he does not meet the
prerequisites.
Weapon Training: Starting at 5th level, the fell caller may select one of the fighter
weapon groups. Whenever he attacks with a weapon from this group, he gains a +1 bonus
on attack and damage rolls. At 11th level and again at 17th level, he becomes further
trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when
using a weapon from that group. Additionally, the bonuses granted by previous weapon
groups increase by +1 each. This ability replaces the Spell Kenning class feature.

Sniper (Fighter Archetype): Some disdain snipers for lurking away from the “real fight”,
and attacking from the shadows, but the modern battlefield commander has learned to
employ snipers to great effect. Outside of war, snipers come from the ranks of assassins,
hunters, and others that rely on their rifle to be deadly accurate.
Deadshot (Ex): At 3rd level, when a sniper attacks with a rifle as a readied action, he may
add 1/2 his Dexterity bonus (minimum +1) on his damage roll. This ability replaces Armor
Training 1.
Rifle Expert (Ex): At 5th level, a sniper gains a +1 bonus on attack and damage rolls with
rifles. This bonus increases by +1 per four levels after 5th. This ability replaces Weapon
Training 1.
Improved Deadshot (Ex): At 7th level, when a sniper attacks with a rifle as a readied action,
his target is denied its Dexterity bonus to its AC. This ability replaces Armor Training 2.
Quick Shot (Ex): At 9th level, a sniper gains a bonus equal to 1/2 his fighter level on Stealth
checks when sniping. When he is hit with a ranged attack, he can shoot his rifle at his
attacker as an immediate action if it is loaded. This ability replaces Weapon Training 2.
Greater Deadshot (Ex): At 11th level, when a sniper attacks with a rifle as a readied action,
he may add his Dexterity bonus (minimum +1) on his damage roll. This ability replaces This
ability replaces Armor Training 3.
Safe Shot (Ex): At 13th level, a sniper does not provoke attacks of opportunity when making
ranged attacks with a rifle. This ability replaces Weapon Training 3.
Pinpoint Targeting (Ex): At 15th level, a sniper gains Pinpoint Targeting as a bonus feat. This
ability replaces Armor Training 4.
Meteor Shot (Ex): At 17th level, as a standard action, a sniper can make one attack with a
rifle at a –4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a
bull rush or a trip maneuver using the attack roll as the combat maneuver check. The sniper
must decide which maneuver to attempt before making his attack roll. This ability replaces
Weapon Training 4.
Penetrating Shot (Ex): At 19th level, when a sniper confirms a critical hit with a rifle, the
bullet pierces the target and can strike another creature in line behind it. The sniper must be
able to trace a line starting at his space and passing through both targets to make this
additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers
for added range. If this attack is also a critical hit, the bullet can continue to hit another
target, but the penalties stack. This ability replaces Armor Mastery.
Weapon Mastery (Ex): A sniper must choose a type of rifle for his Weapon Mastery class
feature.

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Trencher (Fighter Archetype): The heavy infantry forces of Cygnar are known as the
Trenchers due to their extensive use of trench warfare. Equipped with smoke bombs, rifles,
and minimal armor, these troops are among the first in Immoren to rely primarily on firearms.
Living in their trenches for days, weeks, or months, Trenchers learn to make the best use of
cover when bullets start flying their way, before surging over the top to charge the enemy.
Bayonet Charge (Ex): A Trencher receives the Bayonet Charge feat at first level as a bonus
feat, even if he does not meet the prerequisites. This replaces the bonus feat gained at first
level.
Trench Warfare (Ex): Starting at 3rd level, a Trencher can select one specific type of firearm.
He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of
firearm (such as a rifle, pistol, or cannon). Every 4 levels thereafter (7th, 11th, and 15th), the
Trencher picks up another type of firearm, gaining these bonuses for those types as well.
Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an
additional +2 AC bonus from the cover. Additionally, whenever a Trencher is benefiting from
concealment or total concealment, the miss chance against them increases by 10%.
This ability replaces armor training 1, 2, 3, and 4, and also the Armor Mastery ability.

Keeper (Morrowan Monk Archetype): The Brothers and Sisters of the Order of Keeping
are charged with the protection of holy Morrowan relics and high-ranking church officials.
Occasionally, these Keepers are sent on missions to investigate rumors about a discovered
relic, retrieve lost relics, or to eliminate a threat before it is able to strike against the church.
Class Skills: Keepers add all Knowledge skills and Linguistics to their list of class skills
Class Features:
Caspian: Keepers learn to speak, read, and write Caspian at 1st level, which the original
Enkheiridion and many other Morrowan artifacts use.
Keeper: Keepers are tasked with guarding the most valued relics and persons of the
Morrowan church. In doing so they learn to read body language extremely well to anticipate
the actions of potential threats. A Brother of the Order of Keepers may add half his Monk
level to any Sense Motive checks he makes. Furthermore, he gains Combat Reflexes as a
bonus feat at first level and Bodyguard as a bonus feat at second level. This replaces the
Bonus Feats normally gained at first and second level.
Aegis: At 4th level, when Keepers use their Bodyguard feat to increase an ally’s AC, the
amount they increase it by is one greater for a total of +3. Every two levels thereafter, the
AC bonus increases by +1 to a total of +11 at 20th level. By spending a ki point when a
Keeper makes an attack of opportunity, he may both deal damage to the target as normal on
a successful attack and apply the benefits of the Bodyguard feat to an ally within the reach of
the attack’s target so long as the attack succeeds against AC 10. This ability replaces slow
fall and the bonus feat gained at 6th level.
Bastion: At 5th level, whenever a Keeper uses ki to grant himself a dodge bonus to armor
class, he instead gains a +5 dodge bonus to AC. This bonus increases by one at 8th, 11th,
14th, 17th, and 20th level to a maximum of a +10 AC. This ability replaces High Jump and
Improved Evasion.

Allegiant (Menite Monk Archetype): Allegiants of the Order of the Fist serve Menoth with
mind, body, and soul. New Allegiants are charged with infiltrating the populace of the
Protectorate to ferret out any heretics. Veteran Allegiants sometimes march to war openly,
but more commonly, these monks are tasked with infiltrating enemy lands on covert

52
missions. Using Idrian martial arts combined with the secrets of the Priest-Kings of Ancient
Icthier, Allegiants are capable of manipulating their own souls to channel Menoth’s will, but
they are also capable of taking the vital energy of the enemies of Menoth to reinforce
themselves.
Class Skills: Allegiants add Bluff, Diplomacy, and Disguise to their list of class skills.
Class Features:
Creator’s Sight: Allegiants receive a bonus on all Intimidate and Sense Motive checks equal
to half their monk level. Additionally, they can use the Detect Chaos spell at will. This ability
replaces the bonus feat gained at 1st level.
Punishing Kick: At 1st level, an Allegiant gains Punishing Kick as a bonus feat, even if he
does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can
push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at
15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target
5 feet and knock the target prone with the same attack. The target still gets a saving throw to
avoid being knocked prone. This ability replaces stunning fist.
Steal Ki: At 5th level, an Allegiant can steal ki from other creatures, bolstering their energy
reserves with the soul energy of heretics. If the monk scores a confirmed critical hit against a
living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that
creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the
monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. At 11th
level, each time the monk successfully steals ki, he can make an immediate saving throw
against one disease he is suffering from. There is no penalty for failing this saving throw.
The monk gains a bonus equal to his Wisdom modifier on the saving throw. This ability
replaces purity of body.
Life Funnel: At 7th level, an Allegiant can steal a creature’s life force to replenish his own. If
the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a
living enemy or reduces a living enemy to 0 or fewer hit points, he heals a number of hit
points equal to his monk level. A monk with this ability cannot steal both ki and hit points at
the same time. This ability replaces wholeness of body.
Lawgiver’s Disruption: At 11th level, an Allegiant channels the Lawgiver’s disapproval for the
unholy arcane magic used by the ungodly and gains Disruptive as a bonus feat. This ability
replaces diamond body. Furthermore, the Allegiant gains the ability cast Detect Magic at
will, so long as he has at least 1 ki point in his ki pool, in order to better sniff out such
heresies.
Siphon Soul: At 13th level, an Allegiant gains 1 temporary hit point each time he hits an
enemy with a melee attack, absorbing some of their vital essence. The monk gains a
number of temporary hit points equal to his Wisdom modifier when he scores a critical hit.
The maximum number of temporary hit points the monk can have is equal to his monk level.
The temporary hit points disappear 1 hour later. The monk can only use this ability when he
has at least 1 ki point in his ki pool. The ability replaces diamond soul.
Will of the Maker: At 17th level, an Allegiant’s commands carry the weight of their god.
Once per day, they may cast Dominate Person (DC 10 + ½ the Allegiant’s monk level + the
Allegiant’s Wisdom modifier). This ability replaces tongue of the sun and moon.

Reclaimer (Menite Warpriest Archetype): From the moment a reclaimer dons the iron
mask that will forever be the tomb of his thoughts, he knows the sound of Menoth’s Voice.
The last words he speaks are a promise to send chosen souls to the Lawgiver on wings of
fire and ash. He knows neither pain nor emotion, and he is driven only by the will to serve.

53
No man nor machine can stand in his way once the Voice has whispered a name in his
heart- no explanation, no refusal, no hesitation.
Vow of Silence (Su): The reclaimer has taken a vow of silence, and nothing short of divine
intervention will break that. The reclaimer may not speak words or utter any noise, though
he may still learn new languages to expand his literacy. The reclaimer may not write words
either, though he is not prevented from making marks. The reclaimer is immune to Detect
Thoughts or any other spell or spell-like effect that might grant insight into his thoughts. Any
who attempt telepathic connection with him are Stunned for 1 round by the Voice of Menoth
unless they succeed on a DC 20 Will saving throw. The reclaimer gains Silent Spell as a
bonus feat at 1st level and automatically applies its benefits to all divine spells he casts.
This ability replaces Bonus Languages.
Gatekeeper (Su): The reclaimer’s divine mandate is to help send the souls of the faithful to
Urcaen. Whenever a faithful Menite dies within 30 feet of the reclaimer, the reclaimer
regains one use of his fervor ability for every 3 HD the Menite had. Furthermore, as the
ordained ferryman of Menoth, the reclaimer may choose to interact with incorporeal
creatures as if they were corporeal. This ability replaces the blessings ability.
Mystic Interference (Su): At 4th level, a reclaimer’s presence disrupts the ungodly magic
wielded by the enemies of the True Faith. By consuming two uses of his fervor ability, the
reclaimer may grant himself and all allies within 30 feet a +1 sacred bonus on saving throws
against spells and spell-like abilities for a number of rounds equal to his warpriest level. At
8th level and every 4 levels thereafter, the bonus granted by mystic interference increases
by 1 to a maximum of +5 at 20th level. This ability replaces channel energy.
Banish Enchantment (Su): At 6th level, a reclaimer may, as a standard action, consume two
uses of his fervor ability to target a single creature within 30 feet with a targeted dispel
magic. This ability replaces the bonus feat gained at 6th level.

Mortitheurge (Skorne Wizard Archetype): Mortitheurges come to their arcane powers by


a unique blend of philosophy, the study of anatomy, and deep insight into the fundamental
nature of the power inherent in the processes of life and death. Mortitheurgy is practiced
solely in the skorne empire, and their strange magics resemble necromancy to western
arcanists, but are truly a different beast altogether.
Weapon and Armor Proficiency: Mortitheurges are proficient with simple weapons and light
armor. Mortitheurges can cast mortitheurge spells while wearing light armor without
incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a
mortitheurge wearing medium armor, heavy armor, or a shield incurs a chance of arcane
spell failure.
Mortitheurgy: The mortitheurge casts spells from the Witch spell list, though they still learn
and prepare spells from spellbooks. The mortitheurge may copy a spell from a wizard’s
spellbook if that spell also appears on the witch spell list. Wizards may only copy spells from
a mortitheurge’s spellbook if that spell appears on the sorcerer/wizard spell list. This ability
replaces the arcane school ability and alters the spellcasting ability. Mortitheurges do not
choose opposition schools.
Mortification: Mortitheurges can draw power from the vital essence of living creatures. By
using a blade or some other bloodletting tool, the mortitheurge can take a full round action to
spontaneously cast a spell that they know and have prepared without expending the spell
slot. This inflicts 1d6 points of damage per level of the spell to the mortitheurge. Damage is
inflicted before casting the spell, and if the mortitheurge is incapacitated then the spell fails.
Any effect which would prevent the mortitheurge from taking this damage prevents this

54
ability from functioning. After using this ability, the mortitheurge cannot benefit from magical
healing until they have rested for at least 8 hours. This ability replaces arcane bond.
Greater Mortification: At 5th level, the mortitheurge can power this ability with the essence
of another. By inflicting 1d8 points of damage per spell level to a willing or helpless subject,
the mortitheurge can spontaneously cast any spell he knows and has prepared as a full
round action without expending the spell slot. Any effect which would prevent the subject
from taking this damage prevents this ability from functioning. After using this ability, neither
the subject nor the mortitheurge cannot benefit from magical healing until they have rested
for at least 8 hours.

New Feats:
The following feats are new to the Iron Kingdoms campaign setting. There are new Society
feats which indicate membership in a powerful organization in Immoren. Possessing these
feats represents both the effort taken to gain membership, the specialized training that
members receive, and the perks and obligations of membership. If a character loses
membership in an organization he has invested feats into, it is up to the GM to decide what
happens, however it is recommended that the feats are “refunded” and the character given
the chance to replace them with new feats.

Aurum Ominus Alchemist [Society]


The character’s expertise and acumen has been recognized by the Order of the Golden
Crucible, which has granted them membership. The Order mainly concerns itself with
cultivating financial and political power.
Prerequisites: Alchemist or Wizard level 1st, Craft (Alchemy) 1, Skill Focus (Craft [Alchemy])
Benefits: The Order of the Golden Crucible issues the character a signet ring of alchemically
purified gold that bears the seal of the Order, called the Aurum Ominus. This ring’s imprint
marks letters as being officially sanctioned by the Order, which can speed shipments of
alchemical supplies, be regarded as official advice by aristocrats, or designate the authority
of scientific notes within.
The Order of the Golden Crucible maintains guild houses throughout all of the Iron
Kingdoms except for Ios, which are well guarded by loyal mercenaries. A member of the
Order may lodge at one freely, receiving the same accommodations he would at a good inn,
with 3 good meals a day. Furthermore, a member of the Order may utilize the state of the
art alchemical facilities of a guild house to receive the following benefits:
● The character gains free use of an alchemist’s lab
● The character may analyze any potion, poison, or alchemical substance to determine
its nature with a DC 20 Craft (Alchemy) check.
● Any potions or alchemical items produced by the character reduce the cost of raw
materials by 50%
● The character may manufacture alchemical items and potions in half the time
normally required
● May find copies of alchemical formulae for any alchemist extract of up to 4th level.
As an Aurum Ominus Alchemist of the Order of the Golden Crucible, the character must, of
course, perform the duties of a member. Membership duties include free exchange of
alchemical research with other members of the Order, safeguarding Order assets, and
collaborating on projects with other members. Additionally, the Order may call upon the

55
character’s talents at any time, for any purpose, for up to one week at the character’s
expense. Calling alchemists to service is done rarely, and only in instances of legitimate
need. Finally, the Order charges membership dues equal to 1,500 gp per year, which may
be paid in gold or in an equivalent amount of alchemical supplies. A one year grace period
is bestowed upon new members, absolving them from membership dues. If a membership
payment is missed, it accrues interest at 15% per year, compounded monthly. Members
who do not pay their dues are not kicked out of the order, but instead become increasingly
indebted and indentured to the Order.

Fraternal Brother [Society]


The character has graduated from his apprenticeship to another Fraternal Brother or has
been sponsored for membership by another Fraternal Brother. In either case, the character
is now a full-fledged member of the Fraternal Order of Wizardry.
Prerequisites: Human male, Wizard level 5th, 1,200 gp paid to the Fraternal Order
Benefits: After all membership dues are paid, the character, who is now a Fraternal Brother,
is given access to towers that the Fraternal Order owns and operates throughout all of the
Iron Kingdoms except for Khador, Rhul, and Ios. The character may stay in these towers for
free, receiving equivalent lodgings to a good inn with 3 good meals a day. Lodgings for up
to three companions are also available, but they are of common quality and they receive
only 1 good meal a day. Additionally, the character gains an extra spell known each level.
Furthermore, while at a tower, the character gains the following benefits:
● Copying and producing spellbooks and scrolls costs half as much.
● Access to an alchemist’s lab.
● The character may find a copy of any Wizard spell of 5th level or lower that isn’t
formally identified as a Dark Art.
● The character may make use of the extensive library to gain a +2 circumstance
bonus on any Knowledge check.
Duties of a Fraternal Brother include being summoned by the Order at any time, at the
character’s expense, for up to one week, to perform duties such as collaborating on arcane
research or accompanying an expedition. The Order charges membership dues of 100 gp
per month, but they don’t press Fraternal Brothers to pay them except for every six months.
If a Fraternal Brother misses a six month payment, he has six more months to come up with
the missed due and the current one. If the character misses this second payment, then he is
kicked out of the Fraternal Order and all of his personal possessions are forfeit, to include
his spellbook, which is stripped from him in an elaborate ceremony.
Special: A member of the Greylords Covenant may never become a member of the
Fraternal Order of Wizardry, and becoming a Greylord revokes membership in the Fraternal
Order.

Greylord [Society]
The character has sworn himself to the Motherland and the Greylords Covenant, becoming a
member thereof. Greylords are incredibly loyal amongst themselves and to Khador, and
their unity leads them to be more powerful than other arcanists, but they sacrifice a degree
of personal freedom.
Prerequisites: Khardic, Kossite, or Skirov ancestry or proof of loyalty to the Motherland
through military service, ability to cast 1st level arcane spells.
Benefits: As a Greylord, a character is beholden first and foremost to Khador. Their
specialized training also grants the following benefits:

56
● Proficiency with light armor and a single weapon of their choice.
● Extra spell known every level chosen from the Sorcerer/Wizard spell list that is of the
Evocation school.
While in Khador, they may request equipment and transportation at the expense of the state.
Greylords hold official military rank, which gives them great authority over subordinates, but
also means they have little say when a superior gives them an order. Greylords are given
relatively free reign to research their topic of choice, so long as their research is shared with
the Motherland. This means that a character can find copies of any arcane spell up to 6th
level somewhere in the Greylord’s archives. The Greylords Covenant requires no
membership dues, however, the members are sworn to the Khadoran crown for life and can
be called upon for any arcane service at the whim of the government. In practice, older
Greylords are left to their own devices and seclusion, though this is far from a constant. The
character enters the Greylord Covenant at the rank of Uchenik and gains rank as per the
table below. Benefits are in addition to the benefits possessed by all Greylords.

Rank Requirement Benefit

Uchenik Greylord feat None

Rastovik Able to cast 2nd level None


arcane spells

Magziev Able to cast 4th level arcane Leadership as a bonus feat


spells, one Path feat
available to Greylords.

Koldun Able to cast 6th level arcane Medium armor proficiency


spells, one Path feat
available to Greylords, two
Metamagic or Item Creation
feats (in any combination)

Koldun Lord Appointment by High One item worth no more


Obavnik than 10,000 gp is gifted to
the Koldun Lord during
promotion

Obavnik Unanimous accord of all Bonus Metamagic, Item


Obavniks Creation, Combat, or Path
feat

High Obavnik Arbiter Appointment by Khadoran Command of the Greylord


High Kommand Covenant is its own benefit

Special: The character cannot be a member of the Fraternal Order of Wizardry. Any prior
membership in the Fraternal Order is revoked when joining the Greylords Covenant.

Battlecaster [Society]
The character has extensive experience combating the enemies of Khador with arcane
might, and is well suited to the battlefield.
Prerequisites: Greylord

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Benefits: The character may add his Barbarian, Fighter, Ranger, Cavalier, Gunslinger,
Brawler, and Slayer class levels to his caster level for any arcane spells he casts.
Additionally, the arcane spell failure chance due to wearing armor is reduced by 5% per
caster level of the Greylord.

Path of Winter’s Bite [Society] [Path]


This Greylord has mastered the art of using frost as a weapon.
Prerequisites: Greylord, Battlecaster, Spellcraft 3 ranks
Benefit: A Greylord with this feat may substitute cold damage for any other type of energy
damage dealt by a spell they cast. Such spells lose the appropriate energy descriptor and
gain the Cold descriptor. Additionally, the character gains +1 damage per die to spells with
the Cold descriptor.

Path of Frozen Discipline [Society] [Path]


This Greylord has become adept at manipulating cold based spells.
Prerequisites: Greylord, Path of Winter’s Bite, Knowledge (Arcana) 5 ranks, Spellcraft 5
ranks
Benefit: When a Greylord with this feat applies a metamagic feat to a spell with the Cold
descriptor, the total increased spell slot requirement is reduced by one.

Path of the War Ready [Society] [Path]


This Greylord has become used to wearing encumbering armor whilst casting spells.
Prerequisites: Greylord, Battlecaster, Spellcraft 11 ranks
Benefit: A Greylord with this feat reduces the Arcane Spell Failure chance for wearing armor
they are proficient with by 25%. They also gain Cold Resistance 10.

Path of the Iron Wall [Society] [Path]


This Greylord has shown an aptitude for mechanika and trained for a time at the Khadoran
Institute of Engineering.
Prerequisites: Greylord, Craft (Mechanika) 5 ranks, Knowledge (Engineering) 3 ranks
Benefit: A Greylord with this feat counts ‘Jack Handling as a class skill. The Greylord treats
the DR of any construct they take hostile action against as 5 less than it normally is when
resolving the effects of that action. While within 5 feet of a Construct of at least Medium size
that they control, the Greylord gains a +2 bonus to their armor class. The Greylord gains a
bonus feat chosen from the following list that they meet the prerequisites for: Mechanikal
Familiar, Craft Cortex, Etch Rune Plate, Powder Monkey, or Exotic Weapon Proficiency
(Steam Armor).

Path of Eldritch Lore [Society] [Path]


This Greylord has delved deep into the occult mysteries
Prerequisites: Greylord, Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks
Benefit: The Greylord gains basic literacy in the following languages: Orgoth, Khurzik,
Caspian, Telgesh, Nokiri. The Greylord gains the spell-like ability to cast Identify once per
day. The Greylord gains a +4 insight bonus to Appraise, Linguistics, Knowledge,
Perception, and Disable Device checks involving the Orgoth, infernals, or ancient Khadoran
locations, ruins, or objects.

Path of the Censor [Society] [Path]

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This Greylord has become a hidden informant for the Empire, developing their magic
towards divination.
Prerequisites: Greylord, Diplomacy 3 ranks, Knowledge (Local) 5 ranks, Sense Motive 3
ranks, able to cast Detect Thoughts.
Benefit: The Greylord may use the extra spell known from the Greylord feat to learn a
Divination spell instead of an Evocation spell. The Greylord gains Perception as a class skill
and a +4 insight bonus on Linguistics checks to decipher secret messages. Finally the
Greylord may choose one Divination spell they can cast and permanently sacrifice a spell
slot of that level. Thereafter, the Greylord gains the ability to use that spell as a spell-like
ability 3 times per day.

Path of the Hidden [Society] [Path]


This Greylord has become an clandestine operator, developing their magic towards illusion.
Prerequisites: Greylord, Stealth 5 ranks, able to cast Disguise Self and Invisibility.
Benefit: The Greylord may use the extra spell known from the Greylord feat to learn a
Illusion spell instead of an Evocation spell. The Greylord gains Stealth as a class skill.
Finally the Greylord may choose one Illusion spell they can cast and permanently sacrifice a
spell slot of that level. Thereafter, the Greylord gains the ability to use that spell as a spell-
like ability 3 times per day.

Path of Influence [Society] [Path]


This Greylord has become an discreet manipulator, developing their magic towards
enchantment.
Prerequisites: Greylord, Bluff 5 ranks, Diplomacy 5 ranks, Sense Motive 3 ranks, able to cast
Charm Person and Suggestion.
Benefit: The Greylord may use the extra spell known from the Greylord feat to learn an
Enchantment spell instead of an Evocation spell. The Greylord gains Bluff and Diplomacy
as class skills. Finally the Greylord may choose one Enchantment spell they can cast and
permanently sacrifice a spell slot of that level. Thereafter, the Greylord gains the ability to
use that spell as a spell-like ability 3 times per day.

Illuminated One [Society]


The Order of Illumination is a branch of the Sancteum, the seat of the Morrowan church, that
studies how arcane magic can be used to thwart the Dark Arts. Their ranks are primarily
composed of wizards, but any arcane spellcaster who does not practice witchcraft can
qualify. It takes a special sort to be able to face infernalism and necromancy and remain a
pure and devout instrument of Morrow’s will.
Prerequisites: Able to cast 1st level arcane spells, Morrowan, Good alignment, Diplomacy 1
rank, Intimidate 1 rank, Sense Motive 1 rank.
Benefits: An Illuminated One gains access to the following spells as arcane spells on their
class spell list (for all arcane classes they have levels in): aid, detect evil, dispel evil, holy
smite, mark of justice, sanctuary, shield other, and spiritual weapon. Spontaneous casters
add these spells to their list of spells known. Beyond that, an Illuminated One gains
proficiency in a single martial weapon of their choice. Furthermore, they instantly recognize
Telgesh glyphs, which are used in any lasting work of necromancy, though they do not learn
the meaning of said heresies. Additionally, an Illuminated One may expend a spell slot to
channel energy as a Morrowan cleric of the spell slot’s level. As an example, expending a

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5th level spell slot allows an Illuminated One to channel 3d6 positive energy in a 30 foot
radius. An Illuminated One must still present a holy symbol to utilize this ability.
The Illuminated One is an ordained member of the Morrowan church, and can technically
perform religious functions, though they are rarely asked to do so. At 7th level, they gain the
benefits of the Leadership feat, but only in regards to members of the Morrowan church.
Illuminated Ones and their companions can find simple accommodations at any church or
cathedral of Morrow. Illuminated Ones are expected to root out heresy and the Dark Arts
wherever they go, and as such can be called upon to deal with such a situation when it
arises and can be dispatched to various locales. As devout members of the church,
Illuminated Ones are expected to donate 10% of their personal wealth to the church, as well
as delivering reports periodically to his superiors. Failure to apprehend a witch, stay in
contact with the church, or donate their wealth can call their motivations into question and
result in an inquisition into their lives.

Maritime Order of the Trident [Society]


The Maritime Order of the Trident is a society of mages sponsored and trained by the Ordic
military. They are trained in both combat and practical magic that influence the fortunes of
sailors on the high seas. They are required to serve in the famous Ordic Navy for at least 6
years, but after their obligation is up, many go on to hire their services out to those mariners
who can afford their expertise.
Prerequisites: Thurian or Todoran ancestry, military service to Ord, able to cast 2nd level
arcane spells, able to cast Gust of Wind, Obscuring Mist, and Air Bubble, Profession (Sailor)
3 ranks, Swim 3 ranks.
Benefits: The character gains Knowledge (Nature), Perception, and Profession (Sailor) as
class skills if they didn’t already possess them and a +4 insight bonus on Fly checks. The
character gains proficiency with one weapon of their choice. The character treats their
caster level as two levels higher for all spells with the Air or Water descriptors. The
character never has to make concentration checks due to natural weather. Furthermore, the
character may expend a spell slot to affect the winds in a 100 ft radius for 1 hour. For every
level of spell slot expended, the character may adjust the speed of the wind by ±10 mph and
choose the direction of it. Alternatively, they may substitute 2 levels of spell slots to cause it
to rain or snow in the area, as appropriate to the temperature. Whenever the character
reaches 9th level, they gain the Leadership feat as a bonus feat. While in Ord and still
serving in the Navy, they may request equipment and transportation at the expense of the
state. Mages of the Maritime Order of the Trident hold official military rank, which gives
them great authority over subordinates, but also means they have little say when a superior
gives them an order.

Union Steamo [Society]


The Steam & Iron Worker’s Union has accepted the character into their membership,
recognizing them as a skilled mechanic that is deserving of political representation and
monetary protection.
Prerequisites: Craft (Mechanika) or Craft (Steam Engine) 1 rank, Skill Focus (Craft
[Mechanika] or Craft [Steam Engine])
Benefits: A member of the Steam & Iron Worker’s Union, colloquially known as a Steamo,
gains the following benefits while in any city or town that has a Union house:

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● A Steamo may register with the local union to find work in the area. Until they
recieve work, the Union will give them a cot and food at the Union house, but they
may have to perform odd jobs to earn their keep.
● Union shops sell mechanical parts and mechanika components at a 25% discount to
Union members, though they may not have every part available.
● If unpaid or underpaid for a job, a Steamo may petition the Union to arbitrate the
matter, though they charge 10% commission on payments of over 5,000 gp.
● Union members may vote in the five year director elections, as well as the yearly
board member elections.
● If a Union member gets in legal trouble, he may petition the Union to provide legal
representation for him.
The Steam and Iron Worker’s Union charges 300 gp a year in membership dues. If a
Steamo misses a payment, is the object of a legitimate complaint, or otherwise represents
the Union in an unprofessional manner, the Union will withdraw membership benefits and
issue a warning to the Steamo. If the Steamo suffers another such violation, then they will
be permanently cast out of the Steam & Iron Worker’s Union.
Arcane Tempest Gun Mage [Society]
The character is a member of the Militant Order of the Arcane Tempest and a gun mage in
the service of the Cygnaran crown.
Prerequisites: Spellshot class ability, Arcane Pool class ability, member of the Cygnaran
military
Benefits: Arcane Tempest Gun Mages are well-drilled professional soldiers. Though most
gun mages are possessed of an independent streak, Arcane Tempest Gun Mages are
trained to work together and within the confines of military logistics. Arcane Tempest Gun
Mages may easily bond with the weapons of the Arcane Tempest armory, and may establish
a bond with any magelock weapon that was previously bonded to another Arcane Tempest
Gun Mage by expending a point from their Arcane Pool. Arcane Tempest Gun Mages hold
official military rank, which gives them great authority over subordinates, but also means
they have little say when a superior gives them an order. They may requisition up to 15 spell
levels worth of rune bullets per month from the Cygnaran Army, so long as supply lines are
running properly. If these rune bullets are discharged outside of military duty, then the gun
mage is expected to pay for their waste and may suffer disciplinary action. The Militant
Order of the Arcane Tempest does not charge membership dues, as a military organization,
but it demands at least four years of service from gun mages and may recall retired gun
mages to duty if they need to.

Loyal Order of the Amethyst Rose Gun Mage [Society]


The character is a member of the Loyal Order of the Amethyst Rose, the first gun mage
order in Immorren and one sworn to the service of the Llaelese crown. Members of the
Loyal Order of the Amethyst Rose are not necessarily members of the Llaelese military, but
members of their order act as personal agents and bodyguards of the king. Unlike the
disciplined sorceries of the Militant Order of the Arcane Tempest, the Loyal Order of the
Amethyst Rose encourages their members to develop their own unique arcane talents.
Prerequisites: Spellshot class ability, Arcane Pool class ability, Rynnish or Umbrean
heritage, Quick Draw
Benefits: Skilled duelists, Amethyst Rose Gun Mages may add their Charisma modifier to
their attack bonus with firearms instead of their Dexterity bonus. Additionally,

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Bayonet Charge [Combat]
The character has received additional training in bayonet combat techniques.
Prerequisites: Point Blank Shot, Base Attack Bonus +1
Benefits: When the character is wielding a loaded firearm with a fixed bayonet and makes a
charge full round action, he may, after finishing his movement but before making his melee
attack (which must be with the bayonet), make a single ranged attack with the firearm as a
swift action. This ranged attack receives the bonus on attack rolls from charging and also
the bonus to attack and damage rolls from the Point Blank Shot feat, as well as any other
bonuses it might normally receive. This ranged attack does not provoke attacks of
opportunity.

Gunslinger [Combat]
The character has a lightning fast quick-draw, though he sacrifices accuracy.
Prerequisites: Dexterity 13, Proficiency with firearms, Quick Draw
Benefits: On the first round of combat (before initiative is determined) the character may, as
an immediate action, draw any one handed firearm. He may elect to take a -1 penalty on all
attack rolls and combat maneuver checks for the first round of combat to gain a +2 bonus to
his Initiative check. When his base attack bonus reaches +4, and every 4 points thereafter,
the penalty on attack rolls increases by -1 and the bonus on Initiative checks increases by
+2.

Powder Monkey [Item Creation]


The character has been educated in the delicate alchemy of making blasting powder- both
the red and black versions required to make the binary charge used in firearms.
Prerequisites: Craft (Alchemy) 3 ranks
Benefits: With the use of an Alchemist’s Kit and access to raw materials worth 50 gp, a
character with this feat can produced a rifler’s pound of blasting powder per week (market
value 100 gp). A rifler’s pound of blasting powder consists of a pair of kegs containing 5
ounces of red powder and 8 ounces of black powder respectively. With a successful DC 20
Craft (Alchemy) check, the character can refine the two powders successfully. If the check
is failed, then half of the raw materials and the week’s work are wasted. With the use of a
Gunner’s Kit, the character can load the powder into cartridges, with conversion rates listed
below:

Firearm Charges per


Rifler’s Pound

Clockwerk Arms 40
Pepperbox, Rynnish
Holdout Pistol,
Rynnish Walking Stick

Small Pistol 20

Clockwerk Arms 15
Revolving Rifle

Military Pistol, Dragon 12


Pistol, Long Rifle

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Vislovski Rifle 9

Military Rifle/Carbine, 8
Blunderbuss

Radliffe Quad-Iron, 4
Vanar Liberator

Alternatively, the character may use a Gunner’s Kit to salvage powder from a cartridge of
one size and convert it for use in another. This process takes about 1 hour per 10 rounds
converted (choose the larger number for the conversion). Loss is inherent in this process.
Converting a firearm of one size to one listed in the same category in the above table
preserves 70% of the ammunition. For every step up or down in the table, alter the amount
of ammunition preserved by 10% to a maximum of 90% and a minimum of 10%.

Trollblood Heritage [Racial]


The character hails from a bloodline that has especially close ties with a particular breed of
troll. These blood-kin often work in tandem with each other.
Prerequisites: Trollkin, 1st level only
Benefits: Choose one of the following subraces that your lineage descends from. You gain
the listed benefits and a +4 bonus on all Charisma based checks when interacting with that
subrace.

Burrow Pygmy: Your skin is rougher than others' and your fingernails have elongated
and hardened into digging claws. You gain a Burrow Speed of 5 ft. You always know
which direction is magnetic north and your current depth belowground. You gain two
claw attacks for 1d4 points of damage.

Cave Troll: Your skin is a paler shade than that of other Trollkin and your eyes are
more sensitive to light. Unlike other trollbloods, your body is covered in fine hairs that
help detect motion in your surroundings. Your darkvision increases to 90 ft and you
gain low-light vision, but you also suffer from light blindness.

Dire Troll: Even for a Trollkin, you are large. Your skin is a darker coloration and your
quills and dermal deposits larger and heavier. You gain the Powerful Build racial trait
as an extraordinary ability, allowing you to count yourself as a creature of one size
larger for any purpose to which it might be beneficial (note this doesn't affect reach)

Pygmy Troll: You stand much shorter than other Trollkin and most humans. Your
build is not quite as broad either, allowing you to slip by more easily. You gain the
Slight Build racial trait as an extraordinary ability, allowing you to count yourself as a
small sized creature for any purpose to which it might be beneficial (note that this
doesn't affect reach).

Pyre Troll: Your skin takes on a ruddy red hue and is warm to the touch. You gain
Fire Resistance 10 and Vulnerability to Cold. Once per day, you may spit a glob of
flaming, pitch-like mucus at an enemy. Treat this as a ranged touch attack with a
range of 15 feet. On a successful hit, the glob deals 1d4 points of Fire damage per

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round and burns for 1 round per two hit dice (round down). Flammable objects are
set alight by this. Alternatively, you may apply this to a weapon you are wielding
(though it might be unwise to do so for wooden weapons!).

Rock Pygmy: Your skin is colored with mottled earth-tones and you have rocky
dermal deposits in place of quills, making you harder to detect in rocky environs. You
gain +1 Natural Armor and +4 to Stealth checks in rocky environments.

Slag Troll: Your skin becomes grayish in color and you find that you can and will eat
just about anything, though your diet might have some influence on your appearance.
You gain Acid Resistance 10. Once per day, you may vomit your powerful stomach
acid in a 15 ft cone dealing 1d6+ Constitution modifier damage (Reflex save DC 10 +
1/2 Hit Dice + Constitution modifier for half damage).

Storm Troll: You gain Electricity Resistance 10. Once per day, you may cast
Shocking Grasp at a caster level equal to your hit dice. You may choose to deliver
this with a metallic melee weapon instead of a touch attack if you wish. For every 10
points of Electricity damage resisted in a day, you may use this ability once more that
day. All extra uses are lost if not used before the next period of rest.

Swamp Troll: Your skin is greenish in hue, unlike most Trollkins', and your eyes have
a yellowish coloration. You also have a long, toad-like tongue. You can make melee
attacks with your long, sticky tongue. This is a secondary attack. A creature hit by
this attack cannot move more than 10 feet away from you and takes a –2 penalty to
AC as long as the tongue is attached (this penalty does not stack if multiple tongues
are attached). The tongue can be removed by the target or an adjacent ally by
making an opposed Strength check against the attacking creature as a standard
action or by dealing 2 points of damage to the tongue (AC 11, damage does not
reduce the sticky-tongued creature’s hit points). You cannot move more than 10 feet
away from a creature stuck to your tongue, but you can release your tongue from the
target as a free action. You can only have one creature attached to your tongue at a
time. As a swift action, you can pull a creature stuck to your tongue 5 feet towards
you. Speaking and verbal spell components are impossible to perform whilst your
tongue is thus employed.

Vine Pygmy: Your skin has a greenish hue instead of most Trollkins' blue. Your arms
are disproportionately long to your body, giving you better reach and climbing ability.
You gain a Climb speed of 20 ft and a +8 Racial bonus to all Climb checks. Once per
day, you may poison a weapon with your saliva. Poison: Injury Fort DC (10 + 1/2 Hit
Dice + Constitution modifier); 1d2 Dexterity damage once per round for 4 rounds or
until save is passed.

Winter Troll: You gain Cold Resistance 10 and Vulnerability to Fire. Once per day,
you may spit a glob of cooled, gelatinous mucus at an enemy within 15 feet. Treat
this as a ranged touch attack. On a successful hit, the enemy is affected as if hit by a
Tanglefoot Bag.

Special: This feat may only be taken at first level and may only be taken once.

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Mechanikal Familiar [General]
You have learned to bond with a cerebral matrix rather than a creature’s mind.
Prerequisites: Familiar class feature, Character level 3rd
Benefits: The character loses their current familiar. Instead, the character may bond with a
servitor or a mechanikal item equipped with a cerebral relay. Their familiar gains benefits as
if the character were an arcane mechanik of a level equal to his level in the class that grants
his familiar.

Create Thrall [Item Creation]


The character’s studies in necromancy have finally paid off and he is now equipped with the
knowledge of making thralls.
Prerequisites: Caster level 5th, ability to cast animate dead, literate in Telgesh
Benefits: The character may now create Thralls, undead creatures animated by magic
imbued in Telgesh glyphs inscribed upon their bones. Thralls do not count against a caster’s
Hit Dice limit for controlled undead, which is the main appeal of using them. Rules for
creating Thralls can be found in Chapter 3.

Etch Rune Plate [Item Creation]


The key component in all mechanikal devices, rune plates are metal plates bearing the same
symbols as scrolls, but etched into the metal with alchemical acids and filled with
arcanodynamic substances that conduct arcane energy and form it into the desired spell.
Prerequisites: Scribe Scroll, Craft (Alchemy) 2 ranks
Benefits: The character may now create rune plates for use in mechanikal items. The price
and effects of these are detailed in Chapter 5. Etching rune plates requires one day for
every 1,000 gp of value. Unless the character possesses the Craft Cyriss-Tech feat, only
arcane spells can be etched into rune plates.

Craft Cortex [Item Creation]


One of the greatest innovations of all time, the cortex is an arcane technology that bestows
mechanikal constructs with rudimentary intelligence, decision-making capability, and skills.
Used in industry, labor, and warfare, the science of cortex creation is at the cutting edge of
mechanika and is constantly being improved as cortex-driven constructs have become
pervasive over recent years. It was not many years ago when the lesser cerebral matrix was
used to direct mechanikal constructs, and anyone studying the creation of cortices will
require a knowledge of those devices as well.
Prerequisites: Etch Rune Plate, Craft Construct, Craft (Mechanika) 8 ranks, Craft (Alchemy)
6 ranks
Benefits: The character may now construct cortices and cerebral matrices, as detailed in
Chapter 3. Constructing a cortex or cerebral matrix requires one week for every 1,000 gp of
value.

Craft Cyriss-Tech [Item Creation]


The strange and secretive science of the followers of Cyriss, the principles which underlie
Cyriss-tech baffle conventional engineers. Following her guidance, the chosen of Cyriss are
able to empower mechanika with her divine power.
Prerequisites: Craft Wondrous Item, Craft (Clockwork) 3 ranks, Able to cast 1st-level divine
spells, Devout worshipper of Cyriss

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Benefit: The character may use their divine magic in the construction of mechanika. If they
possess the Etch Rune Plate feat, they may also create rune plates out of any divine spell
they are capable of casting.

Craft Arcanika [Item Creation]


The character has learned how to construct the advanced mechanika of Ios.
Prerequisites: Craft Wondrous Item, Etch Rune Plate, Craft (Mechanika) 7 ranks, Craft
(Alchemy) 4 ranks, Knowledge (Engineering) 4 ranks, Iosan elf
Benefits: The character may now construct arcanika items, as described in chapter 5.

Exotic Armor Proficiency (Steam Armor) [Combat]


The character has learned how to pilot a suit of steam armor.
Prerequisites: Armor Proficiency (Heavy), Craft (Mechanika) 3 ranks, Knowledge
(Engineering) 3 ranks
Benefits: The character may operate normally in Steam Armor and may make full use of any
rigs built into a suit of steam armor.

Shield Wall

Gunsmithing
This feat functions as described in Ultimate Combat, except that it does not allow the
creation of ammunition. Ammunition can only be created or altered via use of the Powder
Monkey feat.

Skills:

Craft (Mechanika) (Int; Trained Only): This skill governs the general use, upkeep, and

repair of mechanika, as well as the drafting of schematics and assembly of new devices.

This skill is different from other Craft skills because you cannot attempt its use untrained.

Common tasks and their DCs are detailed below.

Task DC

Activate a single-function mechanikal 5


device

Activate a multi-functional mechanikal 10


device

Replace an arcanodynamic power 10


source

Extract a damaged arcanodynamic 15


power source

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Remove or attach a rune plate 15

Unique mechanika +15

Foreign Construction or Design +5

Familiar item (used at least five times) -5

Knowledge (Engineering) (Int; Trained Only): Knowledge of buildings, constructs, steam

engines, clockwork, and most modern technologies. This skill serves additional functions to

those in the Pathfinder Core Rulebook. DCs are described below.

Task DC Basic Item Price

Design a simple steam engine (anything 15 300 gp


powering a basic turbine)

Design a complex steam engine (an 25 600 gp


engine powering pistons, locomotive and
steamboat engines, laborjack
powerplants, etc)

Design an advanced steam engine 35+ 1200+ gp


(miniaturized power plants used in
warcaster armor, warjack powerplants,
etc)

Design a simple clockwork device (basic 15 25 gp


timers, clocks, alarms, fuses, etc)

Design a complex clockwork device 25 75 gp


(precision clocks, clockwork automata,
etc)

Design an advanced clockwork device 35+ 150+ gp


(miniaturized clockwork, realistic
automata, etc)

‘Jack Handling (Wis; Trained Only): Steamos, junkers, mechaniks, and ‘jack handlers use

this skill to give steamjacks and other mechanikal constructs instructions in terms that their

cortices will understand. With this skill, the character can perform the following actions:

Handle a Steamjack: The character is trying to command a steamjack to perform a task it

knows. The steamjack performs the task until completion. This requires no check for a

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designated handler with which the steamjack is familiar. A steamjack is considered familiar

after regularly working with a handler for a week, or occasionally working with a handler for

two weeks.

“Push” a Steamjack: The character is trying to get a steamjack to perform a task that it

doesn’t know, but is physically capable of perform, or to carry out instructions from an

unfamiliar handler. The DCs are listed below.

Program Steamjack Tasks: The character is trying to teach a steamjack to perform one of

the tasks listed below. This requires one week of training, tinkering, and fine-tuning and a

successful check at the listed DC.

Steamjack Tasks DC Result

Move 15 The steamjack moves to a designated location

Cease 15 The steamjack breaks off from combat or otherwise backs


down. A steamjack that doesn’t know this trick continues to
fight until its opponent is defeated

Fetch 15 The steamjack goes and gets the specified object

Follow 15 The steamjack follows the character, at a distance of 10 feet


if not specified.

Perform 15 The steamjack performs a particular trick

Seek 15 The steamjack moves into an area and looks for a specified
target

Stay 15 The steamjack stays in place, awaiting its handler’s return.


It doesn’t challenge other creatures that come by, but will
defend itself if endangered

Work 15 The steamjack performs labor tasks

Attack 20 The steamjack attacks apparent enemies. The character


may point to a particular creature that the character wishes
the steamjack to attack, and it will comply if able

Defend 20 The steamjack defends a target, or stands ready to defend a


target if no threat is present

Guard 20 The steamjack stays in place and prevents others from


approaching

Aid 20 The steamjack uses the aid another action in combat

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Home 20 The steamjack will attempt to return to a pre-designated
location, determined when this task was programmed

Get Help 20 The steamjack will attempt to find help and return that
person to the handler who issued the order. The steamjack
will consider any designated handlers “help”, and can learn
to consider an additional number of people “help” equal to
its Intelligence score

Maneuver 20 The steamjack will attempt a particular combat maneuver on


a designated target. This must be taught separately for
each combat maneuver

Flank 25 The steamjack will attempt to maneuver into a flanking


position while attacking. The steamjack must know the
attack task first before learning this one

Most ‘jack cortices come from the factory with the Move, Follow, and Work tasks pre-

programmed. Warjacks usually arrive from the factory with the Move, Follow, Work, Cease,

Attack, Defend, and Guard tasks pre-programmed. If a cortex is reset, however, these tasks

have to be reprogrammed. Each cortex is hardwired to respond to commands in a certain

language, but sometimes ‘jacks will pick up on other languages if they are exposed enough.

If a cortex is reset, the ‘jack does not forget the hardwired language it was programmed with.

Steamjacks always have one designated primary handler, and may have up to half

their Intelligence score of designated secondary handlers. The primary handler’s commands

take precedence over all others. The primary handler also designates who the secondary

handlers are and may authorize the ‘jack to “forget” a secondary handler. The primary

handler may only be reset by resetting the cortex.

More information on designated handlers and resetting cortices may be found in the

Steamjack section of Chapter 3.

Action: Handling a mechanikal construct is a move action, while pushing a construct is a

full-round action. A character may handle their mechanikal familiar as a free action or push

them as a move action. Using hand signals alone increases the DC by 5. Yelling, hitting, or

calling the steamjack by name decreases the DC by 5. For particular complicated tasks, the

character must spend half the time ordering the ‘jack through the task.

69
Try Again: Yes. If a ‘jack does not follow the instructions of a handler, the handler can

attempt to persuade the ‘jack to perform the actions again in the following round.

Special: A warcaster never needs to make ‘Jack Handling checks while commanding ‘jacks

under his control.

Untrained: No.

70
Chapter 3: Equipment
Special Materials:

Serricsteel: Serricsteel is the hardest metal known to Western Immoren, and is possessed
of a distinctive appearance, with a wavy pattern visible on the surface. Serricsteel items
weigh 80% the normal amount. Serricsteel has hardness 15 and 20 hit points per inch of
thickness.

Quenched Serricsteel: The height of clan Serric’s art of smithing, quenched serricsteel is
superior to normal serricsteel, but even more expensive and possessed of a light blue hue.
Weapons fashioned from quenched serricsteel ignore hardness when attacking object or
sundering equipment. Armor made from quenched serricsteel is proof against firearms and
will apply its AC bonus. Items made from quenched serricsteel are always of masterwork
quality, have hardness 20, and 30 hit points per inch of thickness. Equipment made from
quenched serricsteel has 1/3rd more hitpoints than normal and weigh 80% normal.

Item Type Serricsteel Cost Modifier Quenched Serricsteel Cost


Modifier

Light Armor +600 gp +3,000 gp

Medium Armor +1,000 gp +5,000 gp

Heavy Armor +1,500 gp +7,500 gp

Weapon +300 gp +1,500 gp

Other items 30 gp/lb 100 gp/lb

Blessed Silver: Quenched in holy water and blessed by a priest of Menoth or Morrow,
items made from blessed silver are anathema to undead. Simply touching such an item
deals 1 point of damage per round to undead creatures. Weapons and projectiles made
from blessed silver deal an extra 2d4 damage to undead creatures on a successful hit, but
suffer from -1 damage on attacks against other types of creatures due to their softness.
Armor made from blessed silver adds its armor bonus against touch attacks from incorporeal
undead. Carrying at least 1 pound of blessed silver on your person gives you a +2 bonus on
any saving throws provoked by an undead creature’s abilities. Making an item out of
blessed silver costs 50 gp per pound.

Firearms Special Rules: Firearms have been around for a number of centuries in Western
Immorren, and virtually everyone knows how they operate, though few have experience due
to the prohibitive cost of blasting powder imposed by the monopoly of the Order of the
Golden Crucible. Firearms are martial weapons in the Iron Kingdoms.

Scatter: A weapon with the scatter weapon quality can shoot two different types of
ammunition. It can fire normal bullets that target one creature, or it can make a scattering
shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire

71
grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all
creatures within a cone, it makes a separate attack roll against each creature within the
cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by
precision damage or damage-increasing feats such as Vital Strike. Effects that grant
concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil
a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack
roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made
misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures
within the misfire radius.

Concealable: These weapons are either disguised as another object, or small enough that
they can be easily covered or stashed away. A successful DC 20 Perception check is
required to detect the presence of a concealable weapon.

Siege Firearms Special Rules:

Portable: This weapon is particularly light and portable for a siege weapon, and may be
carried by a single soldier and uses their movement speed.

Indirect Fire: This weapon fires in an arc, and ignores the target’s cover unless it extends
above them. These weapons also have a listed minimum range, within which they may not
make attacks.

Table 3-1: Firearms

Name Cost Dm Critic Ran Misfi Capac Weig Typ Ammunit Special
g al ge re ity ht e ion Cost
(each)

One-Handed Firearms

Clockw 280 1d x4 15 ft 1 4 6 lbs B/P 5 sp -


erk gp 4
Arms
Pepper
box

Pistol, 250 1d x4 20 ft 1-2 1 3 lbs B/P 9 sp Scatter


Dragon gp 6

Pistol, 250 1d x4 20 ft 1 1 4 lbs B/P 9 sp -


Military gp 8

Pistol, 430 1d 19-20 30 ft 1 1 2 lbs P 9 sp -


Serricst gp 8 x3
eel

Pistol, 185 1d x4 10 ft 1 1 2 lb B/P 7 sp -


Small gp 6

72
Radliffe 300 4d x3 10 ft 1-2 1 6 lbs B/P 17 sp -
Quad- gp 4
Iron
Pistol

Rynnis 210 1d x3 10 ft 1-2 2 1 lbs B/P 5 sp Conceal


h gp 4 able
Holdout
Pistol

Ambler 75 1d x2 5 ft 1 10 3 lbs P 1 sp Special


ose gp 6
Rivet
Gun

Two-Handed Firearms

Blunder 250 1d x2 15 ft 1-2 1 8 lbs B/P 5 sp Scatter


buss gp 8

Carbine 375 2d x4 30 ft 1 1 6 lbs B/P 11 sp -


, gp 6
Military

Clockw 705 1d x4 25 ft 1-2 3 14 B/P 8 sp -


erk gp 10 lbs
Arms
Revolvi
ng Rifle

Radliffe 400 1d x4 30 ft 1-2 2 7 lbs B/P 9 sp -


Twosho gp 12
t Rifle

Rifle, 285 1d x4 30 ft 1 1 7 lbs B/P 9 sp -


Long gp 12

Rifle, 375 2d x4 40 ft 1-2 1 9 lbs B/P 11 sp -


Military gp 6

Rynnis 300 1d x3 10 ft 1-2 1 2 lbs B/P 5 sp Conceal


h gp 4 able
Walkin
g Stick

Serricst 680 1d 19-20 50 ft 1 1 5 lbs P 9 sp -


eel gp 12 x3
Long
Rifle

Serricst 760 2d 19-20 60 ft 1 1 7 lbs P 11 sp -


eel gp 6 x3
Military
Rifle

73
Vanar 545 2d x4 60 ft 1-3 1 14 B/P 17 sp -
Liberat gp 8 lbs
or

Vislovs 395 1d x4 60 ft 1-2 1 8 lbs B/P 11 sp -


ki Rifle gp 12

Blastin 50 2d x4 - 1 1 9 lbs P 10 sp Special


g Pike gp 6

Ogrun 1,50 3d x4 70 ft 1-2 1 200 B/P 30 sp Special


Battle 0 gp 10 lbs
Cannon

Siege Cost Dm Critic Ran Crew Aim Load Spe Ammunit Special
Firear g al ge ed ion Cost
ms (each)

Medium

Ghords 1,80 4d x4 60 ft 1 0 1 Spe 50 sp Portable


on 0 gp 6 cial
Brassb
arrel
Warcan
non

Large

Light 6,00 6d x4 100 2 1 3 10 ft 30 sp -


Cannon 0 gp 6 ft

Light 6,00 5d x4 100 2 1 3 10 ft 30 sp Indirect


Mortar 0 gp 6 ft Fire
(50
ft
min.)

Huge

Heavy 9,00 8d6 x4 150 3 1 3 5 ft 45 sp -


Cannon 0 gp ft

Mortar 8,00 7d6 x4 150 2 1 3 0 ft 35 sp Indirect


0 gp ft Fire
(100
ft
min.)

Gargantuan

74
Heavy 16,0 9d x4 200 4 3 5 0 ft 45 sp Indirect
Mortar 00 6 ft Fire
gp (100
ft
min.)

Table 3-2: Archaic Firearms

Name Cost Dm Critic Ran Misfi Capac Weight Typ Ammunit Speci
g al ge re ity e ion Cost al
(each)

Pistol, 150 1d6 x3 15 ft 1-2 1 4 lbs B/P 5 sp -


Pinloc gp
k

Pistol, 85 gp 1d4 x3 10 ft 1-2 1 5 lbs B/P 7 sp -


Musk
et

Rifle, 150 1d8 x3 20 ft 1-3 1 10 lbs B/P 7 sp -


Musk gp
et

Rifle, 215 1d1 x3 30 ft 1-3 1 8 lbs B/P 5 sp -


Pinloc gp 0
k

Firearms:

Clockwerk Arms Revolving Rifle and Pepperbox: These two firearms have multiple
barrels bored into a single piece of metal, rotating each in front of the firing mechanism in
turn. Only one barrel may be fired or loaded at a time.

Radliffe Quad-Iron Pistol: This is a heavy pistol with four small bore barrels in a large
cylinder of steel. The barrels all fire in concert and are loaded at the same time with a
specialized cartridge. These are treated as one attack and once piece of ammunition.

Radliffe Twoshot Rifle: An unusual design that has a single trigger and two firing
mechanisms. Two shots are loaded at a time, but are separated by a sturdy steel plate until
the first is fired. The rifle uses standard long rifle ammunition.

Rynnish Holdout Pistol: This small, concealable firearm has two barrels with one trigger.
Pulling the trigger fires the uppermost barrel, and then the barrels must be rotated 180
degrees by hand (a move action) to move the other barrel in line with the firing mechanism.
This weapon fires small pistol charges, but the poor seal of the swivel mount steals some of
the punch from the projectiles.

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Rynnish Walking Stick: A firearm disguised within a stylish cane, the tip of the cane must
first be swiveled out of the way. If this important detail is neglected, the firearm automatically
gains the broken condition, and then suffers a misfire. The Rynnish walking stick uses a
small pistol charge.

Blasting Pike: This weapon is notoriously used by the fearsome Iron Fang Pikemen of
Khador. A spear whose hardened tip conceals a powder charge beneath and a trigger
mechanism towards the base of the spear. This weapon may be used as a normal spear,
but on a successful hit, the wielder may choose to trigger the powder charge, automatically
dealing this listed damage. Once fired, the blasting pike may not be used as a spear again
until reloaded as a standard action.

Ogrun Battle Cannon: A Rhulic design that makes good use of the size of their ogrun
countrymen, this massive firearm is only usable by large sized creatures, and is slung from
the opposite shoulder of the firing hand. It requires 19 strength to use properly and takes 2
full round actions to load (1 if aided). It uses special ammunition as if it were artillery, and
cannot accept small arms customizations.

Engines East Amblerose Rivet Gun: Not designed as a weapon, this tool often finds itself
pressed into the role when field mechaniks are deployed. Light, durable, and easy to load,
the rivet gun is terribly inaccurate, and doesn’t have much stopping power, but is effective at
suppressive fire. The self-peening rivets it fires are packed much like a bullet is in a silk or
paper cartridge. These rivets are loaded through a gravity-fed hopper on the top of the rivet
gun. This mechanism is open to the elements and if immersed in water, all the ammunition
is immediately ruined. In rainy conditions, there is a cumulative 1% chance per minute that
the ammunition will be ruined. Reloading the rivet gun takes a standard action.

Firearm Customization: The creation of firearms is far from a standardized process, with
each gunsmith having his own methods. The following details some common modifications
seen throughout the Iron Kingdoms. A firearm may possess more than one customization
unless otherwise stated.

Accuracy: Bored with superior rifling and fitted with superior sights, firearms with this
customization grant a +1 bonus on attack rolls. This customization costs +300 gp.

Suppressor: This cylinder attaches to the end of a firearm and is filled with alchemical gel
that absorbs sonic energy. This makes it impossible to locate a shooter by noise alone, but
reduces the range increment of the weapon by 30 feet to a minimum of 5 feet. Suppressors
cost 40 gp and last for ten shots before the alchemical gel is broken down. Replacement gel
costs 20 gp. A firearm cannot mount a bayonet and a suppressor at the same time. If the
firearm has multiple barrels, only one may be fitted with a suppressor at a time.

Bracer Pistol: Occasionally utilized by sailors and pirates to keep their hands free during
day-to-day operations or boarding actions or by criminals for their concealability, bracer
pistols are one-handed firearms built into an armored vambrace (which may be extended to
include hand protection at no additional cost and counts as a gauntlet in close combat). The
pistol can be used even while the wearer is holding something in that hand. The bracer
must be removed to be reloaded, which takes 1 standard action (and another to put it back

76
on). This customization grants the weapon the concealable quality. This customization
costs 150 gp and is incompatible with the suppressor, breakdown, multi-barrelled, firearm-
melee combination, and shield gun customizations.

Breakdown Customization: This customization indicates that a weapon has been built in
such a way that it can be easily disassembled into component parts. The enhanced
concealability makes this a valued customization for assassins. The lack of stability when
the weapon is assembled means that all attacks with the firearm suffer a -2 penalty and that
the weapon has 2 fewer points of hardness than normal. Breaking down or assembling a
firearm requires 1 minute. While broken down, this customization grants the weapon the
concealable quality. This modification doubles the cost of the firearm.

Lightweight Customization: By slimming down the barrel and trimming away excess
material, an armorer can reduce weight at the cost of durability. A firearm with this
customization weights 2/3rds its normal weight, but has 3 fewer hit points than normal. This
customization costs 100 gp.

Magelock: This customization is highly sought after by gun mages, and extremely hard to
find. A magelock firearm must be crafted from magelock alloy, the formula for which is kept
extremely secret by the Ironhead Conglomerate. Available only through service to one of
the military orders of gun mages (which do not allow them to be kept after discharge), the
black market, secondhand from auction houses, or directly commissioned from the Ironhead
Conglomerate in Rhul, these items command very high prices. Multiply the base cost of the
firearm by 4 for a one-handed firearm or 5 for a two-handed firearm. Named designs by
specific gunwerks (Clockwerk Arms, Radliffe, etc) cannot be crafted as magelock weapons
because of the need to keep industry secrets. Because of the delicate balance of elements
in the alloy, serricsteel firearms cannot be made into magelock weapons either. These
weapons are always of masterwork quality.

Multi-Barreled: This customization adds an additional barrel to the firearm, allowing for
another shot to be loaded. This increases the capacity of the firearm by 1, but increases the
weight of the weapon by 30% and costs and additional 75% of the weapon’s original cost.
Weapons that have this customization may fire each barrel independently, or may fire them
all at once. If multiple barrels are fired at once, only roll once to hit for all shots, but roll
independently for damage and to confirm critical hits.

Scope: Akin to a small spyglass, this customization provides double magnification, halving
range increment penalties to hit. This modification can be removed or attached with 1
minute of work, but it must be calibrated to a specific firearm, requiring 20 minutes of
adjustment. This customization costs 75 gp.

Firearm-Melee Combination: An attempt by weaponsmiths to overcome the slow reload of


firearms in close quarters, this customization builds a pistol into a melee weapon. This
combination is imperfect at best, as it handles like a particularly heavy pistol or a particularly
unbalanced melee weapon. Still, these weapons are occasionally seen in the hands of the
wealthy or those with specialized needs in a weapon. Attacks may be made with either
weapon on the wielder’s turn, but suffer a -1 penalty on attacks for a pistol set within a light
weapon, a -2 penalty for a pistol set within a one-handed weapon, and a -4 penalty for a

77
pistol set within a two-handed weapon. This penalty applies to ranged and melee attacks
made with the weapon. A successful melee attack with a combination weapon allows a
wielder to make an additional ranged attack at the same target with a free action if the
firearm is loaded. This ranged attack treats the target as if they were flat-footed. Reloading
a combination weapon takes twice as long as it normally would. Only one-handed firearms
may be combined with melee weapons. The combination weapon uses the lower of the two
component weapons’ hardness and hit points. The price of this customization is equal to the
price of the two component weapons (both of which must be masterwork) plus 200 gp. This
customization is not compatible with the breakdown, suppressor, scope, or shield gun
customizations.

Shield Gun: Similar in concept to combination weapons, this modification has met with
much more success. A firearm is built into the frame of a shield, allowing a user to fire at
approaching enemies. The trigger of such a firearm is offset to allow it to be fired with the
same hand as the one holding the shield. Rudimentary sights are worked into the upper lip
of the shield, but due to the difference between the sights and the barrel, all ranged attacks
with a shield gun suffer a -2 penalty to attack rolls. A successful melee attack with a shield
gun allows a wielder to make an additional ranged attack at the same target with a free
action if the firearm is loaded. This ranged attack treats the target as if they were flat-footed.
Reloading a shield gun takes twice as long as it normally would. Only one-handed firearms
may be combined with shields, and these shields must be made of metal to withstand the
force and heat of the blasting powder charge. The price of this customization is equal to the
price of the two components (both of which must be masterwork) plus 200 gp. This
customization is not compatible with the breakdown, suppressor, scope, or firearm-melee
combination customizations.

Ammunition Types (Small Arms):

Regular: Regular ammunition is a lead ball with a binary blasting powder charge. Cost is
described for each firearm.

Precision: Precision ammunition utilizes a conical bullet with superior aerodynamics,


granting a +1 bonus to hit. Precision ammunition costs +5 sp per shot.

Incendiary: Incendiary ammunition is coated in alchemical substances that burn hot and
bright. Incendiary ammunition deals and additional +1d6 fire damage on a successful hit,
but immediately reveals your position as the path of the bullet is illuminated. The high heat
of the round damages the barrel of the firearm, however, and after firing 15 shots of
incendiary ammunition, the barrel must be re-bored (which costs 75 gp). Every shot fired
beyond the 15 shot limit has a 10% chance of ruining the barrel completely (replacement of
which costs 50% the weapon’s original cost). Incendiary ammunition costs +6 gp per shot.

Buck and Ball: This brutal type of ammunition seeks to combine the impact of a bullet with
the pattern of shot. This results in poorer armor penetration due to reduced individual
velocity of projectiles, but more damage to flesh. Against a target wearing armor with a base
AC of 4 or higher, the shooter suffers a -2 penalty to hit. Buck and ball ammunition grants a
+3 bonus to confirm critical hits against foes, regardless of their armor class. Buck and ball
ammunition costs +2 sp per shot.

78
Serricsteel: Serricsteel ammunition is prohibitively expensive, but offers supreme armor
penetration. Serricsteel ammunition overcomes many creatures’ damage reductions but
also allows firearms to penetrate armor out to two range increments. Serricsteel ammunition
costs +60 gp per shot.

Blessed Silver: Blessed silver ammunition is sometimes created by church organizations.


These holy rounds overcome damage reduction against silver, but deal -1 damage on a
successful hit. Additionally, undead creatures take 2d4 extra damage on a successful hit.
Silver bullets cost +20 gp per shot.

Platinum: Platinum bullets are very rare, since their only practical application is the hunting
of dragons and their servants. Platinum bullets deal an extra 2d6 damage to Blighted
creatures and creatures with the Dragon type. Platinum bullets cost +60 gp per shot.

Lodestone: Lodestone bullets are carved out of magnetite, which has a harmful effect on
Grymkin. Lodestone bullets deal an extra 2d4 damage to creatures with the Fey type, but
suffer a -2 penalty on all attack rolls and do not penetrate armor. Lodestone bullets cost +10
gp per shot.

Necrotite: Hewn from chunks of necrotite, the corrupted coal that powers necrotech, these
bullets are less aerodynamic and more frangible, but burn on contact with the skin and
induce illness those wounded by them. Necrotite bullets suffer a -2 penalty on attack rolls
and do not penetrate armor, but deal an additional 1 fire damage. Any living creature shot
with a necrotite bullet has to make a DC 13 Fortitude save or take 1 point of Constitution
damage. A day later, they have to make a second Fortitude saving throw or take an
additional 1d4 Constitution damage. A variety of dark rumors surround the use of necrotite,
including allegations that those killed by them rise as undead and that necromancers in Cryx
sometimes produce refined, concentrated necrotite for usage in ammunition. Necrotite
ammunition costs +30 gp per shot.

Ammunition Types (Siege Weapons):

Grapeshot: Also called canister shot, this type of ammunition consists of a large number of
lead balls that spray outwards in a pattern. This type of ammunition cannot be used in
weapons with the Indirect Fire trait. Grapeshot ammunition halves the range of the weapon,
but makes it into a cone. Grapeshot costs the same as regular ammunition.

Explosive: Rather than a solid slug, these shots are filled with blasting powder that
detonates on impact, dealing half again as much damage as fire damage. For example, a
heavy cannon firing explosive shot deals 8d6 bludgeoning and piercing damage and 4d6 fire
damage. This extra fire damage is dealt in a 15 foot radius and allows a Reflex save for half
damage (save DC equal to the attack roll of the gunner). Explosive rounds cost +40 gp per
shot.

Chain Shot: This type of ammunition consists of two shots connected by a length of chain,
separating via centrifugal force and spinning at high velocity, turning even a blunt chain into
something capable of shearing limbs from warjacks and slicing the masts of ships in half. A

79
weapon loaded with chain shot replaces its range with a line effect of equal length and deals
slashing and bludgeoning damage. Chain shot costs double the normal amount.

Incendiary: This terrifying ammunition is sometimes referred to as carcass shot and is filled
with flammable alchemical substances. Incendiary shot deals the listed damage as fire
damage in a 30 foot radius, immediately catching everything on fire. Items that are on fire
from incendiary damage take half the listed damage every turn until the flames are
extinguished with a Reflex save (save DC equal to the attack roll of the gunner). Incendiary
shots cost +80 gp per round.

Alchemical: A deadly new type of artillery, alchemical shells are filled with caustic
substances that permeate clothing and burn skin. Alchemical rounds deal the listed damage
as acid damage in a 15 foot radius as noxious clouds emerge on impact. This cloud can be
dispersed by strong winds, but every round that a creature stays within the effect, it must
make a DC 15 Fortitude save or be blinded (they may remake the save every day, but if they
fail 3 consecutive days the condition is permanent). Creatures caught within the cloud are
allowed a DC 20 Fortitude save for half damage. Alchemical rounds cost +80 gp per shot.

Fragmentation: Designed as anti-personnel rounds, these are filled with shrapnel and
explode on impact. Fragmentation rounds deal half damage in a 15 foot radius, with a
Reflex save allowed for half damage (save DC equal to the gunner’s attack roll).
Fragmentation rounds cost +20 gp per shot.

Armor-Piercing: These slugs are made from Rhulic serricsteel and punch through anything
in their path. A weapon loaded with armor-piercing rounds replaces its range with a line
effect of equal length. Armor-piercing slugs cost +80 gp per shot.

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Steam Armor
Sometimes, the capabilities of a man are not enough in war. Engineers have sought
countless ways to improve man’s capabilities, but one of the most successful, especially in
Khador, where warjack cortices are exceedingly rare, has been steam armor. Steam armor
is a suit of armor much bulkier than the operator that replaces the limitations of human
muscle with steam-powered pistons operating from a back-mounted boiler. Giving a man
the strength of a warjack and the skill of a seasoned veteran has long been a successful
formula. The operator of a suit of steam armor is protected beneath layers of armor plate
and pistons, within a space nicknamed the coffin due to the difficulty in exiting steam armor
with anything resembling haste and the extremely tight fit that prevents the operator from
wearing anything but heavy clothing and perhaps stashing a pistol or dagger in the space
with him. The operator’s arms and legs extend from the coffin into the limbs of the steam
armor, grasping manipulators and other controls that give a skilled operator a degree of
dexterity approaching that of an unarmored man. Especially skilled pilots often are given the
moniker “Ironhead” to denote their aptitude. Due to differences in size, gobbers and other
small characters may only operate light steam armor, whilst ogrun and other large
characters may not operate steam armor of any sort. Medium characters may operate light
or heavy steam armor.

Building Steam Armor

A prospective engineer designing a suit of steam armor has the choice of two chassis types,
light or heavy.

Light Steam Armor:


● Strength score of 20
● 50 hit points
● +9 Armor bonus to AC
● Maximum Dexterity bonus of +0
● -4 Armor check penalty. The operator may not make Acrobatics, Escape Artist, or
Swim checks.
● 100% Arcane spell failure
● Base speed is 20 feet, and the operator may make double moves, but never run.
● Size is medium
● Natural attack: Slam, 1d6 bludgeoning damage
● DR 5/Serricsteel
● Operates for 5 hours at standby power or 1 hour at combat power on 10 pounds of
coal and 5 gallons of water.
● No equipment slots

Heavy Steam Armor:


● Strength score of 25
● 100 hit points
● +9 Armor bonus to AC
● Maximum Dexterity bonus of +0

81
● -6 Armor check penalty. The operator may not make Acrobatics, Escape Artist, or
Swim checks.
● 100% Arcane spell failure
● Base speed is 20 feet, and the operator may make double moves, but never run.
● Size is large (affecting AC, attack bonus, and reach amongst other things)
● Natural attack: Slam, 1d8 bludgeoning damage
● DR 5/Serricsteel
● Poor dexterity: fine manipulation is impossible whilst wearing heavy steam armor
● Operates for 5 hours at standby power or 1 hour at combat power on 20 pounds of
coal and 8 gallons of water
● 1 equipment slot

Table 3-3: Steam Armor

Type Cost Armo Max Armor Arcan Speed Weig Heig Hit
r Dex Check e ht ht Point
Bonu Bonu Penalty Spell s
s s Failur (Bas
e e)

Light 5,000 +9 +0 -4 100% 20 ft 300- 6’-7’ 50


Steam gp 500
Armor lbs

Heavy 8,000 +9 +0 -6 100% 20 ft 400- 8’-10’ 100


Steam gp 600
Armor lbs

The equipment slots for steam armor can be designed to be available on the left or right
shoulder, on the back, or inside the torso. Additional slots can be designed into the steam
armor, but each extra slot reduces the suit’s hit points by 10, and a given suit can only fill the
4 aforementioned slots. Furthermore, steam armor can be built with additional armor plating
or heavier power plants, as enumerated in the tables below (both of which modify the
chassis they are built on). The chassis of a suit may also be designed to be more rugged,
increasing the suit's hit point total by 10 for every 500 gp spent. To build a suit of steam
armor, the designer must succeed on a Knowledge (Engineering) check of DC 25 + 2 per
equipment rig. Steam armor takes 1 day per 1,000 gp of price to build. Optionally, steam
armor may be designed to integrate weapons into its design, replaced either hand with a
weapon of the appropriate size. When a weapon is incorporated in such a way, it may never
be disarmed from the steam armor, though it may be sundered separately and denies use of
that hand. Any firearms mounted in such a way may be loaded with the armor’s other hand,
as if they had two hands free, however a suit of steam armor that replaces both hands with
firearms requires a loader to reload their weapons. Mounting a melee weapon costs +750
gp, while mounting a ranged weapon costs +1,000 gp.

Table 3-4: Armor Enhancements

Armor Bonus Speed Weight Armor Check Cost

82
Modification Increase Penalty

+1 +0 ft +5% -1 250 gp

+2 -5 ft +10% -2 500 gp

+3 -5 ft +15% -2 1000 gp

+4 -10 ft +20% -3 2000 gp

+5 -10 ft +25% -3 4000 gp

Table 3-5: Power Plant Enhancements

Type Strength Speed Weight Fuel Cost


Bonus Increase Increase Requirements1

Normal +0 +0 +0% x1 750 gp

Performanc +2 +5 ft +10% x1.3 1,500


e gp

Oversized +4 +5 ft +15% x1.6 3,000


gp

Superheavy +6 +10 ft +20% x2 6,000


gp
1
This value is how much you multiply the basic fuel requirements of the chassis by for
normal operation.

Table 3-X: Pneumatic Venting

Strength Bonus Cost

+1 250 gp

+2 325 gp

+3 625 gp

+4 1,000 gp

+5 1,500 gp

Steam Armor Operation

Operating steam armor first requires the user to have Exotic Armor Proficiency (Steam
Armor). Those who attempt to operate steam armor without this feat suffer all the normal
penalties for being non-proficient with armor (armor check penalty applying to attack rolls
and all skill checks that depend upon moving), but also must make DC 12 Acrobatics check

83
every round they move more than half the speed of the armor to avoid falling prone.
Furthermore, characters who are not proficient with steam armor may not activate any rigs
incorporated into a given suit of steam armor (though they might still benefit from passive
ones). Getting into steam armor requires the operator to strap himself into a web of
suspension traps and have the armor plates locked into place. This process takes a full 30
minutes and requires at least one assistant. Bringing the boiler up to steam requires 15
minutes on its own, but this can happen at the same time as the operator is getting strapped
into the armor if a second assistant is present to tend the boiler. Getting out of steam armor
is simple, unless catastrophically damaged, due to a quick release mechanism for the straps
and armor plates (this is entirely mechanical and functions even if the boiler is not).
Normally, exiting steam armor takes 2 full round actions, but if a suit of steam armor is
reduced to 0 hit points, there is a 30% chance that the quick release mechanisms are
damaged, jammed, or otherwise malfunctioning. If this occurs, the operator is stuck inside
the suit and must succeed on a DC 35 Escape Artist check to exit as a full round action.

Wearing steam armor is a little different from wearing normal armor. Aside from the normal
armor statistics, any action the operator takes is conducted at the armor’s Strength score.
Furthermore, any damage that the operator takes is subtracted from the armor’s hit point
total before his own. Any time the operator suffers a critical hit, roll to hit a third time, and if
successful, one equipment rig of the attacker’s choice is broken. Furthermore, the steam
armor supports its own weight, which is not factored into carrying capacity whilst under
power. If steam armor is equipped with any equipment rigs, they may be activated with a
standard action, unless otherwise noted.

Equipment Rigs

Equipment rigs are additional mechanical systems that add to the utility of steam armor
suits. They must be purchased separately from the chassis and are fill equipment slots.

Amphibian Adaptation: This rig addresses the vulnerability of the steam armor’s boiler to
water by sealing it off completely and utilizing advanced gaskets, valves, and exhausts to
operate in the presence of water, even if completely submerged. Rather than the typical
helmet mounting, amphibious suits of steam armor have a large helmet with thick glass
portals through which they view the world. The suit is completely air tight, which allows the
user to operate underwater for up to 15 minutes (as the suit’s engine consumes much of the
operator’s air supply) and renders them immune to any gaseous substances (in or out of
water). The thick glass that the operator has to look through imposes a -4 penalty to spot
checks. Furthermore, the operator may still not attempt swim checks, however they may
simply walk out of a body of water or climb up the side of a pier or other harbor construction.
This rig is integral to the design of the steam armor and does not require an action to
activate. An amphibian adaptation fills the torso and back slots of a suit of steam armor.

Cargo Rig: Not the greatest feat of engineering, a cargo rig is simply a space to store
things on the steam armor’s back. It provides an armored compartment that can hold up to
200 lbs of gear and external webbing capable of holding another 100 lbs. Gear stowed in
such a way is not accessible by anyone wearing the suit. If another person wants to retrieve
gear from the cargo rig, it takes a full round action to open the coffer and find what they’re

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looking for and another full round action to lock the armored lid back into place. A cargo rig
occupies a suit of steam armor’s back slot.

Cloud Venting: Evolving from emergency exhaust vents, a cloud venting rig allows the
operator of a suit of steam armor to produce a cloud of vented steam and exhaust smoke
accumulated specifically for this purpose that duplicates the effect of an Obscuring Mist spell
for 5 rounds (this is not a magical effect, however, and cannot be dispelled). The smoke and
steam require 10 rounds to build back up after venting before they can be used again. A
cloud venting rig can be mounted in any equipment slot.

Escape Pod: Some ironheads are uncomfortable with being trapped in their coffins if their
armor becomes disabled. Using the lasts remains of the armor’s steam reserves, the
specially armored coffin is blasted out 15 feet in a random direction. This pod has half the
maximum hit points of the steam armor and AC 14 (-5 Dex, +9 Armor) and is completely
immobile. The pilot may extricate their self as a full-round action. Many ironheads will stock
the escape pod with a small survival kit. An escape pod rig occupies the torso slot of the
steam armor.

Internal Starter: Steam armor equipped with an internal starter is designed so that the
operator can get his steam armor to operational status without any assistance. By carefully
designing the suspension harness, the operator can strap himself in while the automated
boiler is firing itself up. An internal starter reduces the amount of time required to don the
armor to 10 minutes, though the boiler still takes 15 minutes to get up to steam. No
assistants are necessary for this process. If an arcanodynamic charge socket and an
appropriate power source are purchased and integrated (requiring a mechanika mounting
rig), the steam armor’s operator may expend 5 Kerwins from the power source to bring the
boiler up to operational power within one minute. An internal starter rig occupies the torso
slot of a suit of steam armor.

Jump Jets: The jump jet rig is a very recent invention that was inspired by Cygnar’s
Minuteman Warjack. Using steam rockets, a suit of steam armor equipped with jump jets
can leap up to 40 feet into the air before landing again with shock-absorbing springs. Light
steam armor can build up enough steam in the reservoir to hold up to 80 vertical feet worth
of “jump power”, which can be expended in 5 feet increments (and only up to 40 feet at
once). Heavy steam armor can only hold 40 vertical feet due to its increased weight. Jump
jets recharge at a rate of 10 feet of vertical “jump power” per minute for light steam armor
and 5 feet per minute for heavy steam armor. The shock absorbers of this technology are
not yet perfected, and the steam armor takes one quarter the normal amount of falling
damage (so if the armor jumps 30 feet, roll 3d6 and divide by 4). The operator takes the
same amount of damage as nonlethal damage. A jump jet rig occupies the back equipment
slot.

Mechanika Mounting: A mechanika mounting rig creates space within the steam armor’s
design to install mechanikal components. Steam armor with this rig may be upgraded with
mechanika like any other suit of armor, though mechanikal assist abilities are the most
common enhancement. Upgrading steam armor in such a way still requires the Craft Magic
Arms and Armor feat. Steam armor may incorporate a personal or portable arcane turbine
into its own boiler, which will operate and provide arcane charge so long as the steam armor

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is functioning. If cerebral relays are installed in the steam armor, anyone who can interface
with such a device who is wearing the armor may add their full dexterity bonus to armor
class, as the suit becomes an almost literal extension of their own body. Such an interface
also halves the suit’s armor check penalty, increases the suit’s speed by +10 feet, allows the
pilot to run normally, and reduces the base arcane spell failure to 50%, which may be
furthered reduced with mechanikal assist abilities. A mechanika mounting rig occupies one
equipment slot.

Reinforced Chassis: Sometimes an ironhead realizes that they need more metal between
them and the enemy. They realize this dream by reinforcing the chassis of their steam
armor, adding thicker steel to shore up weak points and more exotic defenses elsewhere.
This rig does not take up an equipment slot and may be purchased multiple times. Each
time it is taken, the steam armor’s hit points are increased by 10, the weight is increased by
5%, and armor check penalty worsens by -1.

Salvage Rig: A salvage rig is a crane mounted to the suit of steam armor and using i's
mass as an anchor. Though the crane’s claw is very strong, it is not terribly dextrous and
often requires several tries to grab the intended target. A salvage rig increases a suit of
steam armor's strength score by 5, but only for the purposes of lifting, dragging, or otherwise
moving things. If the salvage rig is equipped to a suit of steam armor that also has a
mechanika mounting rig and is equipped with a cerebral relay, then the salvage rig can be
used to make a grapple attack at the modified strength value. When the salvage rig is used
to grapple, it is done at a -8 modifier, however the operator of the steam armor does not gain
the grappled condition when using the salvage rig. The salvage rig can only grapple one
creature in this way. A salvage rig takes up one shoulder slot.

Serricsteel Chassis: By reinforcing and replacing parts of the steam armor’s chassis with
the legendary Rhulic metal serricsteel, a canny mechanik can cut the weight of a suit of
steam armor dramatically without sacrificing durability. A suit of steam armor equipped with
a serricsteel chassis weighs 85% what it normally would, reducing fuel requirements by
25%. Additionally, the mobility systems are less stressed, giving the armor +10 feet to its
movement speed. A serricsteel chassis does not take up any equipment slots.

Servitor Bay: A servitor bay rig provides safe storage and battlefield deployment systems
for up to 4 tiny sized servitors or 1 small sized servitor. These servitors are held inside an
armored compartment on the back of steam armor. As a standard action, the operator of the
steam armor may deploy 1 small sized or 2 tiny sized servitors to any unoccupied adjacent
square. Both the steam armor operator and the deployed servitors provoke attacks of
opportunity from any enemies threatening them this turn. Deployed servitors are flat-footed
on the turn they are deployed unless the servitor bay is mounted on a suit of steam armor
that also includes a mechanika mounting rig and cerebral relay. A servitor bay takes up the
back equipment slot of a suit of steam armor. By taking up the torso slot as well, the servitor
bay may be extended to carry another 4 tiny sized servitors or 1 small sized servitor.

Weapon Mounting: A weapon mounting rig is a reinforced hard point on the shoulder of a
suit of steam armor, allowing any ranged weapon that a warjack could mount to be attached
to the steam armor’s shoulder. Firing controls are linked to the manipulator gauntlets of the
steam armor. However, the mounting does not have the ability to traverse in any direction,

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and so the whole suit must be moved to aim at the target. As a consequence, the weapon
may only be fired in the same direction as the suit is facing, and the weapon suffers a -4
penalty to ranged attacks with the weapon. If the steam armor is equipped with a mechanika
mounting rig and a cerebral relay, the operator does not suffer any penalty to ranged attacks
with the weapon. A weapon mounting rig occupies either shoulder slot.

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Table 3-6: Steam Armor Equipment Rigs

Rig Equipment Slots Cost

Amphibian 2 2,000 gp
Adaptation

Cargo Rig 1 250 gp

Cloud Venting 1 600 gp

Escape Pod 1 500 gp

Internal Starter 1 750 gp

Jump Jets 1 1,500 gp

Mechanika 1 3,000 gp
Mounting

Reinforced 0 500 gp
Chassis

Salvage Rig 1 1,000 gp

Serricsteel 0 6,000 gp
Chassis

Servitor Bay 1 1,750 gp

Servitor Bay, 2 2,500 gp


Extended

Weapon 1 800 gp
Mounting

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Prosthetics
The Iron Kingdoms can be a dangerous place to live at times, and while the advent of
modern medicine can save many lives, limbs are not always spared. More than a few
farmers have lost limbs (or portions thereof) to new industrial farming tools, but by far the
biggest producer of amputees is war. New weapons are capable of increasingly horrific
injuries, but sometimes a soldier needs to be put back in the fight, and with modern
prosthetics that is possible. Rules for limb loss are detailed in Chapter 6. Below are
described various types of amputation and their game effects:

Leg Amputation: This category is subdivided into below the knee and above the knee
amputations, which is important because the knee’s range of motion is difficult to replicate
perfectly. Without some sort of prosthetic, however, somebody missing one leg will have
trouble getting around, being forced to hop and use structures around them for support. This
reduces their speed to 5 feet and requires a DC 10 Acrobatics check per round to avoid
falling prone. Their hands remain free, however. A double leg amputee has no such
hopping ability and must crawl everywhere they go, occupying both hands and moving at a
rate of 5 feet per round.

Arm Amputation: This category is also divided into below the elbow, above the elbow, and
hand amputations, though it mainly affects access to mundane prosthetics. In either case,
the arm and hand of an arm amputee is unavailable, while the arm of a hand amputee is still
available, allowing them to strap a shield to it if desired and to awkwardly cradle an object in
that arm to carry, but not use it.

Mundane Prosthetics

Although considered primitive by today’s standards, most people cannot afford mechanikal
prosthetics, and so they rely upon replacements of a cruder nature, detailed below.

Single Leg Prosthetics: At this level of technology, replacing part of a lower limb means
propping that side of the body up on a stick. Piratical peg legs are used for below the knee
amputations, and reduce the user’s speed by 10 feet and prevent him from running, though
still allow him to charge and double move. Those whose amputations are above the knee
rely on a crutch to replace their missing leg, and reduce their speed by 20 feet and require
the use of the arm on the missing side to hold the crutch. A crutch user may not run or
charge, only double move.

Double Leg Prosthetics: For someone with two missing legs, replacement is more difficult.
If both legs are amputated below the knee, then it is feasible to replace them with two peg
legs (although they usually have a foot of some sort to provide a base to balance on),
reducing their speed by 20 feet and preventing them from running or charging, though they
can still double move. If the amputee is missing both legs and at least one of the
amputations is above the knee, they must generally resort to a wheelchair, though many
single-leg amputees also use one. A wheelchair moves at a good pace, equal to 5 feet plus
5 feet per point of strength bonus of the user, however both of the user’s hands are occupied
during this movement. If a user must use their hands whilst propelling themselves, they can
glide in a straight line, losing speed at a rate of 5 feet per round of gliding. Stopping a

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wheelchair moving at speed can be dangerous and has been known to throw the operator
(DC 15 Acrobatics check), but braking allows them to decelerate at -10 feet per round.

Arm Prosthetics: An amputee whose arm was separated above the elbow can do little to
replace his missing limb, and must generally go without a non-mechanikal prosthetic. Those
whose arms were dismembered below the elbow, or who are only missing hands, have more
luck and can replace their hand and/or forearm with either a hook, a weapon mount, or an
iron hand. Hooks are simple curved pieces of metal that allow an amputee to manipulate
items with a little more dexterity. They can use their missing hand to assist with two-handed
operations, such as climbing or wielding two-handed weapons, but they cannot perform any
action requiring fine manipulation with the missing hand. If the hook is sharpened, then it
can be used as a weapon mount in combat. Weapon mounts are prosthetics that amount to
attaching a light melee weapon to an amputee’s stump. A weapon attached in such a way
cannot be disarmed from the amputee. Iron hands are relatively simple clockwork inventions
that attach to the stump and look much like an armored gauntlet. Though iron hands cannot
be controlled by the wearer, they have the full articulation of a normal hand and by turning a
lock in their mechanism, their joints can be locked into place. An iron hand counts as a
locked gauntlet for all intents and purposes.

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Table 3-7: Mundane Prosthetics
Prosthetic Limb Replacement Cost

Peg Leg Single/double leg 25 gp


amputation, below
the knee

Crutch Single leg 1 gp


amputation,
above/below the
knee

Wheelchair Double leg 50 gp


amputation,
above/below the
knee

Hook Hand Arm amputation, 10 gp


below the elbow

Weapon Arm amputation, 5 gp +


Mount below the elbow weapon
price

Iron Hand Hand/arm 50 gp


amputation, below
the elbow

Mechanikal Prosthetics

Mechanikal prosthetics are cutting edge designs that replace missing limbs with a degree of
functionality approaching the original. Mechanikal prosthetics utilize highly specialized rune
plates, mechanikal triggers, and reflex arrays that make up the prosthetic’s animus
assembly. The animus assembly is a finely tuned sensor package that is meticulously
calibrated to the wearer and detects the motor impulses of the stump which the limb fits
over. Although the animus assembly provides a dramatic improvement over mundane
prosthetics, any mechanikal limb still moves sluggishly in comparison to flesh. Mechanikal
prosthetics require a degree of concentration on the user’s part in order to compensate for
the delay between their intended movement and implemented effect and to pay attention to
the limb, which lacks any sort of sensory feedback. Because of this concentration
requirement, a user fitted with mechanikal limb may not concentrate on a spell whilst using
the limb. Mechanikal prosthetics require an arcanodynamic power source and trickle socket
and drain 1 Kerwin of charge per day, though some enhancements can increase this power
requirement. Each mechanikal prosthetic a character has imposes a -2 armor check
penalty. Mechanikal limbs can be sundered as if they were objects worn by a character.
Furthermore, each mechanikal limb has a 10% chance of being hit, rather than the
character, if the character is hit by a critical hit. Mechanikal prosthetics are not especially
sensitive to water, and perform fine even when submerged. Mechanikal prosthetics have
their own Strength and Dexterity scores, which are used whenever that limb in particular is
used for an activity. Spells that increase a character’s attributes affect their mechanikal

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limbs as well. Acrobatics, Fly, Swim and other checks that involve the whole body, or more
than one limb in particular, use the lowest set of attributes between limbs. Mechanikal limbs
are attached to their user via a harness, holding them in place as they move around.
Strapping a limb on takes 5 minutes without assistance or 2 minutes with assistance and
requires one free hand (consequently, someone with two mechanikal arms needs help
getting the first one on). Cryxian necrotechs are the exception to this rule, and they make a
common practice of surgically attaching prosthetic limbs, mounting a socket to the user’s
skeleton. Such implanted prosthetics almost always are powered by corpus converters,
described below. Mechanikal limbs require weekly maintenance. Conducting such
maintenance takes 4 hours, access to mechanik’s tools, and a DC 15 Craft (Mechanika)
check. If this weekly maintenance is missed, the limb’s strength and dexterity scores are
decreased by 1. To restore a limb to working order and full attributes after missing
maintenance requires a DC 20 Craft (Mechanika) check, with +2 DC for every week missed.
A variety of enhancements are available for mechanikal limbs, and are described below.
Unless otherwise noted, an enhancement can only be taken once. Enhancements can be
built into the limb at creation or added afterwards. Creating a mechanikal prosthetic requires
the Craft Wondrous Item feat and a successful Craft (Mechanika) check with a DC of 15 +
the number of enhancements included. Adding enhancements to a mechanikal prosthetic
after its construction requires the same Craft (Mechanika) check.

Leg Prosthetics: Mechanikal legs are a vast improvement over simple peg legs and
crutches. Each mechanikal leg a character possesses reduces his speed by 5 feet.
However, a character with one mechanikal leg may still run and charge. A character with
two mechanikal legs may not run, but may still double move and charge. Due to the bulk of
the limb, it is impossible to fit footwear over the limb, and thus the feet slot of the user is
filled.

Arm Prosthetics: Mechanikal arms are the closest the wounded can get to a flesh and
blood replacement, and they provide a fully articulated range of motion that enables a user
to perform nearly as well as when he had an arm. Attack rolls made by a mechanikal arm
with a weapon held in one hand use the attributes of that limb. Attack rolls made by a
mechanikal limb with a two handed weapon use the lower of both limbs’ attributes. A
mechanikal arm grants the user a natural slam attack that deals 1d6 damage plus the
strength bonus of the limb. A mechanikal arm may be enhanced as if it were a one handed
weapon, however any upgrades draw power from the arm’s power source. Due to the bulk
of the limb, gloves cannot be worn with the arm, and the hands slot of the user is filled.
Mechanikal arms that replace limbs amputated below the elbow use the the lower of the
hand’s or the character’s attributes for Climb, Disable Device, Escape Artist, and Sleight of
Hand checks and ranged attacks with two handed ranged weapons or one handed ranged
weapons wielded in the prosthetic hand. Mechanikal hands may be upgraded with
everything that a normal limb could except for a Punch Piston or Spider Rig.

Other Prosthetics: While conventional science and mechanika can only replace limbs, and
still not quite to a satisfactory level, rumor tells of other sources by which one might find
replacements for such organs as eyes, lungs, or hearts. Two main sources are cited in
these rumors: Cryx and Cyrissists. The necrotechs of Cryx are capable of more violent or
crude methods of replacement, since they can sustain the organic frame with necromantic
energy, leading to creatures that are not living, undead, or constructs, but somewhere

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between. The temples of Cyriss, Maiden of Gears, are strange places where technology is
advancing at a rate hitherto unknown. Cyrissists are supposedly capable of reproducing the
intricacies of the eye or functions of the lungs with mechanikal parts, bringing the mortal ever
closer to a mechanical state more aligned with their goddess. Were the borders of Ios
opened to outsiders, then the prosthetics available there might also astound human
mechaniks across Immoren.

Unpowered Prosthetics: Whenever a mechanikal limb that is replacing a limb below the
elbow or knee doesn’t have an arcanodynamic power source, it still retains some
functionality. Mechanikal arms below the elbow function as iron hands (see above) when
unpowered, and mechanikal legs below the knee function as peg legs (see above) when
unpowered. Mechanikal limbs above the joint are non-functional when unpowered.

Table 3-8: Mechanikal Prosthetics and Enhancements

Name Strength Dexterity Hardness Hit Points Cost

Mechanikal 10 8 10 5 1,500 gp
Arm

Mechanikal 10 - 10 10 1,000 gp
Leg

Piston Array +1 - - +1 250 gp

Reflex Array - +1 - - 300 gp

Alchemical - - - - 5,000 gp
Gauntlet

Arcane - - - - 4,500 gp
Compensator

Armored - - +3 +5 3,000 gp
Frame

Cerebral Relay - +2 - +2 2,500 gp

Compartment - - -1 -1 50 gp

Punch Piston Special - - +2 500 gp

Servitor Hand - - - -2 1,600 gp

Spider Rig - - - - 4,000 gp

Spikes - - - - 15 gp

Weapon Hand - - - - 150 gp

Corpus - - - - 15,000 gp
Capacitor

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Piston Array: Piston arrays are additional actuators that can be built into a mechanikal
limb, increasing the force the limb can exert. Most commonly seen in mechanikal arms in
order to allow the user to lift heavy loads or swing harder in combat, piston arrays are also
used for especially heavy wearers of mechanikal legs, or simply to allow them to jump
further. This enhancement may be taken up to 10 times. Regardless of how many times it
is taken, piston arrays increase the daily power requirements of a limb by 1 Kerwin.

Reflex Array: Reflex arrays allow a limb more graceful movement, smoothing out the
normal jerkiness by using finer clockwork and reducing reaction times by enhancing the
conduiting throughout that triggers the pistons and actuators. Reflex arrays require the limb
to also be equipped with a cerebral relay. Reflex arrays may be taken up to 10 times.
Regardless of how many times it is taken, reflex arrays increase the daily power requirement
of a limb by 1 Kerwin.

Alchemical Gauntlet: Some mechaniks are frustrated by the problems that arise from
being unable to wear magical gauntlets over their mechanikal limbs. Rather than resign
themselves from being able to benefit from these items, some enterprising mechaniks will
design the limb with a built in alchemical gauntlet. A mechanikal limb with this enhancement
still occupies the hands or feet slot (this enhancement can be adapted to mechanikal legs as
well), but counts as being equipped with an alchemical gauntlet, allowing them to mount
rune plates for making a mechanikal wondrous item. The alchemical gauntlet can draw
power from an external source or be rigged to draw power from the arm’s power source.

Arcane Compensator: Based off the grammatic circuits of arcane capacitors in warcaster
armor, arcane compensators allow the user of a mechanikal limb to concentrate on spells. If
a spellcaster has multiple mechanikal limbs, then all of them must be equipped with an
arcane compensator if they want to concentrate on a spell.

Armored Frame: Warriors are at a much greater risk of losing limbs than the rest of the
population (well, except bodgers maybe), and therefore require limbs that can stand up to
battle. A mechanikal limb built with an armored frame eschews all semblance of natural
appearance in exchange for durability. Whereas a normal limb might be unnoticed beneath
clothing and at a distance, a mechanikal limb with an armored frame will be obviously
asymmetrical. Armor framed limbs are based upon warjack designs, and often borrow traits
from them, such as a limited number of fingers or the like. The armored frame enhancement
must be included when the limb is built and cannot be added afterwards. A mechanikal arm
that was built with an armored frame and that is not carrying anything in its hand may be
utilized as a shield, providing a +1 Shield bonus to AC.

Cerebral Relay: By installing a cerebral relay in a limb, the limb becomes possessed by a
small numina with no real autonomy. A limb equipped with a cerebral relay can be
controlled by a warcaster (or an arcane mechanik who has taken the limb as his mechanikal
familiar) as if it were a natural limb. The limb no longer interferes with concentrating on
spells, and it provides sensory feedback for the user. Mechanikal legs equipped with this
upgrade do not reduce the speed of the user and allow them to run and charge normally.
Mechanikal arms equipped with this upgrade increase their dexterity by +2. This upgrade
increases the daily power requirement of a limb by 1. A limb equipped with this upgrade

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may be pushed beyond their normal capabilities at the cost of damaging their structural
integrity. Cerebral relay equipped limbs can increase their Strength score by inflicting
damage (ignoring hardness) upon the limbs and expending a number of Kerwins from its
power source equal to the increase in Strength. As an example, a mechanikal arm with
Strength 14 can increase its Strength to 20 by taking 6 points of damage and expending 6
Kerwins from its accumulator.

Compartment: By moving around necessary parts in a way that would cause many
malfunctions in biology, a mechanik can design a prosthetic limb so that it has extra space
within it to stow small items. An arm with a compartment can hold a scroll tube, dagger, vial,
or other small item. Legs are a bit more accommodating and can hold items around the size
of a small pistol or short sword. This enhancement cannot be included in a limb with the
weapon hand enhancement. Detecting the compartment requires a DC 25 Perception check
by someone specifically examining the character.

Punch Piston: A punch piston is an enhancement designed with combat in mind. By


including a number of arcane capacitors, arcane charge can be built up and released in a
violent punch. Used by some warriors as a surprise weapon, and by some as an efficient
way to end bar brawls, a mechanikal arm outfitted with a punch piston draws an extra Kerwin
per day from the limb’s power source. In return for the increased power burden, as a full
attack action, the arm may make a slam attack as if the wearer were one size category
larger for the purposes of weapon damage and had +10 Strength.

Servitor Hand: An eccentric upgrade, this fits a mechanikal arm enhanced with a cerebral
relay with a secondary cerebral matrix that lies dormant until the wearer detaches the hand
from the arm, at which point it becomes a servitor. The separated hand counts as a tiny
servitor and can be upgraded as any other mite of its size. While detached, the limb’s
wearer obviously cannot use that hand.

Spider Rig: Another strange enhancement that looks not unlike a corset made of plate mail,
a spider rig is not an upgrade to an existing mechanikal arm, but rather a metal brace worn
around a character’s waist that serves as a mounting for up to two additional mechanikal
arms. A spider rig on its own is simply a hard point for additional arms and does not include
their price. A spider rig and any arms attached to it must include, at additional cost, cerebral
relays. Although its quite useful to have spare hands, a spider rig user cannot make
additional attacks with their extra arms unless they have taken the Multiweapon Fighting
feat. Although the feat normally can only be taken if a character has more than two hands,
in this case a character with the Two-Weapon Fighting feat may take Multiweapon Fighting
feat, though he may not use it unless wearing the spider rig.

Spikes: Sometimes considered barbaric, this simple upgrade to a mechanikal arm makes
the limb’s natural slam attack deadlier, increasing the damage to 1d8 + the Strength modifier
of the arm and the threat range to 19-20 x2. Spikes can be enhanced as any other weapon
and can be crafted from special materials.

Weapon Hand: Prized by those who get in fights often or who dabble in assassination, a
weapon hand enhancement adds concealable offense to a mechanikal limb. By designing a
mechanikal arm with extra space, it may contain any light melee weapon or light or one

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handed firearm. This weapon retracts into the arm when not in use, requiring a DC 20
Perception check to spot by someone specifically examining the character. This weapon
can be deployed as a free action, or as an immediate action if the user has the Quick Draw
feat. The price of this enhancement is in addition to the weapon to be mounted. Any
weapon mounted in this way can be mechanikally enhanced, but must draw power from the
arm itself.

Corpus Capacitor: This highly illegal augmentation is banned virtually everywhere outside
of Cryx. Luckily for those who use it, virtually nobody but an arcane mechanik or inquisitor
would even recognize the device. Based on the necromantic soul cages used to power
some forms of necrotech, a corpus capacitor siphons the life force of the user to whom a
mechanikal limb is grafted in order to power that limb. A corpus capacitor obviates a
mechanikal limb’s need for a power source. A corpus capacitor can only be installed in a
mechanikal limb that is grafted to the user. A corpus capacitor drains a number of hit points
from the user equal to the daily charge usage of the limb in Kerwins, rounded up. Hit points
are drained from the user at dusk every 24 hours. Undead users of this device only lose half
the normal amount of hit points (round down, minimum 1).

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Servitors
Servitors are small automatons that are commonly seen in industrial settings throughout the
Iron Kingdoms. Servitors come in a great range of size and form, some as tall as a man and
some small enough to fit in a pocket. While a great many are bipedal, they also can be
designed as quadrupedal “mites”. Servitors operate via their cerebral matrix, which is a
much more basic form of the cortex seen in their larger cousins, steamjacks. Most servitors
only have the capacity to perform a handful of functions, being similar in intelligence to a
reptile, so long as they are operating within their design parameters.

Creating a servitor requires the Craft Construct feat and the necessary components for the
servitor, some of which the creator may not be able to create on their own (namely the
cerebral matrix) but are capable of using in the construction of the servitor. Building a
servitor requires one day for every 250 gp of its base price.

Servitors consist of the following components:


● Chassis: Servitors are popularly built in one of two configurations, “manikins” and
“mites”. Manikins are bipedal and basically humanoid in form, looking like miniature
steamjacks. Mites appear almost insectoid, and possess multiple legs and
manipulators.

Table 3-X: Servitor Chassis


Chassis Cost Weigh Strengt Dexterit Armor Construc Natural
t h y Bonus t HD Attack

Manikin, Small 200 gp 60 lbs 12 10 +2 1 Slam


(1d3)

Manikin, 400 gp 120 14 10 +2 1 Slam


Medium lbs (1d4)

Mite, Small 200 gp 60 lbs 10 14 +1 1 Claw


(1d3)

Mite, Tiny 100 gp 30 lbs 10 16 +0 1/2 Claw


(1d2)

● Engine: The power source for the servitor, different types of engines are better
suited for powering servitors designed for different roles.
○ Engine Type: The name and design of the engine
○ Size: The sizes of servitor that can make use of this type of engine
○ Fuel: The type of fuel the engine uses
○ Operation Time: The length of time it takes the engine to be completely
drained of fuel when full.
○ Charge Time: The time it takes to bring the engine to an operational state
from an inactive one.
○ Cost: The market value of the engine.

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Table 3-X: Servitor Engines

Engine Sandleton Steam Devenrew Crank Novotski Accumulo-


Type Engine1 Engine Inducer1

Size Small/Medium Small/Medium Tiny/Small/Medium

Fuel Coal (5 lbs) and Torsion-wound spring Light/Medium/Heavy


Water (1 gallon) Accumulator
(Tiny/Small/Medium
servitors)

Operation 5 hours 8 hours (max) 1 charge per hour (tiny and


Time small servitors), 1 charge
per half hour (medium
servitors)

Charge 5 minutes 5 minutes cranking per None


Time half hour of operation
(8 hours max)

Cost 175 gp 85 gp 285 gp


1
These power sources can be connected to exterior power through an umbilical like device
(a pipe for steam or arcano-conduction conduits). When this is the case, the capacity of the
engine depends on the size of the external power source, though the ratios stay the same.

●Cerebral Matrix: Cerebral matrices are the brain of the servitor, and even the best of
them is only equal to the worst quality cortex in a steamjack. All cerebral matrices
provide a Wisdom score of 10 and a Charisma score of 1.
○ Cerebral Matrix Grade: The quality of the cerebral matrix.
○ Intelligence: The intelligence attribute of a servitor installed with this matrix.
○ Tasks: The number of tasks the servitor can learn.
○ ‘Jack Handling Modifier: This applies to any ‘jack handling checks made to
order the servitor.
○ Cost: The market value of the cerebral matrix.
Table 3-X: Cerebral Matrices
Cerebral Matrix Intelligence Tasks ‘Jack Handling Cost
Grade Modifier

Plumbum 1 3 -4 250 gp

Ferrum 2 6 -2 350 gp

Cupernum 3 9 +0 500 gp

Aurum 4 12 +2 650 gp

● Enhancements: Mechaniks often tailor the form of a servitor to meet the use they
were designed for. A Tiny servitor may accept only 1 enhancement, while a small

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servitor may have 2, and a medium up to 3. A servitor may have a given
enhancement more than once.
○ Name: The name of the enhancement
○ Install DC: The DC of the Craft (Mechanika) check to install the enhancement
in a servitor.
○ Weight: The weight of the enhancement. This is added to the weight of the
chassis.
○ Cost: The market value of the enhancement

Table 3-X: Servitor Enhancements

Name Install DC Weight Cost

Burdewelle Alchemical 15 3 lbs 400 gp


Tracer

Burdewelle Sight Link 10 2 lbs 750 gp

Equipment Mount 15 Special Special

Fortification 10 5 lbs 50 gp

James & Willet Task Plate 20 - 250 gp

Jansenov’s Eye 25 2 lbs 425 gp

Jansenov’s Glyph Gate 20 1 lb 325 gp

Physical Augmentation 15 20 lbs 100 gp

Porter’s Scabbard 10 10 lbs 30 gp

Speed Enhancement 15 5 lbs 50 gp

Burdewelle Alchemical Tracer: Using special alchemical substances to emit an arcane


wavelength, a mechanik can tune a a pair of alchemical goggles to visualize the lingering
effects of this emission. The tracer leaves a glowing trail visible only to the wearer of the
attuned goggles. The alchemical emission is slightly heavier than air and slowly settles to
the ground. Recent passage is indicated by a vaporous glowing cloud floating above the
ground while older trails settle on the ground and leave a glowing smudge where the servitor
has passed. The servitor must be instructed to leave a trail, and the trail persists for 48
hours. Alchemical goggles can only be attuned to a single alchemical tracer or sight link.

Burdewelle Sight Link: Used by mechaniks that need to get a pair of eyes somewhere they
can’t reach, this enhancement uses sympathetic arcane anomalies to broadcast visual data
from a servitor’s ocular lenses to a set of attuned alchemical goggles. Alchemical goggles
can only be attuned to a single sight link or alchemical tracer. Using the sight link, a
mechanik can see through the eyes of the servitor, so long as they are within 30 feet of each
other. This allows the wearer to make visually related skill checks from the servitor’s
location with a -2 skill check modifier. While using the sight link, the wearer is treated as
being blind when acting from their own body.

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Equipment Mount: Used to equip servitors with specialized equipment, this replaces their
arm or manipulator with a specific industrial tool. Servitors are proficient with any equipment
mounted on them. The weight and cost of the tool is added to that of the servitor, plus an
additional 50 gp for the equipment mounting itself.

Fortification: Reinforced with armor plates and heavier clockwork, the servitor is made more
durable. Fortification provides a +1 armor bonus each time it is installed. Every two of these
enhancements reduces the servitor’s speed by 5 feet.

James & Willet Task Plate: A specialized rune plate etched with knowledge of a particular
action that interfaces with a cerebral matrix. These actions can include tasks (as per ‘Jack
Handling) or a specific action. General ranks in a skill are outside the scope of this
mechanika, but one particular application of a skill can be programmed, and all such actions
are attempted with a +10 modifier. These task plates are delicate, however, and prone to
burning out when accessed repeatedly by a cerebral matrix. Roll a d20 each time a task
plate is used. On an 18+, the task plate burns out and becomes useless.

Jansenov’s Eye: This enhancement equips the servitor with advanced optics that are
capable of fine, precision work. The servitor gains a +4 bonus to tasks involving
manipulation of fine mechanisms, such as Disable Device or Craft (Trapmaking).

Jansenvov’s Glyph Gate: A security countermeasure installed in servitors to prevent


unauthorized people from commanding the servitor, this enhancement allows a servitor to
learn the appearance of person and designate them as their sole operator. Once set, only
that person may issue orders to the servitor, though use of the Disguise skill or the alter self
or similar spells may trick the servitor.

Physical Augmentation: By utilizing more robust coils, springs, and gears, a servitor’s
physical abilities can be improved. The servitor gains either +4 Strength or Dexterity.
Alternatively, the structure of the servitor can be reinforced, granting +5 hit points. This
enhancement may only be installed once for either ability, or up to twice for hit points.

Porter’s Scabbard: A simple upgrade that installs a concealed compartment in the servitor.
The servitor can carry an item of Medium size, two or more items of Small size or smaller
without appearing to have any equipment at all.. The servitor may retrieve a specific item
from its porter’s scabbard as a move action.

Speed: By fine-tuning the timing of a servitor’s mobility mechanisms and increasing the
drive strength, a servitor’s movement speed can be increased by 5 feet.

100
Thralls
Thralls are a popular and efficient way to create undead among those with the inclination to
do so. Thralls are corpses animated by Telgesh glyphs imbued with magical power. The
weakest thralls are marked with a single glyph on their forehead, while more powerful and
intelligent ones possess crowns of Telgesh glyphs, some even covering the whole scalp or
perhaps inscribed on other parts of the body. Thralls are utterly loyal to the necromancer
who created them. Even those possessed of a full sentience are incapable of disobeying the
necromancers who created them- indeed they do not even seem capable of conceiving of
the concept. Thralls are a tried and true method of creating undead servitors, but far from
the only way to do so. Creation of undead such as wights, pistol wraiths, and vampires are
outside the scope of this feat. Augmentation of thralls with mechanika, the art of the
necrotech, is possible and is the cutting edge of necromancy in Western Immoren.
Necrotech and its construction is discussed elsewhere.

Creating a thrall begins with acquisition of a corpse. For the purposes of necromancers, all
corpses are nearly equal. Most qualities of a thrall are determined by the Telgesh glyphs
inscribed upon them. Treat the creation of a thrall as a template to begin with:

Thrall
Alignment: The creature’s alignment changes to Neutral Evil
Type: The creature’s type changes to Undead. It retains non-alignment subtypes.
Armor Class: The creature’s natural armor bonus (if any) increases by +2.
Hit Dice: The creature drops all HD gained from class levels and changes racial HD
to d8s. Creatures without racial hit dice are treated as if they have one racial HD. As
an undead creature, the Thrall’s Charisma modifier is used to determine bonus hit
points.
Saves: The Thrall’s saves are based on its undead HD.
Defensive Abilities: The Thrall loses all the base creature’s defensive abilities.
Speed: If the base creature possessed a flight or swim speed, it loses it upon
acquiring the Thrall template.
Attacks: The Thrall retains any natural weapons it possessed while living, but gains
a Slam attack (1d6 bludgeoning damage for medium Thralls) unless it possessed a
better one already.
Special Attacks: The Thrall loses all the base creature’s special attacks.
Abilities: The Thrall’s Intelligence and Charisma scores change to 4 and its Wisdom
score changes to 10. As an undead creature, it has no Constitution score.
BAB: The Thrall’s BAB is based on its undead HD.
Skills: The Thrall loses all skill ranks it possessed in life and gains none of its own.
Feats: The Thrall loses all feats possessed by the base creature and gains the
Alertness, Improved Initiative, and Lightning Reflexes feats.
Special Qualities: The Thrall loses any special qualities the base creature has and
gains 60 foot Darkvision thanks to being Undead. Similarly, it is immune to all mind-
affecting effects, bleed, death effects, disease, paralysis, poison, sleep effects, and
stunning. It is not subject to nonlethal damage, ability drain, energy drain, and is
immune to damage to its physical ability scores. It is immune to exhaustion and

101
fatigue. Thralls do not need to eat, sleep, or breathe. They do not possess souls.
Thralls speak a harsh, grating language imparted to them by the runes animating
them known as Thrallspeak. Thralls that attain 10 Intelligence learn one language
that their creator knows.

The Thrall template is the starting point for all thralls. From here various runes, detailed
below, may be added to augment a thralls capabilities. Creating a thrall requires 1 day and
500 gp per Hit Die the thrall possesses, and an additional day per 1,000 gp of cost. A
necromancer may not create a thrall with more Hit Dice than their caster level minus three.

Thrall Glyphs:
These glyphs may be added to any thrall if they meet the requirements for that glyph. There
is no limit to the number of glyphs a thrall may possess.

Table 3-X: Thrall Glyphs

Thrall Glyph Price


Accursed Wounds 1,000 gp
Acid Blood 400 gp
Blindsense 1,000 gp
Blindsight 1,800 gp
Bonus Attribute 500 gp
Bonus Feat 750 gp
Bonus Skill 100 gp
Channel Resistance, Greater 1,500 gp
Channel Resistance, Lesser 750 gp
Damage Reduction 1,500 gp
Dark Shroud 2,500 gp
Energy Immunity 2,000 gp
Energy Resistance 1,000 gp
Energy Resistance, Greater 1,500 gp
Energy Resistance, Lesser 500 gp
Fast Healing 2,000 gp
Ghost Touch 1,000 gp
Hit Dice 500 gp
Improved Natural Armor 500 gp
Incorporeal Form 2,500 gp
Scent 300 gp
See in Darkness 750 gp
Souleater 4,000 gp
Soul Sight 1,500 gp
Spell Resistance 2,000 gp

102
Spell Resistance, Greater 3,500 gp
Spell Resistance, Lesser 1,500 gp
Spellcasting, Greater 9,000 gp
Spellcasting, Lesser 5,000 gp

Accursed Wounds: Wounds dealt by a thrall with this glyph are nearly impossible to heal,
resistant even to divine magic. Unless treated with holy water or within the radius of a
consecrate spell, or a similar effect of higher level, these wounds cannot be healed naturally
or with spells. A thrall must have at least 4 HD to take this glyph.

Acid Blood: Whenever the thrall is dealt piercing or slashing damage, all creatures within 10
feet must make a DC (10 + Thrall HD) Reflex save or take 1d6 acid damage per 4 HD of the
thrall.

Blindsense: The thrall’s senses become incredibly acute, giving it blindsense out to a range
of 30 feet. This ability allows the thrall to pinpoint the location of creatures that it cannot see
without having to make a Perception check, but such creatures still have total concealment
from the thrall. Visibility still affects the thrall’s movement and it is still denied its Dexterity
bonus to Armor Class against attacks from creatures it cannot see. The thrall must have at
least 3 HD to take this glyph.

Blindsight: The thrall’s senses sharpen even further, granting it blindsight out to a range of
30 feet. The thrall can maneuver and attack as normal, ignoring darkness, invisibility, and
most forms of concealment as long as it has line of effect to the target. The thrall must
possess the blindsense glyph before taking this glyph. The thrall must have at least 6 HD to
take this glyph.

Bonus Attribute: The thrall’s abilities are enhanced by the dark arts. Every time this glyph is
taken, one of the thrall’s attributes except for Constitution are increased by 1. This is not a
supernatural effect any more than the thrall itself is and functions within antimagic fields and
the like.

Bonus Feat: The thrall’s knowledge is enhanced by the dark arts. Every time this glyph is
taken, the thrall gains one feat it meets the requirements for, up to half its HD.

Bonus Skill: The thrall’s skills are enhanced by the dark arts. Every time this glyph is taken,
the thrall gains a rank in one skill, up to its HD.

Channel Resistance, Greater: The thrall is heavily reinforced by black magic and gains a +4
bonus to saves made to resist the channel energy ability or abilities fueled by it. The thrall
must have at least 6 HD to take this glyph, and must possess the lesser channel resistance
glyph first.

Channel Resistance, Lesser: The thrall is reinforced by black magic and gains a +2 bonus
to saves made to resist the channel energy ability or abilities fueled by it. The thrall must
have at least 2 HD to take this glyph.

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Damage Reduction: The thrall is warded from damage by unholy energies. Every time this
glyph is taken, the thrall gains DR 5/Blessed Silver. The thrall must have at least 6 HD to
take this glyph, and may only take this glyph up to 4 times.

Dark Shroud: Thralls with this glyph, often known as bane thralls, constantly exude an aura
of nigh-tangible gloom in a 10 foot radius around them, reducing light by one level. Those
that enter a thrall’s dark shroud receive a -1 circumstance penalty to all attacks, saves, and
checks and cannot regain hit points or ability score points by any means while within the
shroud. A thrall must have at least 4 HD to take this glyph.

Energy Immunity: The thrall benefits from complete immunity to one type of energy damage.
The thrall must possess the greater energy resistance glyph for that type of damage before
taking this glyph. The thrall must possess at least 10 HD to take this glyph.

Energy Resistance: The thrall is protected from one type of energy damage, gaining 10
resistance against it. The thrall must possess the lesser energy resistance glyph for that
type of damage before taking this glyph. The thrall must possess at least 5 HD to take this
glyph.

Energy Resistance, Greater: The thrall is protected from one type of energy damage,
gaining 15 resistance against it. The thrall must possess the energy resistance glyph for that
type of damage before taking this glyph. The thrall must possess at least 7 HD to take this
glyph.

Energy Resistance, Lesser: The thrall is protected from one type of energy damage, gaining
5 resistance against it. The thrall must possess at least 3 HD to take this glyph.

Fast Healing: The thrall’s undead flesh knits itself back together after suffering damage,
releasing a strong formaldehyde-like odor. The thrall gains Fast Healing 1. This glyph may
be taken multiple times. Each time this glyph is taken, it increases the thrall’s Fast Healing
by 1, up to a maximum of 5. The thrall must have at least 9 HD to take this glyph.

Ghost Touch: Having been touched by Urcaen, the thrall is able to interact with spirits. The
thrall gains the ability to handle incorporeal items as if they were solid. The thrall may make
melee attacks against incorporeal creatures, even with manufactured weapons, and any
armor it is wearing counts against the touch attacks of incorporeal creatures.

Hit Dice: The thrall has been inundated with dark magics and become more powerful for it.
The thrall gains 1 undead HD, increasing BAB, saves, and other features as normal.

Improved Natural Armor: The thrall’s hide is magically toughened, improving its natural
armor bonus by +1. This glyph may be taken multiple times.

Incorporeal Form: The thrall’s connection with the ghostly is strengthened. The thrall may
become incorporeal for a number of rounds equal to its HD per day as a free action. The
thrall may split these rounds up however they like, but they must be used in a minimum of 1
round increments. While incorporeal, the thrall gains the incorporeal quality and incorporeal
subtype. Holy water, weapons with the ghost touch property, and weapons and projectiles

104
made from blessed silver deal full damage to an incorporeal thrall. The thrall must possess
the ghost touch glyph before taking this glyph, and must have at least 6 HD.

Scent: The thrall’s sense of smell becomes acute, gaining the scent special quality.

See in Darkness: The fell vision of the thrall penetrates even magical darkness. The thrall’s
vision is not impeded by darkness, deeper darkness, or other magical darkness effects. The
thrall must possess at least 3 HD to take this glyph.

Souleater: As a free action the thrall can, after killing a living creature with a melee attack,
draw the creature’s soul into itself. A thrall with the souleater glyph can trap up to 30 HD
worth of souls, much like a soul cage. As a free action during a melee attack, a thrall with
this glyph can consume a soul in its soul prison to gain +1 to either its attack or damage roll
for every level of the soul (to a maximum of +5). A soul so consumed cannot be resurrected
or otherwise brought back to life. The master of a thrall with this ability may siphon souls it
has absorbed into a soul cage as a full round action, so long as the master is within 30 feet
of the thrall. A thrall must have at least 8 HD and possess the soul sight glyph to take this
glyph.

Soul Sight: The thrall can sense the presence of souls in its vicinity. The thrall immediately
pinpoints the location of any soul within 60 feet, just as if it possessed blindsight. Most living
creatures and some undead creatures possess souls; constructs and outsiders do not. A
thrall must have at least 5 HD to take this glyph.

Spell Resistance: The thrall is protected from magic. The thrall gains Spell Resistance
equal to 11 + its HD. The thrall must first possess the lesser spell resistance glyph and 9
HD to take this glyph.

Spell Resistance, Greater: The thrall is protected from magic. The thrall gains Spell
Resistance equal to 16 + its HD. The thrall must first possess the spell resistance glyph and
12 HD to take this glyph.

Spell Resistance, Lesser: The thrall is protected from magic. The thrall gains Spell
Resistance equal to 6 + its HD. The thrall must possess 5 HD to take this glyph.

Spellcasting, Greater: The thrall is empowered by its master with the ability to cast spells of
its own, earning the moniker Skarlock. The thrall gains the ability to cast spells as a wizard
of 8th level. All spells that the thrall knows must be tattooed onto its skin, as if scribing the
spell into a spellbook. The skarlock may cast spells spontaneously from those tattooed onto
its skin. The skarlock may have up to 50 pages worth of spells tattooed onto it at any one
time (the skarlock’s master may wish to exchange spells the skarlock knows from time to
time- this is not a problem as long as the master has access to a supply of skin and doesn’t
mind reading around stitches). The thrall must possess at least 13 HD, the lesser
spellcasting glyph, and at least 14 Intelligence to take this glyph.

Spellcasting, Lesser: The thrall is empowered by its master with the ability to cast spells of
its own, earning the moniker Skarlock. The thrall gains the ability to cast spells as a wizard
of 4th level. All spells that the thrall knows must be tattooed onto its skin, as if scribing the

105
spell into a spellbook. The skarlock may cast spells spontaneously from those tattooed onto
its skin. The skarlock may have up to 50 pages worth of spells tattooed onto it at any one
time (the skarlock’s master may wish to exchange spells the skarlock knows from time to
time- this is not a problem as long as the master has access to a supply of skin and doesn’t
mind reading around stitches). The thrall must possess at least 9 HD and at least 12
Intelligence to take this glyph.

106
Steamjacks & Warjacks
The bread and butter of modern Immorese militaries, ‘jacks are the imposing, steam-
powered, metal giants that stomp through battlefield and factory alike. Useful in a vast array
of circumstances, ‘jacks are far from cheap. The high demand of parts, especially cortices-
the mechanikal brains of steamjacks- means that it is easy for an enterprising businessman,
adventurer, or mercenary to beggar himself in an attempt to purchase and fuel a ‘jack. For
those that can maintain them, however, ‘jacks promise to add their prodigious strength and
durability to any operation.

The creation of a ‘jack can be simplified to five steps, which can be completed by anyone
with the Craft Construct feat and 6 ranks in Craft (Mechanika):

1. Chassis design: The basic conceptual model of the ‘jack is drafted. The type and Hit
Dice of chassis are decided.
2. Enhancements: The individual features that define a model of ‘jack are added,
everything from oversized power plants and custom pneumatic venting to armor
plating and weapon mountings.
3. Construction: Funds are spent and construction is begun.
4. Cortex Installation: The cortex is wired into the central reflex array of the ‘jack and
functions checks are conducted.
5. Completion: All statistics of the ‘jack are calculated and the ‘jack’s handlers are
designated, cortex locks put into place, et cetera.

Step 1: Chassis Design


Each chassis has the following attributes:

Type: This is the type of chassis the steamjack has once completed; light or heavy
laborjack or light or heavy warjack.
Min HD: The minimum HD a ‘jack of this chassis type can have. Note that all ‘jacks are
Large constructs, and so get +30 bonus hit points.
Max HD: The maximum number of hit dice a ‘jack of this chassis type can have. Hit dice
can be added above this limit at double the normal cost.
Cost Per HD: This is the cost per hit die of the given chassis type.
Base Build DC: This is the default Craft (Mechanika) check required for a character with
the Craft Construct feat to build a ‘jack of the chosen chassis type.
Build Mod/HD: This value times the number of additional HD modifies the Build DC.
Base Speed: This is the base speed value of a ‘jack of this chassis type when powered up.
Base AC: This is the base armor bonus of the chassis type. Laborjack chassis types do not
benefit from this.
Base Attributes: These are the base value of the ‘jack’s Strength and Dexterity attributes.
Base Damage: This value is the damage dealt by the ‘jack’s natural slam attack.
Base Weight: This is the weight of the ‘jack before augmentations are applied.
Damage Reduction: Steamjacks have a damage reduction rating based their chassis type.

Table 3-X: Steamjack Chassis

107
Type Min HD Max HD Cost/HD Base Build DC Build Mod/HD

Light Laborjack 4 12 500 gp 20 +1

Heavy 8 16 750 gp 20 +2
Laborjack

Light Warjack 6 15 750 gp 25 +2

Heavy Warjack 12 20 900 gp 25 +3

Type Base Base Str De Base Base Damage


Spee AC x Damage Weight Reduction
d

Light Laborjack 25 ft +8 20 5 1d6 2 tons 5/Serricsteel

Heavy 20 ft +8 24 5 1d8 3 tons 5/Serricsteel


Laborjack

Light Warjack 30 ft +9 22 10 1d8 2.5 tons 10/Serricsteel

Heavy Warjack 25 ft +10 30 8 1d10 5 tons 10/Serricsteel

Table 3-X: Steamjack Base Attack Bonus and Saving Throw bonuses
‘Jack HD BAB Fortitude Reflex Will

4 +4 +1 +1 +1

5 +5 +1 +1 +1

6 +6/+1 +2 +2 +2

7 +7/+2 +2 +2 +2

8 +8/+3 +2 +2 +2

9 +9/+4 +3 +3 +3

10 +10/+5 +3 +3 +3

11 +11/+6/+1 +3 +3 +3

12 +12/+7/+2 +4 +4 +4

13 +13/+8/+3 +4 +4 +4

14 +14/+9/+4 +4 +4 +4

15 +15/+10/+5 +5 +5 +5

16 +16/+11/+6/+1 +5 +5 +5

17 +17/+12/+7/+2 +5 +5 +5

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18 +18/+13/+8/+3 +6 +6 +6

19 +19/+14/+9/+4 +6 +6 +6

20 +20/+15/+10/+5 +6 +6 +6

Step 2: Enhancements
No steamjack model is without its distinguishing features. The installation of these
enhancements are often a labor of love by the mechaniks that maintain the steamjacks.
Installation takes one day for every 1,000 gp an enhancement costs. A steamjack can only
mount so much equipment, however, and has a limited number of slots in which an upgrade
can be installed. Steamjacks have two shoulder slots, an engine slot, a torso slot, a head
slot, and two arm slots. If an enhancement doesn’t say which slot it occupies, then assume
it doesn’t take one up.

Table 3-X: Pneumatic Venting and Reflex Arrays


Strength Bonus Cost Dexterity Bonus Cost

+1 250 gp +1 325 gp

+2 325 gp +2 625 gp

+3 625 gp +3 1,000 gp

+4 1,000 gp +4 1,500 gp

+5 1,500 gp +5 2,500 gp

+6 2,500 gp +6 4,000 gp

Table 3-X: Armored Cowling


Armor Bonus Speed Reduction Weight Increase Cost

+1 - +5% 250 gp

+2 -5 ft +10% 500 gp

+3 -5 ft +15% 800 gp

+4 -10 ft +20% 1,200 gp

+5 -10 ft +30% 1,750 gp

+6 -15 ft +40% 2,500 gp

Table 3-X: Power Plant Enhancements1


Type Strength Speed Weight Fuel Cost
Bonus Increase Increase Requirements2

109
Normal +0 +0 +0% x1 750 gp

Performance +2 +5 ft +10% x1.3 1,500 gp

Oversized +4 +5 ft +15% x1.6 3,000 gp

Superheavy +6 +10 ft +20% x2 6,000 gp


1
Power plant enhancements take up a steamjack’s engine slot.
2
This value is how much you multiply the basic fuel requirements of the chassis by for
normal operation.

Weapon Mounts: Usually seen on warjacks, weapon mounts replace the forearm of a ‘jack
with a ranged or melee weapon. Laborjacks sometimes utilize similar techniques to mount
tools too large and heavy for their owners. Only warjacks may utilize a weapon mounted to
their chassis, though others may assist them in loading ranged weapons. If they have a
ranged weapon mounted, they require a free hand to load it. Steamjacks are capable of
mounting siege weapons of up to Large size. Mounted weapons may not be disarmed from
the ‘jack. Weapon mounting costs 750 gp for a melee weapon and 1,000 gp for a ranged
weapon. For an additional 1,500 gp, a mounted firearm or siege weapon can include
internal systems that will reload the weapon for the ‘jack. These loading mechanisms do not
reduce the time it takes to reload a ranged weapon, but a ‘jack so equipped may use the
actions they would normally use loading (so, a ‘jack with an autoloading military rifle still
takes a full round to reload the weapon, but they may perform other actions as if they had
not taken a full round action that round). Weapon mounts utilize a steamjack’s arm slot

Arc Node: An invention that has greatly altered the roles of thus equipped warjacks on the
battlefield, the arc node allows a warcaster controlling a ‘jack (or a spellcaster that has taken
the ‘jack as a mechanikal familiar) to cast spells as though the ‘jack was the point of origin
for the spell. This does not allow the ‘jack to benefit from spells with a range of “self”. An
arc node costs 7,500 gp, but are restricted to military warjacks universally in the Iron
Kingdoms. Arc nodes occupy a steamjack’s head slot.

Mechanika Integration: Although all steamjacks have a small arcane turbine in their
engines that produces enough kerwins to power their cortex, this enhancement allows a
steamjack to mount a personal or portable arcane turbine (see Chapter 5) in their boiler.
This turbine’s power can be used to power any mechanika integrated into the warjack (most
often rune plates enhancing their weapons). This enhancement costs 1,000 gp and
occupies the torso slot of the steamjack. The cost of the arcane turbine and any associated
mechanika is in addition to the price of this enhancement. Rumor has it that top military
engineers across Immoren are experimenting with mounting alternative power sources in
steamjacks...

Step 3: Cortex Installation


Installing the cortex takes one day for every 1,000 gp the cortex costs. Each cortex has the
following attributes:

Cortex Grade: The quality of the cerebral matrix.


Intelligence: The intelligence attribute of a steamjack installed with this cortex.

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Tasks: The number of tasks the steamjack can learn. Above 8 Intelligence, there is no
upward limit to the number of tasks that the ‘jack can learn given time and effort.
‘Jack Handling Modifier: This applies to any ‘jack handling checks made to order the
steamjack.
Cost: The market value of the cortex.

Table 3-X: Cortex Grade


Cortex Grade Intelligence Tasks ‘Jack Handling Cost
Modifier

Cupernum 4 12 - 10,000 gp

Ferrum 6 14 +5 16,000 gp

Aurum 8 N/A +10 22,000 gp

Arcanum 10 N/A +15 30,000 gp

Step 5: Completion
Once steps 1-4 have been completed, then the statistics block or character sheet for the
steamjack needs to be written up. All steamjacks are Constructs with the Mechanikal
Construct subtype.

Sidebar: Mechanikal Construct Subtype


Magically powered constructs are rarely seen in Immoren. Most arcanists favor the use of
mechanikal constructs.

Sidebar: Cortex Quirks and Arcane Bonds


A side effect of the pseudo-consciousness possessed by steamjacks, cortices that aren’t
regularly reset tend to develop personalities of their own. This is usually seen as a hassle by
militaries, who need their warjacks to be dependable and cooperative. Operators of
laborjacks often don’t bother resetting a ‘jack’s cortex, however, since they have to
reconfigure all the settings- a time consuming process that cuts into profits. ‘Jack handling
checks on a steamjack that has developed a quirk are at a +5 DC.

A steamjack has a cumulative 5% chance every month since it was last reset to develop a
cortex quirk. Steamjacks that regularly see combat during a given month increase this by
+1%, as the weight of war starts to sink into the warjack. A few quirks are provided below as
examples:
Baneful: This steamjack has developed a mean streak. Left to its own devices, the ‘jack
will often smash objects or small creatures. Warjacks that develop this quirk ignore their
allies and charge directly into the enemy. Steamjacks with this quirk gain a +4 bonus to
Strength in melee combat and are able to fight to -20 hit points instead of being destroyed at
0 hit points, however the ‘jack will attack anything other than its primary handler that moves
within its reach unless that creature succeeds on a DC 15 ‘Jack Handling or Intimidation
check against the ‘jack. The steamjack’s alignment becomes evil and is lawful, neutral, or
chaotic based upon the alignment of its primary handler.

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Competitive: This steamjack has developed a taste for competition and glory. Idling in the
presence of people, the ‘jack will try to show off. If it's beaten, it might smash something in
frustration, but doesn’t purposely injure people. The steamjack gains the Great Cleave feat
and may make a move action before or after making a full attack, however it must charge the
closest visible enemy in combat unless its handler succeeds on a DC 15 ‘Jack Handling or
Persuasion check. The steamjack’s alignment becomes chaotic, and is good, neutral, or evil
based upon the alignment of its primary handler.
Craven: Imprinted with doubt, this steamjack is timid and seems to possess a self-
preservation instinct. Reluctant to do anything dangerous, and shy around people, this
steamjack often wanders off to be on its own. The steamjack gains a +2 Dodge bonus to
armor class and +10 feet to its movement speed, but will not willingly enter combat unless its
handler succeeds on a DC 15 ‘Jack Handling or Intimidation check. The steamjack’s adopts
one aspect of it’s primary handler’s alignment.
Magnate: Possessed of an ego as big as it is, this steamjack has complete confidence in its
own abilities. When given a command, it does things its own way. Without orders, the
steamjack will often start small projects of its own. The steamjack gains the benefit of the
Improved Bull Rush feat and the steamjack’s handler gains a +15 bonus on all ‘Jack
Handling checks to command the steamjack, but the steamjack must be the first one ordered
to act or it pursues what it perceives as the greatest threat. The steamjack’s alignment
becomes lawful, and is good, neutral, or evil based upon the alignment of its primary
handler.
Stalwart: This steamjack has become protective of it’s handler. It will do its best to protect
its handler and humans (or even locations) it is familiar with from danger. Around its
handler, the steamjack sometimes becomes jealous if it doesn’t receive enough attention,
and it will try to earn the favor of its handler whenever possible. The steamjack gains the
Combat Reflexes and Bodyguard feats, but won’t willingly let its primary handler leave its
immediate area unless the handler succeeds on a DC 15 ‘Jack Handling or Persuasion
check, whereupon it nervously paces in circles.

If cortex quirks are strange, arcane bonds defy understanding. If a steamjack been in the
service of a single warcaster for a long period of time, then they sometimes inexplicably
develop magical abilities. If the steamjack has possessed a cortex quirk and had the same
warcaster as its primary handler for more than one year (or has been the familiar of the
same spellcaster), there is a cumulative 10% chance per year that the steamjack will
develop an arcane bond. Arcane bonds are supernatural or spell-like abilities that reflect the
nature of the bond between the ‘jack and warcaster. Often, this is a spell drawn from the
handler’s spell list, and should be no higher level than two levels below the maximum level of
spell the handler can cast. These abilities usually aren’t expressed as uses per day, but
activate when certain conditions are met.

Example 1: A Cygnaran warjack with the Stalwart quirk is always interposing itself between
its master and danger, and whenever it drops below 50% of its maximum hit points, it gains
the benefits of the mage armor spell.

Example 2: The favored warjack of a Cryxian necromancer that is relied upon in night-time
raids possesses the Baneful quirk and gains the benefit of the Dark Shroud ability, as if it
were one of its master’s bane thralls.

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Command Protocols:
Whenever a ‘jack is assembled and first lumbers out of the factory it knows the language
that was hard-coded into its cortex and a few simple tasks, as discussed in the description of
the ‘Jack Handling skill in Chapter 2. Though a ‘jack understands a particular language, it
lacks the ability to speak, though steamy hisses, clanks, and metallic groans allow it basic
animal-like noises. ‘Jacks are not considered literate, though they may grow to recognize
certain symbols and associate them with meanings. More importantly, a fresh ‘jack is a
clean slate. The first person that addresses it is designated its primary handler. The primary
handler may designate secondary handlers as discussed in the description of the ‘Jack
Handling skill. In order to change a ‘jack’s primary handler, a character must gain access to
the ‘jack’s cortex access panel. Cortex access panels are always extremely well protected,
with a standard laborjack’s being protected by a keyed lock of exceptional quality (DC 35
Disable Device check), which is included in the price of the chassis (though aftermarket
modifications may be made to it freely). Warjacks have even more complex locks, usually of
DC 45, and are sometimes protected with magical wards or mundane traps. Once a ‘jack’s
cortex access panel is opened, an array of levers and knobs are exposed that allow the
cortex to be reset and restored to a state where the encoded language is the only knowledge
possessed by the steamjack. The combination of levers is unique to each model of ‘jack and
requires a Disable Device check to determine if unknown. Laborjacks require a DC 25
check, while warjacks require a DC 35 check. If the correct combination is known or
discovered, a successful DC 15 ‘Jack Handling check allows a character to imprint the
cortex with a new primary handler. If a creature other than a steamjack’s primary handler
tries to gain access to its cortex access panel, it will resist their efforts so long as it is
activated.

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Chapter 4: Religion

Morrow
Symbol: Sunburst of Morrow, also known as The Radiance
Alignment: Neutral Good
Cleric Alignments: CG, NG, LG
Domains: Community, Glory, Good, Healing, Knowledge, Nobility, Protection, Strength,
Travel, War
Favored Weapons: Dawn’s New Sun (heavy mace) and Dusk’s Last Light (longsword)

Dogma: “No matter what you were in this life, with Menoth, you will always be his servant.
But, that is not the only path. Seek nobility of the soul. Seek transcendence. All things the
better for you will in the hereafter be, for Morrow is the Path of Transcendence. He is the
Lord of Light. He is Benevolence, Giving, Selflessness, and All Things Good.” says a oft-
quoted passage from the Morrowan holy book, the Enkheiridion. Morrow and his evil twin
sister Thamar greatly upset the world when they ascended to godhood roughly 2,500 years
ago. Morrow brought the message that there was more to the afterlife than the stale dogma
of Menoth, the self-serving predations of the Devourer, or the remoteness of Dhunia.
Morrow taught mortals that love, selflessness, charity, and pure goodness were both worthy
of being pursued as their own end, and were significant in the afterlife. Morrow represents
many things to many people, and he isn’t exclusive with his worshippers like Menoth;
Morrow happily accepts worshippers of the ogrun, trollkin, gobber, dwarven, and even elven
species, rare though they are.

Clergy and Temples: Morrow’s priests are formally ordained by the nearest Prelate and
undergo basic religious education before they are ordained. Their ranks are as follows:

Rank Requirement

Priest Ordained by the Church (1st level cleric)

Chaplain Five or more years of service to the Church

Battle-Chaplain Five or more years of service to the Church


and active military service

Rector Senior-most priest of a church

Prelate Appointed by the High Prelate; oversees


multiple churches

High Prelate Appointed by Vicar; able to cast 4th level


cleric spells, oversees an entire city or
region

Vicar Appointed by Exordeum, successful


completion of the Trial of Humility, able to

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cast 5th level cleric spells

Exarch One of 36 individuals appointed by the


Primarch, successful completion of the Trial
of Service, able to cast 7th level cleric spells

Primarch Singular title appointed directly by Morrow;


able to cast 9th level cleric spells

Associated Organizations: Besides the formal church hierarchy, there are numerous
religious organizations composed of Morrowans who are not priests.
● Knights of the Prophet: A Cygnaran order of paladins and fighters
● Sword Knights: A Khadoran order of Morrowan paladins and fighters
● Knights of the Vigilant: A Llaelese order of Morrowan paladins and fighters
● Order of Keeping: A subordinate organization to the church consisting of monks
dedicated to guarding relics of the faith. They maintain a number of monasteries
across the mountains of Cygnar and Llael, each overseen by an abbot. Occasionally
these monks are tasked to guard persons important to the church.
● Holy Cygnaran Inquisition: A cruel and overzealous secret police established by
the deposed king of Cygnar- now thankfully defunct, this organization still operates in
secret across Immoren. The church has excommunicated anybody involved with the
Inquisition.

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Thamar
Symbol: Thamar’s Leash, also known as the Ternion Brand
Alignment: Neutral Evil
Portfolio:
Cleric Alignments: CE, NE, LE
Domains: Charm, Darkness, Death, Destruction, Evil, Luck, Magic, Rune, Trickery, War
Favored Weapons: Peace’s Tormentor (warspear), Rest’s Betrayer (barbed dagger), and
Faith’s Destroyer (morningstar)

Dogma:

Clergy and Temples:

Rank Requirement

Ward Initiate into the Septs; able to cast 1st level


cleric spells

Student Able to cast 2nd level cleric spells

Prelector Able to cast 4th level cleric spells

Preceptor Able to cast 6th level cleric spells

Prolocutor Able to cast 7th level cleric spells

Cantor Able to cast 8th level cleric spells

Redeemer Able to cast 9th level cleric spells

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Menoth
Symbol: The Seal of Menoth, sometimes referred to as the Menofix
Alignment: Lawful Neutral
Portfolio:
Cleric Alignments: LG, LN, LE
Domains: Community, Fire, Glory, Knowledge, Law, Rune, Strength, Sun, War
Favored Weapons: Decretus (flail)

Dogma:

Clergy and Temples:

Rank (Priests) Requirement

Fledge Initiate of the Temple, minimum 1st level


cleric

Potentate Able to cast 2nd level cleric spells

Sovereign Able to cast 5th level cleric spells

Visgoth Able to cast 7th level cleric spells (highest


rank outside of the Protectorate)

Hierarch Singular title requiring the uncontested


authority over and support of the visgoths,
able to cast 9th level cleric spells
(Protectorate only)

Rank (Scrutators) Requirement

Scrutator Initiation as a scrutator

Senior Scrutator Appointment by a vice scrutator

Vice Scrutator Appointment by the High Scrutator

Grand Scrutator Singular title appointed by the High


Scrutator (Protectorate only)

High Scrutator Singular title requiring uncontested authority


over and support of the Vice Scrutator
(Protectorate only)

Devourer Wurm
Symbol: A swirl of talons or fangs around a central sphere of darkness called the Wurm’s
Maw, Wurm’s Talons, or the Wurm’s Eye
Alignment: Chaotic Neutral

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Portfolio:
Cleric Alignments: CG, CN, CE
Domains: Animal, Chaos, Destruction, Liberation, Madness, Scalykind, Strength
Favored Weapons: Natural Weapons (clerics without these gifts may substitute any axe)
Special Rules: Rebuke beasts

Dogma:

Clergy and Temples:

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Cyriss
Symbol: Masque of Cyriss, also called the Face of Cyriss
Alignment: True Neutral
Portfolio:
Cleric Alignments: NG, TN, NE
Domains: Artifice, Knowledge, Protection, Travel, Void
Favored Weapons: Mechanoflail (Cyriss is never depicted with a weapon)
Special Rules: spell restrictions (animal & plant domains), turn gremlins, rebuke construct,
skills, mechanikal familiar?

Dogma:

Clergy and Temples:

Rank Requirement

Lead Optifex Initiation into the hidden mysteries of Cyriss;


able to cast 1st level cleric spells

Copper Optifex Able to cast 2nd level cleric spells

Brass Optifex Able to cast 3rd level cleric spells

Bronze Optifex Able to cast 4th level cleric spells

Iron Optifex Able to cast 5th level cleric spells

Enumerator of 2 Cogs and Wheels Mastery of the first four precepts and
promotion by a Fluxion; able to cast 6th
level cleric spells

Enumerator of 3 Cogs and Wheels Able to cast 7th level cleric spells

Enumerator of 4 Cogs and Wheels Able to cast 8th level cleric spells

Fluxion Mastery of the first five precepts, promotion


by the current Fluxions, able to cast 9th
level cleric spells

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Great Fathers
Symbol: Mount Ghorfel, Great Fathers’ Tor, and Colossus of Ghorfel
Alignment: Lawful Good
Portfolio:
Cleric Alignments: LG, LN, NG
Domains: Artifice, Community, Earth, Glory, Good, Healing, Law, Nobility, Rune, War
Favored Weapons: Varies, usually hammers, swords, and axes

Dogma:

Clergy and Temples:

Rank Requirement

Disciple Minimum 1st level Cleric

Juror Able to cast 2nd level cleric spells

Assessor Able to cast 5th level cleric spells or 115


years of age

Justicar Able to cast 7th level cleric spells or 130


years of age

Tribune One of 13 priests appointed by the


members of the Tribunal

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Scyrah
Symbol: Sigil of Life, also called the Spring Sigil
Alignment: Chaotic Good
Portfolio:
Cleric Alignments: CG, NG, CN
Domains: Animal, Earth, Healing, Plant, Protection, Repose, Weather
Favored Weapons: Telmirr (“Winter’s End”) (longsword)

Dogma:

Clergy and Temples:

Rank Requirement

Novelyr Initiate to the Fane, minimum 1st level cleric

Telmyr Able to cast 2nd level cleric spells

Nis-telmyr Able to cast 6th level cleric spells

Auricant One of Scyrah’s eight attendants appointed


by the Auricyl Velahn

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Nyssor
Symbol: Shard of Nyssor, also Nyssor’s Shard
Alignment: Chaotic Neutral
Portfolio:
Cleric Alignments: CN, CG, CE
Domains: Air, Chaos, Knowledge, Water
Favored Weapons: Voass (“Summerbane”) (Nyss Claymore)

Dogma:

Clergy and Temples:

Rank Requirement

Novelyr Initiation to the Fane, minimum 1st level


cleric

Wyrisy 5 years of service to the Fane as a Novelyr

Elansyr Promotion by an Aransor

Aransor Promotion by a Nis-Aransor

Nis-Aransor Promotion by a Qyr-Aransor

Qyr-Aransor Term of utmost respect reserved for only


the most senior priests.

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Dhunia
Symbol: Abstract form often called Dhunia
Alignment: Neutral
Portfolio:
Cleric Alignments: TN, NG, NE, CN, LN
Domains: Air, Animal, Earth, Fire, Plant, Water, Weather
Favored Weapons: Quarterstaff (Dhunia is never depicted with a weapon)
Special Rules: Reincarnate

Dogma:

Clergy and Temples:

Rank Requirement

Chula Initiation as a priest, minimum 1st level


divine caster

Durgol Transitional rank during the Guknul, lasts


for two weeks

Sage or Seer Rank bestowed after successful completion


of the Guknul

Wise One Honorific bestowed upon a community’s


religious leader

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Toruk
Symbol: Seal of Cryx
Alignment: NE
Portfolio:
Cleric Alignments: LE, NE, CE
Domains: Darkness, Death, Destruction, Evil
Favored Weapons: Dagger, Scythe

Special Rules: Aura of Corruption (Su): dragonblight

Dogma:

Clergy and Temples:

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Chapter 5: Magic
The following list describes all limitations placed on magic (divine and arcane). The list was
written after considering the information in the IKCG, but departs from it in some areas.
● Necromancy, while still maligned, is no different from core PF (will not injure users)
● Shadow Magic (Shadow Conjuration, Shadow Evocation, Shades, Shadow Walk,
and any Greater versions), Conjuration (Calling), Conjuration (Teleportation) and
Conjuration (Summoning) spells cast by arcane casters have a 5% per spell level
chance of attracting Infernal attention and can only be received from them or taught
by another Infernalist. Infernal attention comes in two varieties, either an Infernal
Curator marking the caster for later business or one of the less intelligent Infernals
(or a creature with the Fiendish template) appearing after the casting of the spell is
completed. Any time an Infernal tags along with a spell, they may appear anywhere
within a number of feet equal to 10 times the spell level of the caster.
○ Conjuration (Summoning) spells can only summon Fiendish versions of
animals. Outsiders may not be summoned, as they are servants of the gods.
However, Infernals of comparable CR may be summoned.
● Shadow Magic (Shadow Conjuration, Shadow Evocation, Shades, Shadow Walk,
and any Greater versions), Conjuration (Calling), and Conjuration (Teleportation)
spells cannot be cast by divine casters at all. Conjuration (Summoning) spells cast
by divine casters can only summon Outsiders or Elementals (which severely limits
the selections of many levels of Summon Monster). Additionally, these spells are
never automatic, and usually fail unless the caster is in exceptionally good standing
and dire need.
○ Druids form a notable exception to this, as they can cast Summon Nature’s
Ally with reasonable expectations of success. These animals and elementals
are servitors of the Devourer Wurm.
● The Pain of Healing rules, while still present, are diminished. There is no upward
limit on the amount of healing per day that is acceptable, but the gods will still balk at
their power being used to aid heretics. Invoking the Pain of Healing does not
necessarily prevent the spell from functioning normally (though the effects of PoH
might very well kill the subject first!). These are detailed below (subject is the person
receiving the healing and deity is the god providing the spell):
○ If the subject is within one step of the deity’s alignment, then no rolls must be
made.
○ If the subject is within two steps of the deity’s alignment, then there is a 30%
chance of needing to roll on the appropriate table with a +1 modifier.
○ If the subject is directly opposed to the deity’s alignment, then both they and
the caster must roll on the tables at a +2 modifier.
○ Casters possessing the Death domain impose a +1 modifier to any rolls they
or their subject are required to make.
○ Casters possessing the Healing domain grant a -1 modifier to any rolls they or
their subject are required to make.
○ Casters of Menoth are forbidden to heal non-Menites. Any attempt to do so
imposes a roll at a +3 modifier for the caster and subject.

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○ Menites are forbidden from being healed by non-Menites and any attempt to
do so imposes a roll at a +3 modifier for the caster and subject.
○ Casters of Nyssor and Scyrah are forbidden to heal non-elves, and any
attempt to do so imposes a roll at a +2 modifier for the caster and subject.
● Alchemical methods of healing are not subject to the Pain of Healing.
● Arcane casters (not including alchemists) may not utilize any healing spell under any
circumstances.
● Raising the dead follows the same rules as presented in the IKCG. No arcane caster
may raise the dead (Necromancy is not the same as raising the dead, and is actually
more popular amongst arcane casters than divine).
● Witches, seeing as how they derive their power from Infernal pacts, are exempt from
all of the above rules. However, there may be unintended consequences.
In addition, spellcasters in the Iron Kingdoms produce a distinct visual effect whenever they
cast spells. Referred to variously as rune circles, runic circles, spell circles, and a swath of
other names, these are a universal phenomenon found in all spells and spell-activation
magic items (but not other types of magic items). Around the focus of a spell (the arm
throwing a lightning bolt, the weapon influenced by true strike, or the target of a bull’s
strength for example), a runic circle of runes appears while the spell is being cast. These
runes are illusory, but are as certain an indication of magic as the arcane signs being woven
by the caster’s hands. These runes give off light as a candle when cast, but a spellcaster
that applies the Still Spell or Silent Spell feat to a spell can choose to suppress them. With a
DC 20 Spellcraft check, a spellcaster can also choose to suppress the runes when casting.
The runes themselves are drawn from the source of the caster’s magic. So a Cygnaran
wizard’s rune circles might be in the Caspian script he was originally schooled in, while a
Menite priest’s runes will be the same depicted on the walls of Ancient Icthier. A skilled
spellcaster can often recognize a spell being cast by the runes it creates.

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Chapter 6: Mechanika
Mechanika is a term that refers to any item composed of mechanical and magical
components, enchanted individually, and assembled to create a functioning magical item
with a greater ability than the sum of its parts. By fabricating individually lesser components,
enchanters may circumvent the greatest danger of magic item creation; soul drain. For
every 5,000 gp of raw materials used in the creation of a magical item, or fraction thereof,
the craftsman has a 20% chance of permanently losing 1 hit point as his soul is drained into
the item to power it. Additionally, the rarity of raw materials required to create truly magical
items increases the cost to 150% of what is listed.
As an example, a wizard creating a +2 longsword has a 20% chance of permanently
losing 3 hit points, since the sword costs 12,000 gp to create. Rumor has it that if an
enchanter is killed in this way, his soul becomes trapped in the item.
Because of these dangers and costs, residents of the Iron Kingdoms have developed
the science of mechanika, which provides equal power for less monetary and personal
investment.
To begin working with mechanika, a character must have at least 1 rank in the Craft
(Mechanika) skill, representing the character’s skill in assembling complex devices. A
mechanik must be able to design and wire conduits, build appropriate mechanisms to trigger
accumulators, and calibrate accumulator sockets to carefully time the release of magical
energy. The assembly of a mechanikal item relies on a careful balance to channel arcane
power with controlled, mechanical precision. There are three steps required to build any
piece of mechanika:
1. Draft schematics. Whether rolling out a large blueprint or sketching on scratch
paper, a mechanik must draft a schematic for the device, showing how runeplates,
accumulators, and other components are wire together. This is a Craft (Mechanika)
check with a DC of 15 + 1 per component. Drafting schematics requires 1 day per
component involved. Schematics sold on the open market are generally worth 1/10th
the item creation cost.
2. Gather components. The mechanik may purchase or build all the required
components for the device. If building everything from scratch, the components
follow their normal rules for item creation.
3. Construction. Toiling over a workbench, the mechanik solders conduits, welds
housings, and calibrates rune plates. This requires 1 day per 1,000 gp of the market
price of the conduits.
It must be noted that only arcane spellcasters (and those worshippers of Cyriss possessing
the Craft Cyriss-Tech feat) can create mechanika. Divine spellcasters, or non-spellcasters,
who take the Craft (Mechanika) skill can assemble mechanika, but cannot create the
components in step two for themselves. It is possible to dismantle existing pieces of
mechanika into their component parts and reuse those parts in new mechanika. To
dismantle mechanika requires a DC 15 Craft (Mechanika) check. Success returns 75% of
the monetary value of components used in the item’s create. Failure means that the device
is still taken apart, but only 25% of the monetary value of the item is recovered. Activating a
mechanikal device (whether that is turning on a mechanikal weapon or casting a spell from
an arcantrik convergence engine) requires a Craft (Mechanika) check of DC 10 + the caster
level of the highest level rune plate involved in the device’s construction. If the mechanikal
device was built by the character trying to activate it, no such check is required.

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Mechanikal Components
A variety of components are used to construct mechanika. Because these components are
individually lesser, they are less likely to risk permanent hit point loss to the creator and they
have a certain modularity about them that normal magic items do not. All mechanika
requires 5 types of parts to function: Housing, Rune Plate, Arcanodynamic Socket, Power
Source, and Conduits. Some mechanikal devices require additional components as well.

Housing:
The housing of a mechanikal item is the chassis upon which it is built and all other
components are mounted. For a mechanikal +1 Keen Longsword, the sword itself would be
the housing, but for mechanikal items that duplicate wondrous items, it can get more
muddled. Magical clothing is duplicated by glyphweave garments, lenses are duplicated by
alchemical goggles, and so on. Indeed, nearly any spell can be replicated through use of an
arcantrik convergence engine. As a rule of thumb, if a wondrous item is being duplicated, it
takes up the same item slot as the magical item. A magical item that takes up no item slot
will not take up one when built as a mechanikal device.

Alchemical Gauntlets: Alchemical gauntlets are heavy leather gloves with a network of
conduits and aurum mesh running across their surface, all protected by a layer of steel plate.
These gauntlets have space to attach one rune plate (must be provided separately for each
gauntlet, but must also match), which can be used to enhance them as weapons (they count
as gauntlets in close combat) or to mimic any magical item that occupies the hands slot of a
creature, if loaded with a rune plate of the same spell required to create that item. Lesser
alchemical gauntlets can replicate items with a caster level up to 5th, regular alchemical
gauntlets can replicate items with a caster level up to 11th, and greater alchemical gauntlets
can replicate items with a caster level up to 20th. Alchemical gauntlets take up the hands
slot of a creature wearing them.

Alchemical Goggles: Alchemical goggles are bulky goggles extending some 3”-4” from the
user’s face. The lenses of these goggles are actually double paned and have a thin layer of
alchemical liquid between them that is highly reactive to arcane charge. Atop the lenses
also sits a small box of conduiting where a mechanik has room to install one rune plate,
which can mimic any magical item that occupies the eyes slot of a creature if loaded with a
rune plate of the same spell required to create that item. Lesser alchemical goggles can
replicate items with a caster level up to 5th, regular alchemical goggles can replicate items
with a caster level up to 11th, and greater alchemical goggles can replicate items with a
caster level up to 20th. Alchemical goggles take up the eyes slot of a creature wearing it, as
well as the headband slot, due to the straps that must be used to support the weight of the
device.

Arcanograph: Also known colloquially as a “Llaelese Lantern”, this device is a seldom used
piece of mechanika that somewhat resembles a normal lantern (hooded or bullseye), but
with a double-paned lens. The space between these panes is filled with an alchemical fluid
that reacts to an arcane charge, and when light is shown through a properly charged liquid, a

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variety of magical effects can be cast upon the surrounding area (either in a cone or sphere,
as appropriate for the lantern). Beneath the oil reservoir, the arcanograph has space for
mounting one rune plate, which may be a spell from the following list: Detect Aberration,
Detect Animals or Plants, Detect Chaos, Detect Charm, Detect Evil, Detect Good, Detect
Law, Detect Magic, Detect Metal, Detect Poison, Detect Radiation, Detect Scrying, Detect
Secret Doors, Detect Undead, Invisibility Purge, and See Invisibility. As long as arcane
charge and oil is provided the arcanograph will allow everyone in the area to benefit from the
spell inscribed on the rune plate, however the point of origin from the spell is the
arcanograph itself, and range is measured from it.

Arcantrik Convergence Engine: The arcantrik convergence engine, or “Wizard Box” to the
layman, is a device that exists solely to turn arcane charge into spell effects, acting in many
ways like a traditionally enchanted wand or scroll. An arcantrik convergence engine is
usually a rectangular box with a shoulder strap allowing it to hang from the user while freeing
his hands for elemental emitters or other auxiliary components. An arcantrik convergence
engine has space for three rune plates in its housing, the level of the spells imprinted
thereon being limited by the quality of the engine. A lesser arcantrik convergence engine
can support rune plates of up to 3rd level, a regular arcantrik convergence engine can
support up to 6th level rune plates, and a greater arcantrik convergence engine can support
up to 9th level rune plates. On its own, the device cannot actually produce spells; it must
instead be attached to another mechanikal component. Spells that require costly material
components must be provided with those components via a cabalic crucible. Spells with a
range of Personal must be channeled through an induction belt. Spells with a range of
Emanation require a reflective arcane matrix. Most divination spells require Alchemical
Goggles (at the GM’s discretion). Spells that produce a ray, burst, cone, or line, and have a
range greater than personal require an elemental emitter. Spells that produce a spread,
cylinder, sphere, or other effect require an elemental chamber.
Arcantrik convergence engines may also be used as a modular rune plate mounting
for mechanikal devices replicating wondrous items. By the use of arcano-conduction coils,
an arcantrik convergence engine may be attached to alchemical gauntlets, alchemical
goggles, or an induction belt that do not have any rune plates mounted onto them. By doing
this, the device may replicate a wondrous item that requires more than spell in its creation.
The mounting for the arcano-conduction coil fills the mounting for a rune plate on these
devices, though the coil is easily and safely detached when not in use.

Induction Belt: An induction belt or induction harness is a heavy leather belt visibly lined
with conduiting and silver, rune-carved emitter plates on the inside. These emitter plates
channel magical energy directly into the wearer from a box mounted on the back of the belt
that holds one rune plate. Induction belts are used to emulate any wondrous item that
occupies a character’s belt slot. Lesser induction belts can replicate items with a caster level
up to 5th, regular induction belts can replicate items with a caster level up to 11th, and
greater induction belts can replicate items with a caster level up to 20th. Lesser induction
belts take up the belt slot of a creature wearing them. Normal induction belts and greater
induction belts take up both the belt and chest slot of the character wearing them, as they
require more emitter plates that are mounted on a suspender-like harness that extends
upwards from the belt.

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Rods and Staves: Rods and staves are normally constructed using very powerful magic.
As a consequence, it is not possible to craft a rod or staff entirely out of mechanicka.
Instead, a mechanik may add mechanikal parts that allow it to draw charges from a
mechanikal power source (at the normal rate it would from its own reservoir). This
modification may be done during the construction of the rod or staff or at any point
afterwards, however it is exactingly delicate in order to maintain the balance of arcane forces
already present, and requires the mechanik to possess 9 ranks in Craft (Mechanika). This
conversion requires the rod or staff to be fitted with a charge socket, conduits, offensive spell
trigger, and, if necessary, a cabalic crucible. If the rod or staff is being created with a
mechanikal adaptation, then it only costs 80% the normal price (the increased cost for
crafting magical items in the Iron Kingdoms is not applied in this case) to create the rod or
staff, plus the price of the mechanikal components. If the rod or staff is being retrofitted with
these modification, there is no reduction in the base price of the rod or staff. In either case,
the mechanikal components must be purchased separately.

Wands: Mechanikal wands look very different from a normal wand. In fact, they appear
quite similarly to a straight-hilted pistol with some sort of arcane emitter at the end of the
barrel, for the thin body of a normal wand does not have space for the requisite rune plate.
A mechanikal wand can mount exactly one rune plate and a cabalic crucible if necessary. A
mechanikal wand uses a number of charges from a power source in keeping with the spell
level, as described in Table 5-1.

Weapons & Armor: Weapons and armor are perhaps the most common items to be
mechanikally enhanced. These items appear to be normal items, except for the rune plates
and conduits welded to their surfaces. These accept specialized rune plates that replicate
normal weapon and armor enhancements, rather than spells. Of note, because of the
modular nature of mechanika, a weapon or suit of armor does not need to be enhanced with
a +1 enhancement before adding on other enhancements. Consequently, you can have just
a frost longsword or a keen rapier without a numerical bonus. Any weapon or suit of armor
to be mechanikally enhanced must first be of masterwork quality. Mechanikal armor may
also be enhanced with mechanikal assist abilities, described in the auxiliary components
section. Adding mechanikal components to weapons or armor requires the Craft Magic
Arms and Armor feat.

Rune Plates:
Rune plates are the functional aspects of a mechanikal device, which makes the
discovery of mechanika runes by Sebastien Kerwin one of the most important in the history
of Immoren. These runes, which give rune plates their name, are etched upon plates or
strips of brass, copper, silver, or gold. When an arcane charge is applied to the plate, it is
directed and shaped by the wholly magical runes until it produces the desired effect.
Sometimes these effects are released directly from the rune plate into the housing, referred
to as parallel conduiting, but oftentimes rune plates are connected in serial conduiting,
allowing successive rune plates to shape an arcane charge into a unique magical effect.
Parallel conduiting is used in the construction of mechanikal weapons, armor, wands, and
arcantrik convergence engines, while serial conduiting is used to make mechanikal versions
of many wondrous items.

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Rune plates use up a number of arcane charges based upon the power of the effect
etched on them and the resistance of the plate’s material (copper is considered reasonable
quality). Traditionally, the number of charges expended in Kerwins (k), named for the mage
who originally theorized the arcanodynamic accumulator, is used in scientific literature.
Creating rune plates requires the Etch Rune Plate feat.

Table 5-1: Rune Plate Charge Usage for Spells


Rune Plate Rune Plate Charge Cost Charge Cost Charge Cost
Material Cost (gp) (k)- Levels 0th- (k)- Levels 4th- (k)- Levels 7th-
3rd 6th 9th

Brass 140 x spell level 1.5 3 4.5


x caster level

Copper 275 x spell level 1 2 3


x caster level

Silver 825 x spell level .5 1 1.5


x caster level

Gold 1650 x spell .3 .6 1


level x caster
level

Table 5-2: Rune Plate Charge Usage for Mechanikal Weapons

Rune Plate Material Rune Plate Cost (gp) Charge Cost per effective
bonus ((k/day) x bonus)

Brass 20 x spell level x caster level 1.5


x effective bonus

Copper 40 x spell level x caster level 1


x effective bonus

Silver 120 x spell level x caster .5


level x effective bonus

Gold 240 x spell level x caster .3


level x effective bonus

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Table 5-3: Rune Plate Charge Usage for Mechanikal Armor and Shields

Rune Plate Material Rune Plate Cost (gp) Charge Cost per effective
bonus ((k/day) x bonus)

Brass 10 x spell level x caster level 1.5


x effective bonus

Copper 20 x spell level x caster level 1


x effective bonus

Silver 60 x spell level x caster level .5


x effective bonus

Gold 240 x spell level x caster .25


level x effective bonus

Table 5-4: Rune Plate Charge Usage for Other Mechanikal Devices

Rune Plate Rune Plate Charge Cost Charge Cost Charge Cost
Material Cost (gp) (k/day)- Levels (k/day)- Levels (k/day)- Levels
0th-3rd 4th-6th 7th-9th

Brass 140 x spell level 1.5 3 4.5


x caster level

Copper 275 x spell level 1 2 3


x caster level

Silver 825 x spell level .5 1 1.5


x caster level

Gold 1650 x spell .3 .6 1


level x caster
level

Arcanodynamic Sockets:
Arcanodynamic sockets are simply an outlet for a power source. They come in three
varieties, which control the flow of arcane charge through a mechanikal device: Charge
Sockets, Trickle Sockets, and Hybrid Sockets. Charge sockets are used to release large
quantities of arcane energy all at once, rapidly draining the device’s power source, and are
used by arcanographs, arcantrik convergence engines (when casting spells), mechanikal
rods, staves, and wands. Trickle sockets are so named because they provide a slow, steady
flow of arcane charge to a device, and are used by alchemical gauntlets, alchemical
goggles, induction belts, and mechanikal weapons and armor. Hybrid sockets are capable
of either function, but are the most expensive option, used only when a device needs both,

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such as in mechanikal weapons and armor that also cast spells (for example, a mechanikal
sword that can shoot a lightning bolt)

Power Sources:
Arcane charge is required to power all mechanikal devices, and that charge can be provided
in a multitude of ways. By far the most common method is the arcanodynamic accumulator,
a sort of magical battery that mages can pour power into to recharge, if they have the right
equipment. Other methods include arcane turbines or the specialized stormchamber. The
table below shows the specifics. Charges are how many charges, in kerwins, the power
source can hold. Decay rate describes the percentage of the remaining charges that the
power source loses per specified time period (round up). Space is the amount of space
units it takes up in mechanikal weapons or armor. Creating an arcanodynamic power source
requires the Craft Wondrous Item feat.

Table 5-5: Arcanodynamic Power Sources


Name Cost Charges Decay Weight Space Hit
Rate Points

Accumulator, light 250 gp 5k 10% per 1 lb 1 5


day

Accumulator, 500 gp 10 k 10% per 2 lbs 2 10


standard day

Accumulator, heavy 1,000 gp 20 k 10% per 5 lbs 4 15


day

Accumulator, 4,000 gp 40 k 10% per 10 lbs 8 20


superheavy day

Alchemical 50 gp 2k 5% per .5 lbs 1 5


Capacitor, light day

Alchemical 100 gp 5k 5% per 1 lb 2 10


Capacitor, standard day

Alchemical 150 gp 8k 5% per 3 lbs 4 15


Capacitor, heavy day

Alchemical 250 gp 12 k 5% per 7 lbs 8 20


Capacitor, day
superheavy

Arcane Clock, light 500 gp 2k 25% per 3 lbs 1 2


hour

Arcane Clock, 1,000 gp 5k 25% per 5 lbs 2 5


standard hour

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Arcane Clock, 2,000 gp 8k 25% per 8 lbs 4 8
heavy hour

Arcane Clock, 8,000 gp 12 k 25% per 15 lbs 8 10


superheavy hour

Stormchamber, 500 gp 1 k/ round 1 lb 1 5


light

Stormchamber, 1,000 gp 2 k/ round 2 lbs 2 10


standard

Stormchamber, 2,500 gp 4 k/ round 5 lbs 4 15


heavy

Stormchamber, 7,500 gp 10 k/ round 50 lbs 8 30


superheavy

Soul Cage, lesser 15,000 gp 50 k 10% per 1 lb 2 10


year

Soul Cage 30,000 gp 100 k 10% per 2 lbs 4 30


year

Soul Cage, greater 60,000 gp 200 k 10% per 3 lbs 6 50


year

Arcane Turbine, 16,000 gp 8 k/ round 15 lbs 5 40


Personal

Arcane Turbine, 38,000 gp 20 k/ round 50 lbs - 100


Portable

Arcane Turbine, 100,000 gp 50 k/ round 200 lbs - 500


Emplaced

Arcanodynamic Accumulator: The conventional way of powering mechanika is with the


trusty accumulator. Steel cylinders built around a great many layers of gold foil, between
which arcane charges are stored in an alchemical solution, accumulators emit a bright blue
glow visible through notches in the casing, which dims and turns yellow as charges drain.
Arcanodynamic accumulators can only be recharged through use of an arcane compressor.

Alchemical Capacitor: A fairly recent invention, the alchemical capacitor is modelled after
the accumulator’s shape, though they are cased in cobalt or cobalt alloy and don’t have the
notches in their casing. They produce arcane charge from a volatile alchemical reaction
within their casing that can be dangerous outside of a controlled environment.

Arcane Clock: The adaptation of the arcane turbine to clockwork power, these devices are
two stacked cylinders of brass, which when turned in opposite directions, wind a mainspring

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inside. That mainspring turns an enchanted wheel that produces a small arcane charge,
which spins around a ring wrapped in gold or silver wire, charging the wire through the
process of arcane induction. Since the mainspring has to release a constant and steady
amount of energy to provide continuous power, an arcane clock will only hold a charge for
one hour. Winding an arcane clock takes one minute of continuous winding (every round of
winding produces 6 minutes of charge).

Stormchamber: These highly specialized devices are alchemically strengthened glass coils
protected by brass and copper caging, all containing the force of raw, elemental lightning.
Stormchambers are currently only available through the Cygnaran military, and their
manufacture is highly classified. Stormchambers, though extremely powerful, are somewhat
limited in application. Kerwins produced by stormchambers can only be used to power rune
plates that produce electrical effects, numerical weapon or armor bonuses, and mechanikal
assist abilities.

Soul Cage: Foul necromantic devices that are universally illegal, soul cages are magical
items that absorb the souls of the recently departed and convert them into arcane charge
that is rumored to be used in the powering of necrotech. Any time a living creature
possessing a soul is slain within 30 feet of a soul cage that has room, its soul will be
captured. If more than one soul cage is within range, it goes to the nearest one first, and
then the one with the least amount of charge. Each soul captured charges a soul cage with
a number of Kerwins equal to the hit dice of the creature, until it is drained of all energy and
released. While the soul is so held, it cannot pass on to Urcaen, and thus cannot be
targeted by any spells that raise the dead. Aside from the obvious evil implicit in the creation
and use of such a device, soul cages are especially reviled because it is believed that when
they finally siphon the energy out of a soul, that soul will pass on to Urcaen, but it will arrive
so drained of energy that it most likely will not be able to find the divine realm of its faith
unless it is very devout, wandering the wilds to be torn apart by the Devourer Wurm. It is
said that some souls are so weak after the process that they cannot even make the journey
to Urcaen and will linger here on Caen as voracious ghosts, desperately seeking the energy
they need to sustain themselves by attacking the living.

Arcane Turbine: Arcane turbines are the most efficient way to produce large volumes of
arcane power, however they are somewhat less than mobile and far from cheap. Arcane
turbines function by using steam power to turn an enchanted wheel that produces a small
arcane charge, which spins around a ring wrapped in gold or silver wire, charging the wire
through the process of arcane induction. An arcane turbine can run for six hours on a
hopper full of coal and a topped-off boiler. A personal arcane turbine, which is small enough
to be mounted on a breastplate, as you see in warcaster armor, holds 3 pounds of coal and
1 gallon of water. A portable arcane turbine is the size of a small child and can be easily
moved around a workshop as needed to power various devices, requiring 10 pounds of coal
and 5 gallons of water. An emplaced arcane turbine is a structural feature, and runs off of
50 pounds of coal and 20 gallons of water. When there is available running water, emplaced
turbines are sometimes converted to run off of water wheels, circumventing the need for the
steam engine. Arcane turbines produce a number of Kerwins per round as shown in Table
5-5, with any unused Kerwins dissipating. Arcane turbines have no space statistic because
they are far too large and complex to be integrated into a mechanikal device (except for
personal turbines, which are sometimes mounted on the back of a suit of armor). In order to

135
draw power from an arcane turbine, they must be connected to a socket via arcano-
conduction coils. Most personal arcane turbines have connections for 4 coils (if mounted to
a suit of armor, that armor is automatically connected, keeping 4 connections free), portable
arcane turbines have 10, and emplaced arcane turbines have 25.

Sidebar: Rupturing Power Sources


Arcanodynamic power sources are volatile, and are prone to exploding if they are ruptured.
For this reason, they tend to be encased in metal, giving them Hardness 10 (hit points are
listed above). If enough damage is dealt to reduce a power source to 0 hit points, it
explodes, dealing 1d10 points of damage plus 1 point per Kerwin remaining or per Kerwin
produced per round. Accumulators, arcane clocks, soul cages, and arcane turbines deal
force damage, while alchemical capacitors deal acid damage and stormchambers deal
electrical damage.

Conduits:
Arcane charge does not travel equally through all things. Without the structure of a spell to
guide it, it usually dissipates harmlessly. Some locations along ley lines build up a greater
arcane charge naturally, but the study of these locations, geomancy, is usually left to druids
who want nothing to do with mechanika. In order to move arcane charge from a power
source into a rune plate, a mechanik must connect them with conduits. Conduits are wires
and cables composed of precious metals that are arcano-conductive and surrounded by
insulation (and sometimes armor plating).

Table 5-6: Conduit Cost

Conduit Application Conduit Cost (gp)

Basic 1,000 x highest spell


level x number of plates

Weapons 500 x effective bonus x


number of plates

Armor 250 x effective bonus x


number of plates

Auxiliary Components:
The following components are not required for every piece of mechanika, though some can
be added to any piece of mechanika and some are required under certain conditions.

Arcane Compressor: This steel hemisphere about ¾ of a foot in diameter has two silver
contacts on its sides where an arcane spellcaster can channel their power directly into the
device, which has wires leading from it that can be attached to an accumulator to charge it.
In a workshop setting, these wires can be fitted to a charge socket and used to power a
device directly from a spellcaster, though this is far from ideal. Arcane spellcasters may

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expend spell slots to produce a number of Kerwins of charge equal to ½ the spell’s level.
0th level spells may not be used in conjunction with an arcane compressor. This process
cannot be reversed to charge an arcane spellcaster with magical energy.

Arcano-Conduction Coil: This is a length of armored cable, usually no more than several
feet in length (four feet is considered “standard”) that serves as a conduit for arcane energy
that must be transported outside of a device, and readily plugs into any accumulator socket.
Usually these are used to connect devices to large power sources that can’t be mounted on
the device (such as an arcane turbine), or to connect components to an arcantrik
convergence engine. Connecting a device or power source to an arcano-conduction coil is a
move action.

Cabalic Crucible: This small steel chamber is lined with copper plates covered in
mechanikal runes that allow it to consume material components for spells that are placed
within it. A cabalic crucible may hold enough of a given material component to power 5
castings of a given spell, if the user thinks he might need to use the spell without having time
to refill the crucible. A cabalic crucible may only hold the components for one spell at a time.

Cerebral Relay: Cerebral relays are devices based off of cerebral matrix technology. While
a servitor operating by a cerebral matrix has a reptilian-like intelligence, and a steamjack’s
cortex is often compared in capacity to that of a dog, the numina of a cerebral relay is more
like that of an insect, reacting to input without much in the way of processing and lying
dormant until prompted. This enhancement is rarely added to mechanika, but is a huge
boon for those who can utilize it. By adding reflex arrays similar to those found in warjacks
(included in the price of this component) to a device and connecting them to a cerebral relay,
a warcaster may control the functions of a piece of mechanika from afar, as if it were an
extension of himself. Additionally, an arcane mechanik may make a device fitted with a
cerebral relay his mechanikal familiar, allowing him to control that particular device with the
same degree of precision as a warcaster. A device selected to be a mechanikal familiar
gains no other bonuses normally granted to a mechanikal familiar.

Mechanikal Assist Abilities: Typically associated with warcaster armor, mechanikal assist
abilities are various mechanisms that can be incorporated into mechanikal armor. As they
require a constant power source, mechanikal assist abilities must be powered by an arcane
turbine, arcane clock, or stormchamber. Mechanikal assist abilities can be purchased up to
10 times (with the exception of the power field, which has no upward limit), stacking with
themselves. Each ability draws one Kerwin per round from an arcane power source.

Table 5-7: Mechanikal Assist Abilities

Mechanikal Assist Ability Effect Cost (per


rating)

Mobility Enhancement +1 Maximum Dexterity 4,000 gp


Bonus

Encumberance -1 Armor Check Penalty 1,500 gp

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Compensators

Arcanodynamic Servos +1 Strength to Wearer 4,000 gp

Arcane Capacitors -5% Arcane Spell Failure 5,000 gp

Power Field 5 Temporary Hit Points1 2,000 gp


1
The temporary hit points granted by a power field begin recharging up to their full capacity
at a rate of 1 hit point per round after not suffering any damage for 1 minute.

Mechanikal Trigger: Mechanikal triggers are switches in conduiting, interrupting arcane


flow by selectively connecting sections of conduiting. They come in three types, basic
triggers, offensive spell triggers, and reflexive spell triggers, and are added to rune plates.
Basic triggers are simple switches that can be used to control the flow of arcane energy
through conduiting manually. Basic triggers allow a user to shut off a rune plate (making it
effectively disappear from the mechanikal device until turned back on), which is often used
to selectively cast spells from an arcantrik convergence engine, or to throttle back on the
energy consumption of mechanikal weapons or armor. Offensive spell triggers are more
akin to triggers on firearms, and allow measured arcane charge to pass into a rune plate to
cast a spell, even when incorporated into a circuit that otherwise draws constant charge.
Offensive spell triggers are often incorporated into mechanikal weapons to allow them to
project offensive spells in addition to their normal functions. Offensive spell triggers require
a hybrid arcanodynamic socket if they are being included in a piece of mechanika that
produces non-instantaneous effects. If the offensive spell trigger is being included on a
piece of mechanika that only produces instantaneous or permanent effects, then it may use
a charge socket. Reflexive spell triggers are complex devices that can be set to activate
under certain conditions, allowing a rune plate to be triggered in response to some event.
Most typically, these are seen in mechanikal armor, where a rune plate of fire resistance
might be programmed to only activate when the user takes fire damage. These pre-set
conditions cannot be overridden.

Reflective Arcane Matrix: This device looks a lot like an induction belt flipped inside out.
They are usually constructed from a durable leather belt with silver emitters spaced every six
inches. A reflective arcane matrix takes up the belt slot of the character wearing it.

Elemental Emitter: This rod-like device is about 3 or 4 feet in length, with one end capped
with the emitter head (appearance varies by design) and a socket on the other end for an
arcano-conduction coil, in order to be attached to an arcantrik convergence engine.

Elemental Chamber: Elemental chambers are canisters about the same size as a lantern,
and are easily mistaken for them at a distance. Inside is a hollow lined with rune plates that
can hold and direct magical energy. On one side there is an emitter plate and on the
opposite side, a socket for an arcano-conduction coil.

Chronometric Trigger: These clockwork devices contain timers that may be used to
activate mechanikal devices they’re attached to at a time delay. These timers may be set up
to six months in advance, though they’re seldom used at such length.

138
139
Table 5-8: Designing Mechanikal Items

Item Size and Type Accumulator Space Rune Plate Capacity

Light weapons1 1 2

One-handed weapons1 2 3

Two-handed weapons1 4 4

Armor1 6 5

Shields1 4 3

Rods 4 -

Staves 8 -

Wands 2 1

Other Housings 2 Varies


1
This is for medium items. For each size category in difference, add or subtract 2
Accumulator Space and 1 Rune Plate Capacity. If this reduces an item’s Accumulator
Space to 0, then the item must be connected to an exterior power source via arcano-
conduction coils to function. If this reduces an item’s Rune Plate Capacity to 0, then the item
cannot be mechanikally enhanced.

Table 5-9: Mechanikal Equipment

Mechanikal Device Cost

Alchemical Gauntlets (Housing 4,300 gp


only)

Alchemical Goggles (Housing only) 4,800 gp

Arcanograph (Housing only) 2,900 gp

Arcantrik Convergence Engine 300 gp


(Housing only)

Induction Belt (Housing only) 4,000 gp

Arcanodynamic Socket, Charge 200 gp

Arcanodynamic Socket, Trickle 200 gp

Arcanodynamic Socket, Hybrid 450 gp

140
Arcane Compressor 3,000 gp

Arcano-conduction coil, per foot 750 gp

Cabalic Crucible 450 gp

Cerebral Relay 2,000 gp

Mechanikal Trigger, basic 200 gp

Mechanikal Trigger, offensive 325 gp

Mechanikal Trigger, reflexive 4,000 gp

Reflective Arcane Matrix 300 gp

Elemental Emitter 2,000 gp

Elemental Chamber 4,000 gp

Chronometric Trigger 200 gp

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Cyriss-tech
Cyriss-tech relies on essential principles of arcane mechanika, but the mechanikal
components of Cyriss-tech differ in both the nature and composition of their technology. The
artifacts produced by the cult of Cyriss rely largely on clockwork mechanism and use a
variety of probability engines, arcane gear actions, complex scribing methods, and
mechanikal interactions that require an expertise in the use of clockwork. Subsequently it
requires a high level of aptitude in the Knowledge (Engineering) skill. any character that
selects the Craft Cyriss-tech feat should ensure they have sufficient ranks in this skill to fulfill
the requirements of crafting Cyriss-tech devices.

The following mechanikal components are essential to the manufacture of Cyriss-tech. Only
an individual with the Craft Cyriss-tech feat knows how to manufacture these devices with
any level of reliability. A person with the Craft Cyriss-tech feat can build items based on
these components or incorporate these components into normal mechanikal items.

When building a Cyriss-tech item, use the rules for drafting, assembly, and fusion as outlined
in this chapter for normal mechanikal items, but use Cyriss-tech components when called
for. For example, instead of including conduits and a socket, Cyriss-tech will use an avatar
clock. When selecting a power source, use whatever power source the creator has selected
for the item. Cyrissists can rely on a number of methods for generating arcanodynamic
power.

Avatar Clock (Conduits and Sockets)


Every piece of Cyriss-tech relies upon this single modular clockwork engine configured to
unify the individual components of a device. In much the same way as conduits work in a
device powerd by mechanikal components, the avatar clock is the central delivery system
and regulator of energies within a Cyriss-tech device.

The avatar clock replaces the need for both conduits and sockets in a mechanickal device.
In addition, a Cyriss-tech device using an avatar clock takes one-half the normal time for
fusion. An avatar clock can be configured to accept any power source adapted to provide
energy to the device. This requires a DC 15 Craft (clockwork) check and takes ten minutes.
An accumulator provides energy normally to an avatar clock while other Cyriss-tech power
sources have additional effects.

Table Hurp-dee-durr
Size Accumulator Slots Creation DC Modifier Base Cost (gp)

Tiny 0 500

Small 0 700

Medium 0 1000

Large +2 1600

Huge +5 3200

142
Colossal +10 6400

Gargantuan +15 12800

Table Whoop-dee-do
Type of Item Avatar Clock Cost

Weapon or Armor Base*2*(Effective Bonus Equivalent)

Other Item Base*2*(Total Spell Levels of Rune Plates)

Faint Trasmutation; CL 3rd; Craft Cyriss-tech, Craft (clockwork) 3 ranks; Craft (clockwork)
check (DC 20); Price Varies, Weight Varies.

Devotion Engine (Arcane Condenser)


Arcane energy is not the only method of charging mechanikal devies, at least not when
Cyriss-tech is involved. A devotional engine converts the magical potential of faith in the
maiden of gears into actual energy capable of powering a select piece of Cyriss-tech. The
devotional engine resembles a clockwork array of 6 wheels inscribed with a series of slightly
luminescent glyphs that can be started with a spin from an acolyte’s thumb before continuing
on its own. This clockwork engine attaches to the avatar clock and acts as a power source.

As a part of a divine caster’s daily prayer for spells, he may hold the item and invoke spell
energy to use it to charge the devotional engine. The devotional engine gains a number of
charges equal to the spell level the acolyte of Cyriss wishes to sacrifice to the engine (to a
maximum of his/her character level or the devotional engine’s maximum capacity, whichever
is smaller). In order to use a devotional engine, the individual charging it must be a divine
caster devoted to Cyriss.

An item equipped with a devotional engine can also be used as a divine focus enven if there
are no charges within the engine.

Size Slots Weight Charges Hardness Hit Points Cost(gp)

Light 1 1 5 10 3 125

Medium 2 2 10 10 5 200

Heavy 4 5 15 10 10 300

Faint Divination; CL 5th; Craft Cyriss-tech, Craft(clockwork) 7 ranks, Knowledge (religion) 5


ranks, imbue with spell ability; Craft (clockwork) check (DC 18); Price Varies; Cost Varies;
Weight Varies

Numina Orb(Cerebrial Matrix)

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Stele Clock(Stationary Arcane Turbine)

Nexus Accumulator(Accumulator)

Nexus Core(???)

Nexus Node(???)

Permiation Manifold(Belt/Goggles/Gloves)

Preceptor’s Mantle(Alchemical Goggles)

Soul Node(???)

Servators of Cyriss

Flitting amid the Clockwork halls of a temple’s chambers, the servitors are a sub-set of
mechanikal assistants, messengers, and machines aiding the cult in their quest for
knowledge. Moving with purpose and having no semblance of want or need, the servitors of
a Cyrissist temple are machines built to assist and augment the capabilities of acolytes and
priests of Cyriss alike. The creations as familiars, companions, and protectors and often
fulfill several key roles in the upkeep of temple complexes.

Necrotech
Necrotech is the foul merging of mechanika and necromancy.

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Arcanika
Arcanika is the advanced science of the elves of Ios. Inheritors of the knowledge of ancient
Lyoss, elven engineers are centuries ahead of humans and dwarves when it comes to
mechanika. While conventional mechanika utilizes what Iosans call discrete circuits,
arcanika prefers to utilize integrated circuits, where they include conduiting and
arcanodynamic sockets on the rune plate itself before mounting it to the housing. This has
the effect of miniaturizing the mechanikal components of any item they make. Their power
sources, known as arcane condensers, remain of approximately equal size, but function far
differently. Arcane condensers are self-charging capacitors that draw energy from
geomantic phenomena. Geomantic energy has been described as the friction between the
mystical energies of Caen and the celestial bodies that it interacts with. In some places, this
friction is especially great, creating a natural accumulation of geomantic energy known as a
ley line. Ley lines are a phenomena known to most modern spellcasters, but only Iosans
and Cyrissists know the cause of them. Regardless, ley lines have a reputation for
attracting unwanted supernatural activity that drives most communities to avoid them. For
the druids of the Circle Orboros, the priests of Cyriss, and Iosan engineers travelling abroad,
however, ley lines are invaluable sources of power.

A character can only create arcanika if they have the Craft Arcanika feat. The Craft Arcanika
feat opens up three new options to a character. Firstly, they can created integrated
mechanikal circuits, which are so unobtrusive that many items can be passed off as non-
mechanikal. Secondly, the character can include arcane condensers in discrete mechanikal
circuits, upgrading the functions of “normal” mechanikal items. Lastly, they may build a
geomantic power plant to power a ‘jack after the fashion of Iosan myrmidons. The specifics
of these functions are described below.

Integrated Mechanikal Circuits


A character that creates an integrated mechanikal circuit has to put a little more forethought
into their design, since it is all included on the rune plate. The device can only run preset
functions, though it is capable of more precise applications of arcanodynamic energy. A
character with the Craft Arcanika feat is capable of creating magic items without the risk of
permanent hit point loss. Although sometimes these items seem like truly magical items on
the surface, and they function as such for the purposes of rules, they actually include tiny
mechanikal parts. Such a magic item still costs the increased amount, as described above,
since the components are more expensive and usually have to be custom built by the
engineer and a small arcane condenser must be incorporated to power the device.

Arcane Condensers
A character with the Craft Arcanika feat can build arcane condensers, thus allowing them to
be utilized in mechanika design. Arcane condensers require a special arcanika socket to
power mechanika, which also requires the Craft Arcanika feat. Without the Craft Arcanika
feat, a mechanikal device that incorporates an arcane condenser or arcanika socket cannot
be modified. Any attempt at disassembly destroys the item, though it may lay the
groundwork for future scientific advances.

Geomantic Power Plants

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Although the first steamjacks were designed by human mechaniks, Iosan engineers soon
copied and improved upon the crude design. Chief amongst their improvements was the
design of a geomantic power plant to replace the steam power plants of human design.
Although humans have since developed the concept of using arcanodynamic energy to
power a construct’s motive forces, it remains practical only in their servitors. A ‘jack built
with a geomantic power plant does not weigh any more than a normal ‘jack, but they do not
need to be powered by water and coal. Instead, a geomantic power plant produces enough
energy to power a heavy ‘jack chassis for 6 hours a day and a light ‘jack chassis for 10 hours
a day. Either chassis can store up to 12 hours of power, but combat drains power at four
times the usual rate. Geomantic power plants take up the engine slot of a ‘jack. Elves do
not use steam armor, so this technology is currently incompatible with it.

Table 5-X: Geomantic Power Sources


Name Cost Charges1 Weight Space Hit Points

Arcane Condenser, 5,500 gp 15 k 1 lb 1 5


light

Arcane Condenser, 11,000 gp 30 k 2 lbs 2 10


standard

Arcane Condenser, 16,000 gp 60 k 5 lbs 4 15


heavy

Arcane Condenser, 50,000 gp 120 k 10 lbs 8 20


superheavy

Geomantic Power 80,000 gp special special special special


Plant
1
Arcane Condensers recharge themselves with latent geomantic energy. In most areas, this
means they gain 10 k of charge per day, but near a powerful ley line they might recharge at
as much as four times that rate.

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