Requires the use of the D & D ® Pl ' H db k

Sorcery & Steam Credits

MANAGING DEVELOPER Greg Benage

WRITING Mark Chance, Gareth Hanrahan, Lizard, Brian Patterson, Ross Watson

INTERIOR ILLUSTRATIONS David Griffith, Anthony Hightower, Constantinos Koniotis, Scott Schomburg, Mattias Snygg, Kevin Wasden

GRAPHIC & COVER DESIGN Brian Schomburg

EDITING Greg Benage ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by ART DIRECTION Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at Greg Benage www.wizards.com.

LAYOUT Dungeons & Dragons® and Wizards of the Coast® are Registered Greg Benage Trademarks of Wizards of the Coast and are used with permission.

PUBLISHER Copyright © 2003 Fantasy Flight Publishing, Inc. Legends & Lairs™ is a trademark of Fantasy Flight Publishing, Inc. All rights reserved. Christian T. Petersen This work, or parts thereof, may not be copied without permission. PRINTING Bang Printing

FANTASY FLIGHT GAMES 1975 W. County Rd. B2 Roseville, MN 55113 651.639.1905 www.fantasyflightgames.com Sorcery & Steam Contents

CHAPTER ONE Steampunk Campaigns 5

CHAPTER TWO Character Classes 28

CHAPTER THREE Skills, Feats, and Spells 97

CHAPTER FOUR Steamcraft and Black Powder 123

CHAPTER Five Steamcraft Vehicles 153 Chapter 4 provides detailed information on new equipment and technology, from steam- Welcome craft devices to black powder weapons. The chapter also presents detailed rules for firearms Fantasy Flight Games is pleased to present in a steampunk fantasy campaign. Sorcery & Steam, the latest volume in our Legends & Lairs line of sourcebooks for the Chapter 5 presents comprehensive rules for d20 System. Sorcery & Steam gives players steamcraft vehicles, including dramatic chases and DMs everything they need to create a and vehicle combats. The chapter closes with steampunk setting or introduce elements of the descriptions and statistics for several common INTRODUCTION genre into their ongoing fantasy campaigns. vehicles that may be encountered in a steam- punk fantasy campaign. Chapter 1 presents an overview of the steam- punk genre. The chapter dis- An appendix at the back of the cusses what steampunk is, book includes a comprehen- what it looks and feels like, sive index and reproduc- and how to introduce it into tions of the equipment your fantasy game. The and firearms tables chapter describes the found in Chapter 4. changes steampunk technolo- gy will make to an existing campaign and provides The Open guidelines for creating Game steampunk settings and adventures. License All game rules Chapter 2 provides and statistics detailed information on derived from the character classes in a d20 System Reference steampunk setting. It Document are designat- begins with guidelines on ed as Open Game incorporating the existing Content. The introductions to indi- core classes into a steam- vidual chapters and section detail punk game. The chapter specifically the Open Game Content also provides three new found within them. All other text is classes and more than a designated as closed content. dozen prestige classes, complete with associated All illustrations, pictures, and dia- organizations that a DM grams in this book are Product can use in his steampunk setting. Identity and the property of Fantasy Flight Publishing, Inc., © 2003. Chapter 3 presents a handful of new skills, including Drive, Munitions, The Open Game License is printed in its entire- and Use Steamcraft Device, that allow char- ty at the end of this book. For further informa- acters to take advantage of the new technology tion, please visit the Open Gaming Foundation introduced in a steampunk campaign. The web site. chapter also provides guidelines on new uses for existing skills, as well as new feats and spells appropriate to a steampunk campaign.

4 CHAPTER ONE: Steampunk Campaigns 5 The by William Gibson and s k n n implies the existence of dozens of and brass-works foundries to make the parts, implies a caste of craftsmen and engineers to build and run the engines, demands a can be civilization sated only whose by tion—such mass industry produc- vast does not happen in isola- tion. Other technologies or artifacts can exist without completely changing their surround- ings, much but harder it’s to contain steam and out is genie steam the Once implications. its all racing keep will progress bottle, cast-iron its of shamelessly quote Charles Fort, “it’s To ahead. steam-engines when it’s steam-engine time.” Fort was actually talking about the odd nomenon where phe- different inventors simultane- ously invent the same complex machine within days of each other, without any knowledge of the work of the other. When a ready technology to is be born, it seems wherever to there is a receptive mind… push itself out Adding steam and all it times implies and to settings different is referred punk.” The ill-fitting “punk” epithet is derived to as “steam- from the “cyberpunk” genre of science fiction. (One of the Difference Engine first steampunkBruce Sterling, was authored books, by two leading lights of the cyberpunk movement, but the term “steampunk” was coined before the book was published.) Where cyberpunk g u i p a

m p a

m e is not really about steam, or a t S C CHAPTER CHAPTER ONE Sorcery Sorcery & Steam sorcery either for that about matter. science, and This fantasy, and what book you can is do when you put the two The together. text of this chapter is closed content. “Steam” is shorthand for industry and technol- ogy, a conceptual gateway world of to whirring clockworks, clanking gears, a brave new and marching brass wonders. The this engine of transformation power, which worked so many changes is in his- traditionally tory during the steam Industrial Revolution, but the underlying technology is really irrelevant. doesn’t It matter if the machines bound are magically or elementals, or oil, driven or steam, by demons; it’s the presence and concept of important. machine that’s the The machine, too, change. is Other great constructions, like a castles symbol vac- a of something in exist can monuments, or of greater uum: Their mere existence implies compara- tively little about the society that built Machines, require however, a significant them. infra- structure. A gigantic steam-powered factory Introduction put technology into fast-forward and then ence and industry. It’s new and wonderful and examined what that did to society, steampunk challenging, but it’s also familiar and accept- took the scientific dreams of the Industrial able, unlike magic. Revolution and ran with them. The Difference Engine puts clockwork supercomputers, com- Of course, all that relates to the common set- plete with digital imaging and artificial intelli- ting of steampunk fiction, which is an alter- gence, into a Victorian London greatly changed nate-history version of Earth. Adding steam to by the presence of such technology. This high- fantasy, where magic isn’t a cryptic, ambiguous lights one key trait of steampunk fiction: mystery but a relatively common force that can “Steam” doesn’t merely bring into existence be manipulated, channeled, and used to throw real machines, like trains or cotton mills, but fireballs, can go in two ways. Magic and its creates anachronistic or impossible technolo- practioners may be opposed to steam and see it gies such as computers, television, cybernetics, as a terribly common and clumsy method for or even mecha. Steam, then, is an agent that the masses to get what should be reserved for suspends disbelief and advances technology, a the learned masters of the arcane. Alternatively, plot device for including plot devices. Instead both magic and steam can be yoked together by of merely building on existing devices of the brute industry, where the spells and mysteries time, steam takes modern-day technology and of magic are broken down, analyzed, and mass- recasts it with brass rivets and bubbling boilers produced. China Mieville’s excellent (and in a new setting. highly recommended) Perdido Street Station

CHAPTER ONE: Steampunk Campaigns describes a sort of “industrial fantasy,” where Victorian steampunk is the most common thaumaturges are craftsmen just like engineers, expression of the genre. The Victorian age was and conjured lightning elementals power mag- the time of the great factories, of great strides ical engines to catch leviathans from other in industry and technology, of railways and sci- planes of existence. ence and workhouses. Titanic smokestacks belched the fumes of thousands of furnaces Steampunk isn’t about steam. It’s about techno- into the gray skies, and technology did trans- logical advancement down different paths or at form the world. A little push, a little extrapola- a faster pace. It was steam power that triggered tion, and there’s the steampunk computers or and drove the historical revolution, a change superweapons, like two sub-critical masses of that swept away the old orders more efficiently uranium mounted on separate trains that are and completely than any philosophy or trundling headlong towards each other. The Renaissance. Steam is change, movement Victorian age was also the time of the scientif- towards the unfamiliar and the wonderful. ic romance, and most of Jules Verne’s books, especially 20,000 Leagues under the Sea and The Steampunk Aesthetic From the Earth to the Moon can be gleefully subsumed within steampunk. Most depictions of steampunk have a common “look,” with motifs and images cropping up Once Wells enters the field, the genre runs into time and time again, and any steampunk game the border of the pulp series of the 1920s and should mention at least some of these. 30s. (Beyond pulp and the ivory-tower science Obviously, the trappings and mechanisms of fiction of the 50s and 60s, we can dimly steam power—cogs, pipes, boilers, lightning glimpse the seeds of cyberpunk, which brings rods, valves and the like—are everywhere, but us full circle on this whistle-stop tour of the even things not improved by technology have history of steampunk.) Pulp and steampunk traces of steam. A suit of plate armor might share a similar attitude towards science. have brass rivets, or a shield might be shaped Science and technology have moved from the like a cog. The architecture of steampunk province of mystery and alchemy, and are draws from the vast buildings of the Victorian becoming much more familiar, much more era, looming gothic strucutures decked with optimistic. Where pulp has a “gee whiz” atti- chimneys and gargoyles, baroque monstrosities tude towards science, with rocket belts and of metal and stone rising into the sooty clouds. radio watches and the like, steampunk takes a Things in steampunk tend to be either absolute- more elegiac approach, full of grandeur and ly filthy thanks to all the smoke, soot, and trash pride. Steam is the new frontier of the produced by industry, or else scrubbed bright Empire, the great accomplishment of sci- and shiny, every rivet and plate shining proud- 6 CHAPTER ONE: Steampunk Campaigns 7 In the steampunk setting, new technologies are taming all the natural phenomena seemed that once so frightful.machines Aseem to live. key on a kite inspires Steam power the makes first glimmers Formerly of electricity inaccessible as regions, widest a such oceans, tool. as ice-choked seas, the or upper reaches of even the firmament are the conquered by steam-powered machines. In most fantasy settings, though, many of these wonders have already been accomplished. The widest ocean teleportation a with moment a in crossed be can spell, and white dragons or snow elves make their way across ice-choked seas. Rather than letting steam take second replicate place what and magic merely and fantastic have already creatures accomplished, steam should go further and open up new vistas to explore. magical If flying skyships already sail the clouds not is balloon steam-filled a then game, your in going to add much. However, if nologies steam can be used to hugely increase the tech- range of a skyship, and an iron hull used of cold the off ward and air the in hold to The Science of Fantasy ly. ly. Similarly, steampunk characters extremes of being either tend despicable, backstab- to bing guttersnipes written by Charles Dickens on absinthe, or else heroic, honorable scientist- heroes out of Jules Verne. alternate-histo- are genre the in works many As ries, steampunk is commonly associated with Society Victoriana. is more genteel, more con- cerned with manners and propriety, but possi- bly more complex and deceitful from the per- spective of humble Titles—both wandering noble adventurers. titles and products—are emphasized. the names of be can, Steampunk added however, to the clas- any adding without setting fantasy medieval sic Victorian mannerisms. The close enough Renaissance to work, and is that da Leonardo of imaginings steampunk time the forth brought Vinci, who sketched steam copters and tanks other devices in and his famous note- heli- tech- the feature can steampunk Fantasy books. nology of the 20th century built with the mate- rials of the 19th by the scientists of the 16th. space, then steam can open up other worlds for or mass transit systems. Players obviously are adventuring. much more familiar with these things than with the intricacies of feudalism or medieval theolo- There are always new wonders to be found. gy, and can interact with them much more eas- ily. A scenario that hinges on some aspect of The Thought Experiment medieval life requires the DM to laboriously fill details in for the players, which can break Magic is essentially arbitrary. Its underlying the flow of the game. Using an element famil- rules change from setting to setting and often iar to the players requires no such explication. from instance to instance. Most fantasy worlds However, because of the novelty of the context take a thinly disguised version of Earth’s mid- of the technology, the players may find a new dle ages and add a thin gloss of magic and won- sense of wonder. A player knows a train and der without ever considering how the existence how a train works; here is a train that rattles of magic would affect the world. If the prayers through dwarf-built tunnels and is powered by of clerics can effectively cure diseases and wiz- burning the spirits of the unworthy dead, and ards can teleport across the world in a heart- anyone who doesn’t think that’s interesting beat, how can plagues and unexplored regions should be examined to make sure they’re not a still exist? clockwork automaton. Even when an author attempts to reconcile

CHAPTER ONE: Steampunk Campaigns magic and realism, the results are often unsat- isfying. The abilities, limits, and amount of Introducing magic are poorly defined. Everyone has their own conception about how magic works, and creating a common framework that can be Steampunk agreed upon and handles all eventualities is dif- ficult. Adding steam technology to an existing cam- paign world takes more work than adding a Technology, on the other hand, exists and is new type of magic or a new race. New magic understood to some degree by everyone. can be introduced by a handful of secretive Adding or changing technology to create an practitioners, and there are always unknown alternate-history is much more workable, monsters lurking in the forest. A new technolo- because common assumptions can easily be gy, however, requires an infrastructure. It can- made about technology. No one is quite sure not spring from nothing. how the presence of magic would affect a peri- od of history, but a much better guess can be Once the concept of steamcraft has been intro- made about the presence of technology. duced into a world, the technology needs time Steampunk alternate-history therefore can to grow. Building factories and steam dread- make huge changes to history, while alternate noughts takes time, so even if the characters histories involving magic are much more cau- bring back the Lost Book of the Clockwork tious and keep magic hidden and mysterious. Dragon one week, there won’t be steam-pow- Steam encourages logical extrapolation ered trains in every city the following week. towards big ideas. Assuming the DM wants more than one or two minor examples of steam technology in the The Familiar In The game, but doesn’t want to wait five or more years for the setting’s industrial infrastructure Fantastic to catch up naturally, one of the following plot- lines should be used to introduce and develop The world of steampunk contains echoes of our steamcraft. modern world. Fragments of familiar things— aspects of technology, attitudes, ideas—are As each plotline assumes that steamcraft is presented in strange new forms and in unlikely being introduced into an existing campaign, places, and are contrasted with the historical suggestions are given for adventures that give culture. Steampunk can give computers to the the players a place in these momentous Victorians or telegraphs to the crusaders. In changes. fantasy games, then, the players can be given familiar tools to work with, like telephones 8 CHAPTER ONE: Steampunk Campaigns 9 Another possible origin for years of steamcraft thousands Perhaps civilization. ancient is an ago, the ancients conquered mechanical the warriors world and with advanced technolo- gies. Now they are gone, remain in but a thousand their underground vaults legacies and dungeons. In this method for introducing steam technolo- gy, there are (initially, anyway) no vast facto- All the ries. wonders are ancient ones, dragged out of the earth to be rebuilt and repaired. The vaults of the ancients are, of course, filled with lethal steam-powered traps mechanical and guardians. still-active Adventuringbecome heavily armed archaeologists, making parties their fortunes by retrieving ancient devices. Eventually, the steam technology will revolution take hold. Engineers and sages machines of pull the ancients the apart, divining from the brass entrails how to copy devices. or Until then, make steam devices new are another form of magic; each device is unique and can- not be understood advantage or of repaired this approach easily. is advanced steam One technology that can be the introduced most as creations of the ancients instead of the prod- a wants DM the If engineering. “current” of uct single, campaign-shaking artifact, such as an intelligent analytical engine or an airship that can defeat whole armies, it can be introduced technol- of generations previous the all without won- a such to up lead normally would that ogy der. Ancient steam technology need not be found only in dungeons. Acrewed fleet by golems of and constructs, ironclad might have ships, been sent off to fight a war overseas past. in On ages its return journey, the trapped fleet in became a magical whirlpool for the fleet is returning to its home port—or centuries. Now, the city that now stands on ancient the home ruins port. of Alternatively, the one deities of of the setting might secretly be the a living deep from power geothermal tapping construct, underground and converting it divine into spells. granted Uncovering the great secret and powerful being of might force it this to reveal the secrets of steam. Secret Steamcraft Steamcraft as Ancient Assuming Assuming the setting has technology the level late-medieval common games, steam technology to can develop natural- most fantasy ly. Bell-forging towns start to produce boilers and cannons while goldsmiths turn from fine jewelry to clockworks. the Ideally, DM should mention the growing industries and new build- ings many sessions in advance of the introduc- tion of functional steamcraft. enthusiasm and Aindustry washes over the land. new air of Ais infrastructure necessary add to way sneaky to make whatever region or city the PCs never visit into the center of the burgeoning industri- al revolution. If the PCs have never laid foundry vast a eyes in drop can DM the place, the on and a college of engineers, from which steamcraft necessary can grow. This seeds sort of development can be glossed over in most situ- ations—few games bother with details of agri- culture or trade—but the steampunk genre vir- tually demands attention to Furthermore, its if foundations. steam technology invention, the is characters need to a know where new to go to get the newest and best devices. New developments require money, nobles or organizations that fund the invention and the of steamcraft will become hugely and influential powerful as the though, world, the changes that invention every technology grows. For there are a thousand that end up as money dead-end pits. If the PCs have close connections to a rich patron, they may be asked to review the work of some eccentric sage, bringing the characters in at the very birth of steamcraft— and if they reject the inventor’s work, a rival group can come in and reap the rewards of the new technology. steamcraft will Decidingdetermine what sort of steam- who punk evolves in the campaign. develops Steamcraft as a new development can happen in the background, but adventures around steam technology revolving need not wait for the technology to mature. Characters themselves retrieving stolen prototypes or may res- find cuing the absent-minded inventor who alone knows the secret of steam. Rumors of diaboli- cal experiments and demon-summoning may conceal hidden laboratories. If the players do not know what all the mysterious leading activity towards, the is final unveiling of steam- craft will be both surprising and satisfying. New Development CHAPTER ONE: Steampunk Campaigns

Salvaging technology may trigger a “steam throughout the campaign setting. The dwarves rush,” as fortune hunters and prospectors rush (or whatever group has been using steam) to ancient ruins to search for treasure. Until the become sought-after engineers and oversee the industrial base to produce new machines is development of new foundries and steam developed, recovered steam technology will be worker’s guilds. A flood of mechanical won- extremely valuable. Soon, though, the steam ders and weapons pours out of the dwarven technology of the ancients will arise again in kingdoms, and the steampunk revolution new forms. quickly gets underway. Steamcraft as Hidden Secret Instead of having a whole nation or large orga- nization secretly develop steamcraft, it might Steamcraft might have been present in the cam- be the province of a few isolated scholars or a paign setting since the beginning. Any secre- single guild. Perhaps a village, high up in the tive organization can hold the secrets of steam. mountains, was once the home of a genius Dwarves or gnomes make excellent keepers of inventor whose legacy is a steam-powered mill such technology. Deep under the mountains, and guardian constructs, or maybe a small the halls of the dwarf kings are heated by vast island nation protects itself with cannons and boilers, their mines carved out by steam-pow- ironclads. This requires fewer behind-the- ered machines. For decades, they have kept scenes changes to the campaign, but propor- their technology a secret, using only the crude tionately reduces the speed at which steam weapons of humans while above ground. Now, technology becomes commonplace. they are beginning to trade steam technology to outsiders. The key questions in this option are, first, why has steam technology been kept secret, and sec- Making steamcraft a hidden secret that is sud- ond, why is it coming to light now? The denly revealed allows steam technology to answers, and the adventures they create, are 10 be quickly developed and distributed linked. Perhaps the keepers of steam have CHAPTER ONE: Steampunk Campaigns 11 Instead of dragging an country kicking essentially and screaming into the medieval age of steam, new technology can be through introduced trade with a nation newly that has an discovered established industrial If steamcraft is created by a good kingdom in the setting, the technology will be used in wars with rival nations or to thwart invasions. The characters may be entrusted with the products of this advanced wipe (just past the in heroes themselves proved technology if out they the original crew of have the first war-zeppelin in a testing accident and have the PCs hastily recruited as replacements). Having aligned nation a develop good- steamcraft also the gives technology entrance, as the its beleaguered PCs are rescued second-bestby a cannon barrage from the steam cavalry. dramatic Another origin for steamcraft is the mad scien- tist. Deranged geniuses ranting is it and steampunk, in common are domination about world only a small leap to from the misguided inventions of one scientist. have everything spring infrastructure much put not does approach This in place and it will take a few years of time game before steamcraft becomes common, but few adventures are more fun than defeating a mad scientist just before launches his on etheric its ensur- is bit tricky The rocket city. clockwork-guided the of heart the into trajectory intact technology enough leave PCs the that ing for someone to salvage. A variant on this developed idea is to by have an steamcraft noble. This ambitioushas all the advantages of and the mad rebelliousscientist option, but a noble planning scale a steam-driven full- rebellion will foundries also and build smithies, which can over and used be as an taken initial industrial base for steamcraft. If the noble is a long-term villain, his defeat amid the billowing steam and spark- ing metal provides a natural transition point to a second, steampunk-heavy phase of the cam- paign. presence the hides weapon secret as Steamcraft ready almost it’s until campaign the in steam of to burst upon the opportunities for scene. player involvement, It but provides the revelation fewer of the secret weapon should be an exciting adventure. Steamcraft as First Contact In this variation secret,” on the development of “steamcraftsteam technology as takes place as part of a weapons This program. hidden neatly explains why the characters have seen no signs of the technology and industry being built and ensures that there is a arsenal large of equipment and weaponry ready when the tech- nology is finally revealed. Steamcraft as secret weapon still requires origin an for thedevelopments, genius actual inventors, with technology—naturaldeal never will characters the as lore—but or ancient steam technology until the secret is revealed, the origin is not as important here as it is else- What where. is important is who is responsible for developing steamcraft as a secret weapon. philosophical philosophical or religious objections to sharing their lore, and the characters must either steal the secrets or champions prove of the themselves outside world. worthy Clerics who worship perfect as order might have created com- plex clockworks as meditative aids; they know that their creations could be the seed of an age of mechanical wonders, but do not wish to cor- rupt such paragons of order with the chaos of been have kings dwarf the If world. profane the holding back the evils of the under-caverns for decades with steam-age weapons, defenses? their shatters treachery when do they what will traded desperately be will technology Dwarven for mercenaries and aid. This option can be combined with the “steam- craft as new development” concept. Have the basics of steamcraft be obscure, hidden developed location (gnomish realms in are some an excellent choice), then spread to the rest of the setting. This avoids the need to slowly lay the foundations for the development of steam- craft, but keeps other changes to a minimum. Achar- player the have to is idea this of variant acters as members of whatever hidden controls order steam technology. An order uncov- have might warriors religious and adins of pal- ered ancient technology on a crusade in a far- they secretly use land. their off Now, advanced weaponry and devices to of Knights avert the lost, seems all When evils. battle disasters and the Thundercloud arrive to save the day with their thunderstaves and golem warriors. Weapon Steamcraft as Secret base. Innovations such as the compass, accu- duced by steamcraft may prompt an era of war rate clocks, steam-driven vessels, and airships and conquest. Ironclads can conquer the ocean, allow exploration beyond the previous limits of cannons and flying machines can easily defeat navigation. The glint of sunlight on brass may archaic fortifications, and mechanized troops herald a brave new era of commerce. and gunners can cut a bloody swath through Characters may be sent to establish trade links defending armies. When the steampunk indus- or bring back technology from across the seas. try goes to war, the campaign world enters a terrifying and bloody era of warfare far worse Rather than introducing a powerful and than anything that has gone before. advanced nation into the setting, a few immi- grants can bring the secrets of steam with them Introducing steamcraft by having part of the to a new realm. For example, in historical setting invaded by a technologically advanced Japan, the samurai caste banned the use of gun- foe will obviously shake up the campaign con- powder. Imagine a sage, denied the chance to siderably. An army fully equipped and armed practice his military craft at home, traveling to with steam-age weaponry will handily defeat a the barbarian lands with the secret of firearms. much larger force. Consider the American Civil Such scientists will soon become sought-after War, when a single ironclad ship, the engineers and specialists. Merrimac, sank two wooden vessels and forced another aground without taking any significant Alternatively, perhaps the advanced society is damage itself. If the DM doesn’t want to have

CHAPTER ONE: Steampunk Campaigns not interested in expansion and exploration. the campaign setting trampled beneath the Instead of explorers searching for gold or steampunk boot, the initial invasion force can spices, steam technology could be the treasure be repelled by chance or heroics. For example, sought in the far corners of the globe. the PCs might sabotage the analytical engine commanding or coordinating the invaders. Steamcraft can be brought to the campaign Salvage from the defeated invaders provides from even stranger shores. Gigantic flying the seeds for the development of steamcraft. machines, enclosed in airtight shells and heat- ed against the interstellar void, might drop out Salvage in general becomes extremely impor- of the sky bringing tales and treasures from tant in an invasion scenario. Just as in the worlds across the sea of stars. If the DM does “steamcraft as ancient secret” option, retrieving not wish to open up the possibilities of planet- steamcraft devices is more common than craft- hopping steampunk-in-space adventures, then ing them, but instead of recovering inactive the mighty vessel that just crossed the heavens machines from underground vaults, the only can unfortunately crash on the shores of the source for technology is the capture of enemy campaign world. Salvage can then spark the war machines. Even though the characters are steam revolution. hideously outgunned by the enemy, their own tactical responses are limited by the need to The outer planes offer another source for keep their foe’s technology as intact as possi- steam. The cosmopolitan cities of the planes ble. Theft and deceit will be key tools for the may have a higher level of technology than the resistance. backwaters of reality, and the various elemen- tal planes are crying out to be tapped as sources The steam-powered invasion is the most dra- of power. Enterprising wizards might summon matic and shocking way to introduce steam- outsider engineers to construct the first materi- punk into a game. Take the single largest and al-plane steam engines powered by elementals most impregnable fortification in the setting to drive magical experiments. Similarly, clerics and wipe it out with cannon-fire to drive home using summon planar ally can forge a religion the power of steam. Have the skies fill with an of steam, a faith that offers tangible benefits to approaching zeppelin armada, thousands of its followers. construct troops rappelling down from the air- ships to swarm targets on the ground. The DM Steampunk Invasion should be careful not to stack the odds too much against the characters—overwhelming Of course, that glint of sunlight on brass may odds are fun, but no one enjoys a completely herald a terrible invasion by a steam-driven hopeless game. Some light should make it aggressor. The military advantages pro- through the choking clouds of soot and steam. 12 CHAPTER ONE: Steampunk Campaigns 13 A Head of Steam The beliefs and outlook characters differ from those of of traditional steampunk fantasy. Partly “punk” part, with it’s all the attitude, irrever- that ence, troublesome and mercenary morals common to cyberpunk protagonists. Steampunk also draws from Victorian times medieval. instead For of the former, we Oliver Twist: think lower-class of criminals, all the dark corners and warts For of society. the latter, it’s mostly heroic high fantasy, brave knights and pious monks. This is not to say that steampunk has to be dark- er or nastier, just that most presentations of the genre tend to towards the gritty. If the DM builds a steampunk setting from this, reflect may characters up, ground the but if steam is added to an existing cam- paign, there’s no swing reason towards to corruption suddenlypickpockets on every corner. and grubby The real difference mindset is in a more mechanical attitude the to hold, steampunktake to begun has Science world. the to attributed is phenomenon every not and magic or the will of the gods. Acharacter who fantasy encounters a fire elemental sees a rampaging outsider from the realm of eternal flame; a steampunk character sees the same elemental, about and diverting wonders a convenient of plane the to portal a opening yet, better river—or water—onto the fire elemental and pow- jet living resulting the with turbine a ering of steam. Innovation is not a suspect or sinful departure from tradition, but a way to make a fortune. the nature of the repairs will vary; if the driving the if vary; will repairs the of nature the force is steam, then the characters’ efforts will revolve around finding a new source of com- bustible fuel. If the driving force is electrical, then the characters will have to string together lengths of cable and gather lightning bolts to resurrect the machine. The products of steam technology do not have to be realistic, but as the genre demands technical solutions to prob- made be should principles underlying the lems, clear to the characters. Unlike magic, which is essentially arbitrary in its effects, technolo- gy has to be structured and predictable on some level. While “steamcraft” is used as a short-hand for advanced alternate technology throughout the water boiling than other options are there book, and burning wood for powering devices. The power sources used are irrelevant on one level; steampunk is not about plausible technology, and any effect can be accomplished by any set of technologies. A sentient computer built out of clockworks and mercury valves. In can be fantasy, the nature of the technology used has far more to do with aesthetics than what can be accomplished. Giant walking war can machines be powered demons, electricity elementals, bythe divine will steam of boilers,the god of war, or anything else. The effec- bound tiveness of the machines will be roughly equal, but the machines belch forth clouds of vapor and have look will walk- electrical hearts; their in furnace raging a vary. Steam-powereders crackle with power; machines powered by look and light inner an with shine energy divine vaguely like mobile church organs. steamcraft by denoted technology the Although impossible, are effects what determine not does it does affect how things are achieved. When characters are trying to restart a stalled engine, While other setting changes—new races, new spells, new classes, and the like—tend overlays to onto be an essentially medieval setting, steampunk has the his- Alternate campaign. a of nature the rework potential to completely tory steampunk makes a change to the technol- extrapolates then present, actually was that ogy from that change as far as it will go. Similarly, the presence of steampunk in a fantasy game flint- with crossbows replace than more do will in “steam-powered” adjective the put and locks front of everything. To get the full steampunk experience, the effects of new technology and new thinking on every aspect should be considered. of the setting The Nature of the Machine Building Building a Steampunk Setting Steampunk is a state of mind more than any- • Life is not so bad, working on the drilling rigs thing else, a science-fantasy view of the world. of the Outworlds Cartel. The huge rigs float in It isn’t simply adding science; it is channeling the astral sea, just beyond the elemental planes. fantasy through the scientific mindset. Instead Each rig drives enchanted drills deep into the of sages learning about chemistry, have them neighboring realm, pumping out elemental build on the wilder aspects of alchemy, build- energy. The water rig has the easiest job of all, ing vast alchemical reactors that conjure the draining pure icy water and piping it to the fire philosopher’s stone at a thousand atmospheres rig. Workers at the fire rig are always black- of pressure, or spin straw into gold at a hundred ened and scorched by their work, but they revolutions a second. know that without the steam power produced in their boilers, the other rigs would fail. The air Beyond steam, there are several other options rig’s thundering fans suck elemental air from for powering machines. Any or all of them can its plane and send it to the largest of the four— be combined in a setting. Smaller items can be the earth rig. There, miners sustained by the driven by clockworks or even primitive elemental air delve deep into the eternal stone alchemical-electrical batteries. Using bound of the plane of earth, searching for huge quan- elementals as power sources is a common fan- tities of metals and gemstones. Some whisper tasy idea; steam engines could be fueled by fire that the analytical engines that guide the Cartel elementals channeled through watery undines, have greater plans for the future; that two new or by devils forced to endlessly turn cranks rigs are being built to create a vast circuit

CHAPTER ONE: Steampunk Campaigns deep underground. Steampunk is all about between the positive and negative planes… ambition and technical accomplishment, which results in terrifyingly huge, audacious schemes The beginnings of steampunk may produce and projects. At the extreme end of steam- nothing but a few humble weapons and con- punk… structs, but very great things may grow from these beginnings. • Siguard, a nation once in desperate need of fuel for fires. The steam boilers and furnaces of Technology Development the nation needed wood and coal, but the druids of the surrounding wilderness forbade the engi- The speed of technological innovation is far neers from taking what they needed. The folk greater in the age of steam than in simpler eras. of Siguard turned to the hottest natural flames Society is far more open to inventions and of all: dragonfire. Zeppelins armed with can- progress. Still, for every workable invention, non-fired dragon-spikes captured a host of red there are many that fail entirely or are buoyed dragons and put the chained wyrms to work up by trickery and overblown claims. When heating boilers. Now, three centuries later, the designing a steampunk setting, the DM should dragon farms of Siguard hatch hundreds of not include every device and technology from eggs each year: reds for the furnaces, blues and the outset. Some should be kept back and only blacks and greens for the alchemical factories, introduced later in the campaign. Having new and whites to keep the meat stockpiles frozen items become available later encourages the until it is time for the dragons to feed. characters to keep up to date with progress and makes the setting less static. • In the realm of Thykist, the blood of the aris- tocracy carries lycanthropy. Only those who The development and unveiling of new inven- change may rule. Alchemical potions control tions is a rich source of adventures. A new their animal rage, and brass clocks and orreries weapon can tip a balance that has endured for precisely track the position of the nurturing centuries. For example, a human kingdom has moon. Now, the nobles have conceived a glori- long lived in fear of the incorporeal wraiths that ous plan to cement their place atop society. haunt a bordering land of the dead. Mundane Rocket vessels bearing mighty adamantine weapons cannot harm these immaterial undead, chains shall fly to the moon and drive pitons so the human armies cannot put an end to the deep into its silver crust. In Thykist, engines of threat. The invention of an ethereal compressor surpassing power shall then draw on the chain, that churns the ethereal plane and forces the dragging the moon back and holding it in place, wraiths to physically manifest would be the eternally bright and full. turning point and allow mortals to deal with the threat once and for all—so surely the dead 14 CHAPTER ONE: Steampunk Campaigns 15 glimmerings of change in obscure corners of the setting, or it may produce unlike that a seen in world traditional fantasy quite gaming. The following sections steamcraft examine changes the different world. aspects waysNot all of of them need to be the used to get full value out of this book, and incorporating all the ideas will produce a very unusual game indeed. “Horseless carriages” are using certainly steamcraft, possible but there’s little between difference these and bat- the On them. owning of prestige the the except horse-drawn variety tlefield, though, small steam-powered vehicles for- mobile as used and armored heavily be can tifications. Even if firearms, explosive other or gunpowder include the campaign does steam-powered not siege catapults and could For change adven- warfare considerably. ballistae turing, a steam wagon where horses and other beasts of burden do not is useful for or caverns underground as such go, willingly places other planes of existence. Transport Steamcraft can alter every aspect of a campaign a of aspect every alter can Steamcraft setting. Depending on technology how is, steamcraft established may just the provide few a new pieces of critical equipment and the would stop at nothing to ensure the compressor the ensure to nothing at stop would was never completed. World-changing devel- opments need not be method so of exotic: spinning A cloth upset economy. a nation’s cheaper could completely becomes it spread, widely is invention an Once not and campaign the of background the of part Examples adventures. for interesting especially of the technology may turn up in an adventure, but the concept itself will be unaffected by the events of the within invention scenario. the is it’s scope brand of new, However, when Only an a few peo- the average adventuring party. ple—the inventors, their backers or the agents masters, of those opposed to the innovation, actions the and involved, be PCs—need the and of the characters can determine the invention’s fate. Also, prototypes are notoriously danger- ous, unreliable, and fun to play with. Effects of Steamcraft CHAPTER ONE: Steampunk Campaigns

Trains are an emblematic technology of the age As cities grow, urban transport becomes more of steam. They are the first democratic mode of important. Adding an underground railway to a land transport, moving commoners and nobles steampunk city drives home how different it is equally (more or less) in large numbers. from classic fantasy, reinforcing the themes of Railways are a physical embodiment of trade the game and putting a handy tunnel dungeon links and connections between cities and network under the city. regions. They concentrate people, goods, wealth, and industry into the space between Zeppelins are another icon of the steam age, a two iron lines—just add a nefarious plot and a form of transportation that once offered so few monsters. Trains are obviously great set- much potential. These rigid airships are held tings for adventure, especially murder myster- aloft by bags of hydrogen, helium, or other ies and combat scenes. The construction of rail- lighter-than-air gases. Enchanted skyships that ways requires a path through the wilderness to travel through the clouds using magic require a be cut and guarded. If the path of the Western vast investment of power, while steam-pow- Express must go through the Dire Swamp, then ered airships are comparatively cheap. In a set- someone has to go into the swamp, tame the ting with magic and numerous flying creatures, lizardfolk, and guard the machines as they sink the advent of aerial travel is not quite as aston- pillars in the mud and build an iron causeway ishing as it was in history, but airships can still through the fog. affect warfare, trade, exploration, and construc- tion. As zeppelins can stay aloft and hover for The military aspects of trains deserve a men- long periods of time, city defenses against fly- tion. Transporting troops was one of the first ing attackers could include airship-mounted uses for railways. Moving an army by steam weapons platforms. rail is not that much faster than marching them, but historically many armies lost more men on Airships have an elegance possessed by no the march than in battle. Keeping troops and other means of transport. They cruise majesti- supplies in one train simplifies logistics con- cally through the air, quiet and smooth. Any siderably. location requiring privacy or a measure of class 16 CHAPTER ONE: Steampunk Campaigns 17 mes- mass-pro- not spell within reach of everyone. duced may become more expensive relative to those that are. Martial weapons, for example, may not be mass-produced outside of the gov- ernment’s armories. While the price of mass- produced clothing or wagon wheels incredibly low may by the historical be standards of a campaign world, the price longsword may double of or triple. a In an crafts- era and artisans individual production, well-made mass of men may be very rare, goods and that the only handcrafted they scarce and expensive. can produce are both Factories, the cathedrals of the steampunk city, can spill pollution into They are the huge, complex structures filled water. air, ground, and with tunnels,grim with decked towers soaring and machines, hiding gargoyles. They conceal all types places,of nefarious and dangerous evil activity, pay huge sums to deal with problems, and explode satisfyingly at the cli- max of an adventure. Agriculture undergoes a similar if less dramat- ic revolution. New techniques rotation such and as the crop combining of the of yield the increase fields larger into farms small peasant these were, often they as badly, handled If land. new methods can create hardship and dissent among the peasantry. Hood, A sniping with steampunk his steam Robin musket trains as and they rattle raiding through the green- wood, might fight for justice against a corrupt lord who steals the land of the common folk in the name of “enclosure” and progress. man is far more likely to have a firearm that’s almost on par with machines that can of cast a spells items character. or If easier, make creating becomes possible, mass further raising the production average power level in the game. of magic are that goods hand, other the On Trade Trade links disparate regions together, as other or Telegraphs communications. enhanced do signaling devices (such Thomas Edison’s necrophone as for speaking a to the variation dead; on perhaps communications from ghosts whispering of chain a along could passed be caller to caller using necromantic steampunk) make the passage of news much quicker, well as as putting the equivalent of the sage Electric lights lengthen the time avail- Society benefits benefits from being slung underneath a pelin. A zep- wizard’s laboratory is free from inter- ruptions a thousand feet in the air; joust- with clouds, the amid held be could feast a noble’s heads the griffins; or pegasi of backs the on ing of a merchants’ guild could tour from city city to in cargo good amake also airships style, undoubted golden zeppelin.carriers and war machines. Despite their Finally, steamcraft Steam immensely. engines allow much greater improves The voyages. longer and vessels, larger speeds, sea travelimportance of the weather is vastly diminished for shipping and sea travel. Steamcraft makes ships much more reliable. Submersibles under- up opening steam, with also possible become sea realms for adventure. The development of mass production and the industrial revolution has little direct effect on adventuring, but it momentous change in The society. move obviouslyfrom represents individual crafters a to factories full of workers factories The cities. of growth rapid the triggers themselves are devouring resources endlessly at a ferocious hungrymere existence of such demand for raw materi- rate. The beasts, als and the massive supply of finished goods will accelerate commerce in the setting. When most common items everywhere are by crafters equally in villages produced and towns, small the various regions of the only setting loosely linked. are The only trade is in and rare luxury goods. With the rise however, of industry, specialization makes cities and andregions more interdependent. centralization If the huge shipyards of one city are the only place in the realm capable of producing iron- clads, then the loss of that city is In blow. simpler a times, wooden ships crippling could be built almost anywhere, as they need less infra- structure, manufactured expertise. components, and Mass production can serve as something of an equalizer. Mass-produced goods become more affordable, for example, improving the life of commoners. Magic items create a between those who have huge ensorcelled weapons, gap obvious, vast, a is not—there do who those and and rather lethal difference char- player a and between longsword a with guardsman a town acter with a powerful magical guards- town the weapon. weaponry, of production mass With Industry able for work or leisure and free society from sorts of gadgets and brass toys, sending complete dependence on sunlight. Printing mechanical spiders carrying cameras around presses spread knowledge, news, and gossip corners and hiding clairaudient talismans in the throughout society. In short, the more advanced strongholds of enemies. steam-age technology gets, the closer the lifestyle of the average person in the setting Warfare gets to that of the average person in the modern day. If the DM wants to create a setting that Cannon-fire thunders across the battlefield, resembles an alternate-history Earth, then this smashing through whole formations of troops trend can continue; otherwise, the technology before denting the steel hulls of armored vehi- available or the cultural reactions to it should cles. Regiments of musketeers advance in the be considered and adjusted. shadow of the gargantuan war machines that loom out of the smoke and hurl gouts of flame The rise of steam brings with it a new middle and poison gas. Legions of clockwork troops class of factory owners, investors, engineering march in clattering unison, their actions guided guild-masters, and nouveau riche social by the cold mechanical logic of an engine. climbers. This new middle class upsets the Above, zeppelins begin an aerial bombard- long-established order of society as they are ment, and the sooty clouds are suddenly illumi- neither noble nor commoner. Increased ambi- nated by the falling firebombs. tion and dissent among the lower echelons of

CHAPTER ONE: Steampunk Campaigns society further destabilize the social order. The It is far from the chivalric warfare of an earlier added wealth also creates more opportunities age. for crime and corruption. Firearms completely alter the nature of battle. The quality of life for the peasant classes may A small handful of troops armed with guns can improve with new opportunities and new defeat an enemy force many times larger. The wealth, although being jammed into over- armored cavalry charge becomes obsolete; crowded tenement buildings in a soot-choked, duels between individual opponents in the crime-ridden city is hardly better than scratch- midst of the general melee give way to firing at ing out a poor living from the unforgiving soil. half-glimpsed targets from a distance. If the setting takes a more romantic view of Characters are more likely to be ignominiously peasant life, then the under-classes in the cities slain by a random shot. The steampunk battle- can be fresh-scrubbed orphans and lovable field resembles the wars of the 18th, 19th, or rogues. However prosperous they are, their early 20th centuries. days are spent in the shadow of the machines. Steampunk cities should be designed by plac- On the mechanized battlefield, the best place ing the big factories and machines first, and for PCs is either at the controls of a war then filling in the gaps and crevices with places machine or else leading efforts to destroy for people. Industry, not humanity, has its true enemy engines. So much of a battle is decided home in the cities. by sheer numbers of troops and effectiveness of weaponry, which leaves little scope for individ- Improved communication and transport ual actions and heroism. Characters should decreases the need for feudalism. A lord need have control over their fates, which they do not no longer rule distant regions through a hierar- have if they are stuck in the third rank of a chy of vassals; he can visit his holdings direct- troop formation. PCs need freedom and auton- ly and receive news from them quickly by tele- omy—storming a war machine from the inside, graph. Government can be centralized, leading or manning such a machine themselves are bet- to a growth in bureaucracies, ministries, and ter options. other appendages of rule. Espionage becomes more important: Steam quickens the pace of Firearms make even untrained troops lethal. events, and a technical advantage could lead to Learning to use a bow or takes time, but one nation becoming economically or militari- pointing a gun and pulling a trigger is relative- ly dominant over another. Ensuring that such ly easy and more damaging to the enemy. The an advantage is “shared” is a necessity. Many best knight, trained from birth to master all the adventures can be based around the balance arts of warfare and chivalry, can be felled by a of steamcraft. Spying missions can use all single peasant armed with a musket. Cannons and steam siege weaponry, not to mention aer- 18 CHAPTER ONE: Steampunk Campaigns 19 manipulated manipulated and experienced by its praction- ers, but not understood. How a golem works is no more understood than how a works; it can be probed and guessed living at, but the body magic works at a level analysis beyond available. the Steamcraft tools of constructs, the on other hand, are designed and simple, comprehensible built parts. using Every part of a construct can be understood. This means can mind, that and body automaton, an of part every be built for a specific purpose. Automatons in every size and shape skitter and clank shadows in of a steampunk world. the Golems that go mechanical wild constructs may repaired, be the that tiny destroyed; cogs brains go and taken valves wild out of and terms, their this are replaced. means that In steam-powered beings practical are far less likely to be considered intelligent and free than golems. One is created by magic, a common and acceptable races. The other is no origin more alive than a steam for many engine. A construct PC will prejudice, so giving the character some symbol likely suffer from such of authority or having one of the other PCs be in of charge it is a good idea, to make sure that NPCs don’t ignore the character or treat it as nothing more than an errant machine. One variation on the concept of constructs is using the undead as servants. Using alchemi- cal-animation machines and electricity, whole Such zombies. as up raised be could graveyards undead horrors may be accepted as just anoth- er innovation by a society enchanted march by of the science. The higher industrial population cities of means that corpses available legal for or necromancy, oth- there are more erwise. For example, in a society where having clockwork servants is a mark of wealth, some people may purchase cheap zombies dipped in brass as a budget alternative. Information is In power. steampunk, analytical industri- earliest the like something are engines al computers: mysterious, intelligent machines that give oracular judgments by clacking print- mathematics, of problems at excel Engines out. logistics, strategy, and prognostication. sheer The amount of information sorted by an engine defies mortal The comprehension. intelligence of engines can be an emer- Analytical Engines or low- gates ered into the dark reaches of the world. The other virtue of automatons is that they are utterly trustworthy. Servants and guards are they may as do clockworks bribes; take or gossip told. This makes them ideal as servants to the nobility and in places where privacy is espe- cially treasured. The creation of a golem is innately mysterious, as golems rely on magic—a force that can be ial bombardment, cut besiege the a time fortress; defenders needed instead out, the to of castle can starving conquered quickly. be broken the and Of all the innovations, gunpowder is one of the most destructive—both in terms of effective- affects it how in also but battlefield, the on ness the fantasy atmosphere. Guns can change the mood of a game very easily, so making them widespread and in efficient the setting can be a mistake. It is much more difficult to remove a technology from the game than it is to duce intro- it, so the presence of gunpowder should be carefully considered. On one level, constructed creatures clockwork robots and such sewn-together monsters as animated by electricity are no different golems. from Creating artificial beings using steam- from craft creating is them little using different magic. The two key differences are mass pro- duction and understanding. Making a golem requires a powerful spellcast- golems few a Only effort. of deal great a and er con- In effort. constant of year a in made be can trast, steamcraft constructs are made like any other product, assembled from parts in a facto- ry. The vast production capacity of steamcraft can be turned to churning out thinking things, or unpleasant Any year. every thousands of tens dangerous task can be given to uncaring at (or, any rate, unresisting) automatons. Of course, human labor tends to be cheaper than buying a machine, so automatons will only replace liv- ing beings where they can do a more efficient job. Constructs significantly will be found in tasks requiring perfect endurance or concentra- tion, or where weak flesh would quail or with- long on found be therefore might Constructs er. patrols of the sewers or walls of a or city, sent to explore dangerousexplorers might be sent through regions. Clockwork Constructs gent phenomenon beyond the understanding of Races even the engine’s inventor. Unlike thinking constructs that operate on a level similar to Most of this book assumes that humans are the mortals, the thoughts of engines are so vast and primary users of steam technology. The other deep that they are more akin to the intellects of races have their own attitudes and uses for the gods. steam, and if they develop their own machin- ery, it will reflect their own aesthetics. Engines give intelligence and purpose to the machinery of steampunk. They can run huge • Dwarves eagerly embrace steam, often build- factories and guide armies of clockworks. They ing huge cathedral-engines deep underground. make the metal think. These machines are powered by the heat of the mountain’s heart and pump fresh air and water Any game that includes investigation benefits around the dwarven halls. They shy from some from an engine. It cuts the time required to of the more unusual uses of steamcraft, such as gather information while vastly increasing the constructs: Dwarven society is bound by tradi- amount that can be processed. Instead of the tion, and they prefer to completely master a characters having to question everyone in a technique before moving on to others. neighborhood, the police engines can print out Dwarven steamcraft will therefore be of the profiles of those most likely to have relevant highest level of craftsmanship, but rarely inno- knowledge. Images can be analyzed for clues, vative.

CHAPTER ONE: Steampunk Campaigns patterns extrapolated and connections made. Essentially, engines are machines you can use • Elves might accept some of the more elegant to communicate information to the PCs. products of steamcraft, such as clockworks, but cutting down living forests to fuel filthy, smok- Magic ing engines is anathema to them. Any benefit that steam provides can be obtained through Steam does not have to change magic in the the purity of magic. If elven smiths do make campaign at all, but merging the two opens up any steam-driven machines, they craft them a wealth of options. Industrial magic can reach from gemstones and silver, creating works of everywhere that steam technology reaches, art that are also cunning devices. moving from the towers of wizards and blood of sorcerers to the factory and the street. • Gnomes take to steam like a duck to water, especially if said duck is rapidly cooked by the Magic can be used as a power source for tech- boiling water, scooped out by a rotating brass nology, either indirectly (using spells or sum- arm, and served to the machine operator with a moned entities as heat) or directly, by drawing side order of vegetables. They delight in on the elemental planes or channeling the pri- mechanical toys and complex devices. Gnomes mal force of magic into a machine instead of are unlikely to build a vast steam-driven indus- shaping it with a conscious will. Alternatively, trial complex to economically or military crush machines powered by simple physics can be the rest of the world, but their innovations built to perform magic. An engine the size of a might spark such an event. city block can cast a much more potent spell than a single wizard can. Magic can become a • Halflings have no interest in heavy industry: science instead of an art; spells can be engi- It’s far too much work. Itinerant halfling work- neered instead of woven. ers with clever hands can often find employ- ment in factories. Few halflings take an interest Attitudes to magic can also change in steam- in mechanics, and those that do are often sus- punk. As technology becomes more accepted, pected of being thieves, more interested in so too is magic. Soldiers polymorphed into learning how to disarm traps and steal than do giants and armed with hand cannons, illusion an honest shift. Halflings are excellent shots spells as theater entertainment, telepathic com- and quickly master firearms, making them val- munication as a matter of course—if it is more ued snipers and pistoleers. efficient and more modern, then why shy away from it? Steampunk wizards should embrace • Half-orcs have the strength to handle the big- all the possibilities and implications of magic, ger weapons. A half-orc with a giant two-blad- using it as a tool instead of a gift or art. ed battleaxe might be scary, but the same orc 20 armed with a huge, steam-belching cannon is CHAPTER ONE: Steampunk Campaigns 21 Now, an earthquake has uncovered the entrance the uncovered has earthquake an Now, to an underground dungeon, marked with the ancient runes of the empire. The dungeon is actually a huge clock atop a sitting vault. Inside the vault, the remnants of the empire sleep, magically preserved from the ravages of time. The clock is counting down the ages until the time reemerge and is rebuild right the for empire, conquering them all to around legions. them Navigating with the moving “dungeon” theirfrom cog to cog within the clock. One requires steam-driven circle of rooms is located in a cog that rotates once a day, and minute. another set Explorers rotates must once carefully movements a time from room their to room, door leads as changes as the clock ticks. Some where of a of history the recount vault the inside rooms the the empire and contain traps that can be navi- gated only by using clues contained in the his- tory. Other chambersmachines that contain constantly adjust the astrologicalensure clock the to empire is reborn at time. an Still auspicious other chambers contain clockwork guardians. The Empire of the Emerald Throne vanished almost overnight, according to the sages. Most wizards, generals, thinkers, and of the empire’s leaders, not to mention the contents of its cof- fers and the best part of its armies, simply dis- All appeared. that was left of the empire was a fragile shell of former glory, which was soon overrun by barbarians. downright terrifying. tends to be covered in Half-orcgrease, soot, and rusted technology spikes, but is brutally simple and efficient. elements and Various ideas for integrating and what but discussed, been have steamcraft using does a steampunk setting actually look The like? following sections each put a steampunk spin on an element of a setting. Earthquake Clock Theory into Practice A Steampunk Dungeon: The A Steampunk Village: Chained Cairton Once, in the village of Cairton, there lived a miller. He was an exceedingly clever man, and made all manner of wonderful inventions. He improved the machinery of the mill, built a pump to replace the village well, and made cunning toys for children. When he died, the villagers turned to his son, hoping he would be as clever as his father.

The miller’s son tried to live up to expecta- tions, but his talents lay elsewhere. In despera- tion, he turned to magic. He found an ancient scroll that seemed to offer wisdom. In truth, the scroll called up a devil, an imp of perverse machines, who leapt into the son’s ear and whispered to him. Under the devil’s tutelage, CHAPTER ONE: Steampunk Campaigns the miller’s son began to build a mysterious engine in the mill. The villagers wondered what new marvel was being constructed atop the hill, but trusted the good intentions of the son of their benefactor.

One night, the miller’s son crept out and poi- Those exploring the clock must traverse the soned the pump. Everyone in the village was various cogs, from minute cog to millennium drugged into a deep sleep, and when they cog to eon cog (the earthquake was caused by awoke, they discovered iron rings had been the massive eon cog moving forward a single bolted around their necks, wrists, and ankles. notch in its glacier-slow progress) to reach the Chains ran from these rings to wooden posts lock mechanism above the vault door. The way around the village, and from these posts to the is guarded by mechanical monsters and traps strange engine in the mill. The terrible purpose designed to prevent anything or anyone from of the chains soon became clear: When the damaging the clock. The lock mechanism itself miller’s son turned on his engine, the various must be carefully examined: Will breaking the chains began to pull the limbs of the villagers. clock stop the lock from ever opening, or will They were all puppets, chained to the engine. it cause the vault to open immediately? The network of chains dragged them all around, forcing them to go through a nightmar- The Earthquake Clock can be used to introduce ish mockery of their daily routines. “steampunk as an ancient secret” if explorers can navigate the clock’s defenses and open the Now, the miller’s son is at work on a new pro- vault without awakening the sleeping Imperial ject. A branch line of the chain network leads Legions. The dungeon itself is a puzzle, and the into an open furnace. Soon, the engine will lock mechanism exemplifies the concept that drag the villagers, one by one, into the fires to the characters must apply technical solutions to fuel the imp’s machinery. All hope seems lost, problems. Rather than just smashing the mech- for whenever any stranger enters the village, anism, perhaps the characters must work out the engine uses its living puppets to rip the how to rewind the clock and prevent the empire stranger limb from limb. The remorseless from rising for another few millennia, or else chains clank on and on, and the miller’s son fool the astrological engines by building an smiles at the sounds of progress. artificial starscape above the vault. Chained Cairton is steampunk horror. Anyone entering the village is attacked by the chained villagers, who will beg forgiveness even as the 22 CHAPTER ONE: Steampunk Campaigns 23 Novo Vinci is quite simply the most glorious city in all the world. Once it was choked with soot, the dead heat of a million furnaces, and the crush of the factory workers in the streets and but alleyway, the mirror engines take care of all that now. All of Novo Vinci’s industry and unpleasantness has been shunted off into a pocket plane beneath the shining streets. Huge iron constructs do all the work in realm, the mirror the never has There city. true the in serve machines Ironside, while been such a place of learning, culture, and lux- elegant brass ury as Novo Emergent Angel Vinci. preaches The that mighty calculating one Church engines will day god new a discover forth bring ofand divine the of formula its the the Until then, the city to must watch over the city. flourish, so the highest moral virtues are those of being a good and loyal citizen. The wondrous works of the guilds, such as war golems and flying ironclads, protect the city. Magic and engineering are considered a single the debating and city, the in many by discipline magic Mechanics—that Universal the of theory mech- celestial the manipulates that force the is anisms of creation—is a common diversion in the cafes that line Novo Vinci’s wide vards. The boule- engines of the guard are constantly watchful, analyzing every image glimpsed by the diamond lenses that pervade the city. The mirror engines are located on every corner and create portals to the shadowy pocket plane of Ironside. Every factory, not to mention the ugly tenement blocks, shacks, and old, outdat- ed buildings that once made up the town, has long since been transported into Ironside. Few living things dwell in Ironside; dominated the by realm huge is machines that work con- stantly, making everything that the city above needs. Even the food eaten by the city folk is made here in the shadows: Plants beneath are flickering electric grown lights, harvested by machines, and prepared by the brass servants. The farmlands that once surrounded Novo Vinci were long ago replaced by mental gardens. orna- ment, with massive repercussions for the rest of rest the for repercussions massive with ment, the setting, and there are most certainly people opposed to the merchants who will attempt to sabotage the project. Emergent Angel A Steampunk City: The On all the maps, the Clawland region is marked is region Clawland the maps, the all On with symbols of danger and “here abide drag- ons.” The civilizations north and south of the Clawland long ago built mighty hold ramparts back the monsters. No to one has ever gone far into the wilderness and returned to tell the mer- largest the try…or would fool a Only tale. cantile combine in the Alamond Yi-Jid. and two civilizations of Trade by sea has linked the two civilizations for centuries, but the coastal waters are storm- tossed and treacherous. If a land route could be forged between the two, prosperity would be assured. Such a venture was considered to be impossible, but thefirearms means that advent even the of most inhabitant fearsome steam of the and Clawland The down. merchants intend to build a railroad can be can- Train-mounted brought Yi-Jid. Alamond to linking nons will patrol the completed railroad, clear- traffic. protecting and monsters of coast the ing Of course, while the railroad explorers is will being have to built, go ahead neers, of blazing a the trail engi- and clearing it of hostile best the in invested have merchants The beasts. steam wagons and weaponry money can buy and hired a large force of hardened mercenar- ies—but the Clawland has been human invaded armies by before, and its devoured denizens them have no matter how well equipped they were. pull to DM the for setting a is Frontier Iron The out all the nastiest against PCs armed with the best of steamcraft. monsters and pit The characters must them push through unexplored territory as quickly as they can, as the railroad is being built behind them. The wilderness is not just about blasting through hordes of rav- enous beasts: The railroad is a huge invest- chains chains force their arms to punch and their legs a on sits mill devilish The intruders. the kick to hill overlooking the village, belching and brimstone. The smoke miller’s son is a parody of a factory owner, crowing about how industry improves the lives of the peasantry by making things more efficient and orderly. itself The plans to sacrifice the devil villagers in its new infernal machine and open a gate to the lower planes. The Iron Frontier A Steampunk Wilderness: An occasional madman wanders out of a mirror The elves of the eastern shore, former allies of engine and preaches that the Angel promised the humans, have now made peace with the by the church has already emerged somewhere sahuagin. The price: Every month, two dozen among the countless machines of the elven youths are sacrificed on the shore. The Ironside—but such a thing is unthinkable. Why dwarves care nothing for the siege, for they would the herald of the divine choose to mani- have no desire to cross the ocean. Black-heart- fest among the filth of industry instead of in the ed dwarves have begun to dig long tunnels out shining silver city? below the seabed, hoping to sell weapons to the sahuagin and prolong the siege indefinitely. Novo Vinci is basically a steampunk setting Meanwhile, the halfling traders, whose fast where everything has gone right; technology ships are able to evade the sea-beasts’ attacks has delivered all the wonders it promised. The and reach the mainland, now look to an uncer- people of the city are refined, mannered folk, tain future dominated by iron ships and cannon. living in a technological utopia. Anything dan- gerous or unpleasant can be dumped through a In the highest tower of the palace of Therinth, mirror engine into Ironside, where the the crown prince looks out through his window machines will take care of it. Scenarios in the at the foundries. He clutches the window bars city may center around the polite political with scaly hands, a legacy of his sahuagin sire. machinations of the various power blocs—the church’s doctrine that loyalty to the city is the The sea-siege setting illustrates how to intro-

CHAPTER ONE: Steampunk Campaigns highest virtue means that anyone seen to be duce and then ramp up the presence of steam. detrimental to the city is soon exiled. For example, the characters could start off as Characters may also find adventures with the low-level servants of the crown, patrolling the city’s sky navy and mecha army . . . and there’s inland sea without any inkling that the cam- also the mystery of the Emergent Angel in paign contains steam technology. After several Ironside. difficult clashes with sahuagin raiders, they encounter their first ironclad and are issued A Steampunk Setting: The firearms. They are soon given the task of track- ing down a mysterious runaway, who turns out Sea-Siege to be the half-sahuagin prince.

For a score of years now, the isle of Cerine has Bringing the prince back to court wins the char- been besieged. Ever since the king of Therinth acters great renown, so they get picked for slew their prince, the scaly fish-creatures important missions like trying to bring the known as the sahuagin have waged war upon elves back into the alliance when the ironclads the land. Any ship that braves the sea is holed prove that the sahuagin can be withstood at sea, below the waterline and sunk. Raiders regular- manning the first submersibles when they are ly attack the coastal villages of Therinth, completed, and overseeing the war against the devouring the peasants and flooding the fields sahuagin. Finally, they may be the only heroes with briny water. who can help the half-breed prince secure peace before the sea-folk are wiped out. The king of Therinth slew the sahuagin prince in a fit of rage, when the fish-thing ravished his daughter in front of the whole court. Now his daughter continues the war her father began. She has traded with the dwarves of the moun- Steampunk tain halls for their skill with metalwork, and a fleet of ironclad warships waits in the inland sea of Daru, behind the ice wall raised by the Adventures royal sorcerers. These ironclads cannot be dragged down by the sahuagin. The dwarf- Using the steampunk genre in an adventure smiths also produce new weapons—depth essentially means including one or more of charges, submersibles, even machines that three elements: placing a piece of technology at crawl along the sea-floor to attack the coral the center of the scenario, using the changes cities beneath the waves. brought about by steamcraft as part of the plot, or using a steampunk location as a backdrop to a key part of the scenario. 24 CHAPTER ONE: Steampunk Campaigns 25 Decorum Decorum and Dragons As mentioned earlier, a lot of steampunk literature is about alternate histories, and therefore speech. of patterns and outlooks includesVictorian characters Steam technology doesn’t have to be run with by heroic chaps with stiff upper lips and ladies fainting in distress, often go together. but the two If the DM doesn’t want to part of the include genre, it should be made this clear to the players before the Otherwise, game the DM begins. may encounter sur- prising amounts of repartee with derring-do, villains, and polite bad Likewise, accents. if the DM wants to retain the period ambiance choice of too should be steampunk, made clear players, to to avoid a party composed thisof the Sir Alistair Simmons (famed knight of steam and member of Parliament), Lady Janet Peartree (secret member of the Society of Silver Skullsplitter the Barbarian. Twilight), and Gulthark Any style of game can steampunk flavor. The be key is infused using the with signa- game the the ensure to genres both of elements ture does not feel disjointed. from cue their take crawls dungeon Steampunk A super-spies. and units operations dun- special geon crawl is essentially semi-covert assault on a an enemy fortress. team making Tricks, traps, and gadgets should be classes (druids, barbarians and races rangers) (elves, and primarily) includes that party a in often problems avoid To craft. dislike steam- both these characters and steam-using PCs, the DM should ensure that some of qualities the of positive steamcraft are noth- do to shown is seen technology steam If paign. in the cam- ing but build urban destruc- mass of weapons build and wilderness, hellholes, chew up the tion, then there will be understandable hostility towards artificer characters. Some tension in a party is fine, but too much can be detrimental to the game. Genre Crossovers Dungeon Crawl When describing a steampunk scene, it is easy to fall into the trap of just adding rivets, brass, and the occasional description cloud and leaving it of at that. smoke Rather than painting to a thin layer the of the steampunk “look” onto every object, better it’s to add one or two gadgets to each location. An inn might have a rattling, hissing dishwashing machine; a stable might have been converted descrip- Mere horses. three to of instead car steam hold a single play- the of attention the unless pointless is tion ers is grabbed and inventive quirks. stimulated by fun little not careful be should DM the time, same the At Working to get too caught up in the machinery. out exactly how the plumbing in steam trap a functions dwarven is one thing; halting the game until the players appreciate the genius of the design is another. creep” “Technology is a danger in steampunk. If a wizard creates a new type of magic item, other wizards can replicate it, but it takes them a great amount of money and An effort. artifi- copying but machine, new a invent also can cer of type a Once easier. much is it replicating and device has been introduced into a game, it can be very difficult to remove it if it proves powerful. too New machinesan as such “control,” some on reliant be always should therefore exceedingly rare component or a mechanism except anyone to unknown are workings whose the inventor. Then, if the new machine proves too powerful and unbalancing to the campaign, the DM needs only destroy a few instances of the device and make the control unobtainable. No more copies of the machine built. If can the machine is not then damaging the cam- be paign, the “control” can be removed by having some inventor find a way to make a version of cheaper the device that does not rely on the control. System d20 core the of several from Characters Adventures Adventures don’t have to include any of these elements—an artificer can go on crawl a like any dungeon other character, and not every adventure in a steampunk setting needs to put steamcraft front-and-center—but in a steam- punk game, these elements every should few sessions be to used keep genre the strong. sense of the Running Steampunk everywhere. The characters should have an arsenal of specialized devices to use against their enemies, while outwitting and disabling hostile defenses.

When preparing a steampunk dungeon crawl, the DM should pay closer attention to patrol times and the state of awareness of monsters. Using technology to quickly and quietly defeat enemies should be rewarded. The improved communications and defenses made possible by steamcraft mean that stealth becomes more important. Characters trying to hack their way through by brute force soon discover that advanced weapons mean that even humble creatures can fight back effectively.

No steampunk dungeon is complete without multiple, complex steam-driven or clockwork traps. Ideally, the characters should not be able

CHAPTER ONE: Steampunk Campaigns to defeat the traps just by a few Disable Device checks; merely getting into position to make the check should require understanding how the trap works.

Mystery Technology removes many irrelevant delays and distractions. Communication and analyti- cal engines allow characters to get more infor- mation quickly. Faster and safer transport cuts down on trivial combat encounters while trav- eling. Steamcraft lets the characters get to the heart of the game sooner. Essentially, technolo- gy gives the players access to many of the mod- ern tools of mystery solving in a fantasy set- ting, such as image analysis or consulting with a far-away specialist quickly.

Steampunk mysteries should include one of the elements of steampunk adventures mentioned above. Either the mystery should be based on some aspect of steam technology (for example, a construct could secretly be reprogrammed to spy on its master) or have its resolution amid some uniquely steampunk setting (the spinning wheels and grinding cogs inside a huge clock tower.)

Exploration Steam makes getting from point A to point B cool. Other than various magical mounts and the occasional flying ship, fantasy has few interesting means of travel. Steampunk, on the other hand, has plenty of clanking engine-dri- ven modes of transport. One of the best meth- 26 CHAPTER ONE: Steampunk Campaigns 27 weapons weapons are considerably more powerful, so monsters that rely on melee may selves shot to find death before they reach the PCs. them- Similarly, the PCs may be less well prepared for melee combat, so fights in close tend to be quarters deadlier than average. Some problems that are almost insurmountable in less advanced games based adventure an in example, For steamcraft. are made easy around the characters by going into the depths of an evil temple to generic fantasy destroy characters have no the choice but central to altar, hack their guardian way beasts. In through a steampunk characters the setting, the hordes may of haveexplosive skills needed to thecollapse the temple engineering from outside. Adventures and centering on travel are especially vulnerable to this sort of techno- logical trumping. Civilization tends to be more communi- and defenses better with steampunk, entrenched in cation. Isolating a village and making it reliant on a handful of heroes requires slightly more force. The naming of steampunk devices is often mark of a pride, similar to the naming of magic Aitems or new spells. machine might be called Porphyr’s or Daedelus of Engine Wondrous the Puissant Piston. Other names refer to real alleged properties or of the device. If stuck for a name, use the following the on table. once then column, adjective the on twice Roll once or device column. either Finally, add the name of word a example), for (Gladstone’s, inventor the describing the actual function Marvelous (Gladstone’s both or cleaning), of (say, the device Perpetual Cleanliness Generator). d10 Adjective12 Vulcanized Device 3 Patent Engine 4 Steam-driven5 Automaton Reinforced6 Marvelous Apparatus Machine 7 Perpetual8 -vator Automated9 Clockwork Generator Assemblage 10 Repeating Electrified Instrument Contraption -omatic Steam Technobabble Most adventures and sourcebooks can be used in a steampunk campaign without problems. The following too points should be kept many in mind when using generic fantasy with material steampunk: Steampunk characters are equipped than obviously the average better character. Ranged ods for keeping a group of characters together is giving them a shared base of operations, and steam technology allows this mobile one. base to be a In a fantasy setting, industry, there by exploited be might that phenomena are often magical such as natural portals to the elemental planes, eternal windstorms caused by the howling of a dying god, or forests so vibrant with life that anything buried there Simpler, comes more fearful back folk to from might such unnatural regions, life. but shy the ambition away and faith in technology so common in the age of steam means that attempts to tap these mag- ical phenomena can be made. Explorers might be sent out to discover places where the world is strange and magical, so tamed and exploited. that they can be Smog-shrouded streets, gothic soulless machines and thinking engines, unnat- architecture, ural and ungodly experiments into things man was not meant to know—the leap from steam- punk to horror is an easy one. Frankenstein is the quintessential example of steampunk hor- a monster created by ror, weird pseudo-science and the overweening ambition Other of gothic creations and characters humanity. also suit the genre, such as Springheeled Jack, who spat sparks and leapt distances quite impossible for a human. The overpopulated citiescrowd to hide their givehideous forms in, and monstersthe headlong march a of progress ensures character that is ever no quite sure what is Who possible. knows what bizarre, terrible inventions are being created in the laboratories of artifi- cers, and who knows what forbidden veil will next be drawn back by those questing for the secret of steam? Steampunk Horror Adapting Adventures to 28 CHAPTER TWO: Character Classes Barbarians Classes Original mouth. The average barbarian is far more like- the more far is barbarian average The mouth. into charge suddenly the enemy,at frothing war-criesand screaming troops line front the if shells cannon steam of barrage a for ing tim- fuse and angle exact the calculating good no is warfare—it steam-age of nature precise regimented, the to unsuited is barbarian the of style fighting chaotic The wilderness. the back drive and oppose technology of creations the is fundamentally urban and industry civilized, and most of Heavy steam. of introduction the from most suffer barbarians classes, the all Of Content. Game class skills, abilities, and feats are designated for as Rules campaign. steampunk a into classes existing incorporate DMs and players aid to guidelines offers section following The ly to be on the receiving end of the steam can- steam the of end receiving the on be to ly o, s h goiu mcaie fre of forces mechanized glorious the as non, iiiain ls wt te rmtv tribes primitive the with clash civilization CHAPTER TWO CHAPTER C C l h a a s r s a Open e c s ht r js mr efcet esos f tradi- of versions efficient more just devices are simple that few a use to learn may technology.They steam of products the scorn ians technology,to extended often barbar- most and is magic to antipathy barbarian traditional The barbarian. the to mysteries unfathomed remain to likely are society polite and etiquette of matters although science, and literacy as things such barbarians the teach could the educators Well-meaning of wild. edge the on living primitives poor the more educate to teachers a and missionaries out send course, Of and instead might society steam-based enlightened laboratories the chambers. of remaking hell steel the surgical into dragged and corralled, animals, like down hunted be experi- may tribes military Barbarian ments. nightmarish in bodies their onto metal fusing subjects, test as barbarians to turn may engineering genetic or remaking, magical cybernetics, steam-powered with ting set- Any experimentation. for ideal him make do resiliency and frame hardy barbarian’s The es. ian tribes may be swept aside to gain these rich- barbar- and resources, other coal, and metal, for wood, desire insatiable an has technology Steam civilization. of march glorious further the for needed resources natural the hold who t e r CHAPTER TWO: Character Classes 29 Knowledge is power in the Bards gain the Munitions skill as a fast, fluid mind of a bard than it is to stuffy wiz- stuffy to is it than bard a of mind fluid fast, ards or narrow-minded knack for persuasion and social subversion can rogues. The bard’s also help with this—who better than a bard to sweet-talk the night watchman to let the party into the analytical engine chamber? However, bards in a steampunk setting should be careful not to forget their roots. The rise of move a and dehumanization to leads machinery away from tradition. Bards trying to win over peas- bucolic of songs with inn an in crowd the ants and chivalrous knights may selves a bit out find of a touch, if the them- vast city out- smoke- by dominated skyline a has inn the side stacks, and mechanical guards stalk the filthy alleyways. A chief bard’s advantage is always the personal touch, so no time a matter bard spends delving into how engines, he or much she should always have brazen lie ready. a silver tongue or New technology new offers avenues of expres- sion. Bards may exchange lyres and flutes for pipe organs or other mechanical instruments. Technology may also widen a bard’s potential audience—can a record sufficiently bardic skilled music Telecommunications are onto another natural bardarena a wax for cylinder?the bard’s skills, from radio performances to information gathering via posed carefully telegrams. Bards may com- also be recruited as advertisers or technological evangelists; it may be humbling to go from singing tales of legendary heroes to singing the praises of the latest steam train, but the Printed sheet music and lyrics of popular bard- latter pays better. songs might be available on every street corner for a half-penny each, which could be a lucra- on depending loss terrible a or venture side tive who owns the songs and printing press. Adventuring: out ferreting at adept are Bards steam. of world secrets and putting them to use. Cosmopolitan and educated, bards are at ease in all social sit- uations and environments and adapt well to the changes in technology. The society, of edge the at him keep may flightiness bard’s essential however, as the class enough to join any major organization or com- is rarely dependable pany. Bards are special when needed. agents called upon Skills: class skill and proficiency with all Barbarians dislike technol- All too often in the age of The barbarian’s skill The list barbarian’s is unchanged. Technology is all about information, and Technology infor- mation is the bard’s specialty. Bards can play instruments, musical like engines analytical the navigat- and machines the of out secrets prying ing symphonies of virtual data. com- to notation It musical from jump conceptual is a small puter code. Bardic knowledge and magic can aid in such investigations, and this sort of lar- cenous steam hacking is far more suited to the ogy as much as they dislike magic, and nothing and magic, dislike they as much as ogy smashes technology like barbarian rage. When attempting to destroy large machines through sheer brute force, reduce a the hardness of raging an item by barbarian one plus one point for every point, three This levels. abil- may ity can only be used when smashing medium- sized or larger machines, and only applies to complex machines. The barbarian has a knack for smashing the most delicate and vital com- ponents. Skills: steam, barbarians are considered a cam- danger on go may adventurers Brave civilization. to paigns against the barbarian tribes, forcing the barbarians to fight back. The gap between civ- ilization and wilderness is far wider and clear- er in the age of steam. A lone barbarian in the city might be a curiosi- forests. deep the from brought man” “wild a ty, In a land slipping into technological decadence and repression, the animal vitality of the bar- barian could often be a deciding barbarian mindset is now so to different that of factor—the city dwellers that he can perceive options and chances for success that they cannot. Destructive Rage: tional items, like chain-saw axes or steam-pow- or axes chain-saw like items, tional ered jackhammers. decide that how Somea thing works is not as impor- barbarians tant as how may many enemies it smashes and use more advanced steam weapons. Without any understanding of the underlying principles, the up end and magic as things such see barbarians pleading with the spirits of the engine or mut- tering nonsensical arcane command words to get their guns to fire. Barbarians have a special dread of steam engines, as they appear to con- tain fiery demons and belch out steam wraiths. Adventuring: Bards firearms in campaigns where black powder acceptable only for use against evil creatures. weapons are common. Most bards keep abreast of developments in technology by taking a few Divine magic is rarely used in concert with ranks in Knowledge (steamcraft). steam technology. Unlike arcane magic, it is a gift from a higher being and cannot be reduced Clerics to a form of science. The gods may condone cleric-smiths making a few steam-driven The effects that steam technology machines that are imbued with divine has on the cleric class depend on the power, if done with proper reverence and response of the cleric’s religion to respect. However, while wizards may technology. Religions are one of be able to channel arcane magic the most powerful forces in soci- through huge ugly factories and ety and cannot easily remain spell-engines, no divinity would neutral towards steam. willingly submit to answering prayers issued by a soulless If the church embraces steam tech- machine. (Of course, if the divinity nology, the vast wealth and influ- is blind or unthinking, it may be ence of religion supports the unable to distinguish between requests development of industry. made by a cleric and requests made by

CHAPTER TWO: Character Classes Historically, churches often a spinning steam-powered prayer sponsored scientists and engi- wheel.) Healing magic may be used neers (assuming their work was in fleshworking and cybernetics, to theologically acceptable). Clerics knit flesh and metal together. may find themselves shepherding factory workers and preaching doc- Adventuring: In an age of commu- trines of hard work and obedience. nication and organization, clerics Cathedrals may be equipped with vast are more likely to be sent on mis- heating furnaces or clockwork sions by their religious superiors. shrines that act out religious The higher population concentra- vignettes, while the armies of the tions are prime ground for prose- faithful are guarded by clanking lytizing and finding new converts. metal guardians. In such cases, Clerics may also be motivated by clerics will be equipped with social concerns, as all too often the the best technology the church’s needs and rights of common people coffers can buy, and engineering are forgotten as industry grinds on. will have its place in church teach- ings. Some religions may use Skills: If the cleric’s church is imagery drawn from engineering, one that embraces steam, the speaking of the gods as cosmic cleric is given an education in builders or forgers of the world. the sciences and the uses of Followers of such religions use all steam. This comes at the price the advanced technology they can of the Craft skill, as most craft obtain. items are now either mass-pro- duced in factories or else Alternatively, the church require a great deal of spe- may oppose the development of cialization. Modern clerics steam technology, as it upsets the status have better things to do with their quo. This creates tension between the cleric, skill points, so craft can be left to the com- as a representative of the church, and the grow- moners who are guided by the clerics’ wisdom. ing merchant class that fuels the steam-pow- ered revolution. Religious doctrine may The cleric’s class skills (and the key ability for describe steam power as destructive, slothful, each skill) are Alchemy (Int), Concentration or even sinful, requiring the cleric to atone if (Con), Diplomacy (Cha), Heal (Wis), forced to rely on it. Intelligent constructs will Knowledge (arcana) (Int), Knowledge (reli- be considered soulless abominations, and gion) (Int), Knowledge (steamcraft) (Int), advanced weapons outlawed or considered Profession (Wis), Scry (Int, exclusive skill) and 30 CHAPTER TWO: Character Classes 31 Urban druids are only For urban druids, this ability The druid counts as being one Druids in the age of steam usu- The urban druid’s class skills The druid gains a +4 bonus to The class skills for a traditional druid Adventuring: ally adventure to drive which often includes the products back of technolo- the unnatural, gy. Sabotage missions and toler- more organizing Other, activities. common are tance resis- ant druids may adventure with those who use steam, to observe their ways and methods of encouraging try harmony and symbio- to find sis between nature and technology. Skills: are unchanged. as statistics game same the has druid urban The the normal druid, with the following changes. Hidden Paths: size category smaller for fitting through pipes, sewers, and other urban spaces. replaces woodland stride. This ability Trackless Step: surroundings. urban artificial, in only functions Taint Ward: saving throws against diseases or other illness- es caused by industrial pollution or urban life. This ability replaces lure. resist nature’s Weapons and Armor: permitted to use salvaged weapons. They are proficient in all simple and martial weapons, but they can only use weapons they find aban- doned in rubbish piles or alleyways or cobble together from spare parts Urban druids cannot therefore purchase equip- and scrap metal. ment during the game. A beginning druid may “purchase” equipment as normal, as he is con- game the before gear this found have to sidered begins. He still has purchase also to can druids Urban gold. beginning pay for it out of magic his items as normal, rules following the the DM sets same for other characters campaign. in the Class Skills: (and the key ability for each skill) are Animal Empathy (Cha), Climb (Dex), Concentration (Con), Craft (Int), (Wis), Diplomacy Hide (Dex), (Cha), Knowledge and skill) exclusive (Int, HealScry (local) (Wis), Profession (Int), Spellcraft (Int). Urban Druids Fighters The agents and defenders of nature face great challenges with the advent of fires steam. of the engines As grow hotter and hotter, the the air and water are tainted. Coal and iron mines thread through the living earth like the trails of maggots. Living resource, another raw material to thingsbe devoured becomeby the dead machines. another While barbarians rangers may attempt to slow the onward march and of steam technology, druids are the class most action direct take and oppose fervently to likely against it. Druid cults might launch sabotage attacks against factories or engines. eco-terrorism Magical is extremely difficult to defend against—any animal might be magic druidic and form, wild-shaped a in druid a spy or the is especially suited for destroying large areas. The world-spanning druidic society shattered is by the introduction of steam. often In sim- pler times, civilizationthe in urbanization of islands small to restricted and industry midst of were a green sea of wilderness. Now, situation the is reversed—the wilderness is under threat and divided by through pass to forced be might Druids blights. rail lines and areas of industrialization urban to get from one area of the wilderness to another. With soul the of green nature torn asunder in such a fashion, druid society may fracture into multiple cults than militant more far be may Some orders. and others, using all their against steam. Others may seek to preserve the power to fight best of nature, nurturing back hidden valleys full of rare plants and animals. These valleys may be seeds of the wilderness, kept cruel winter of iron and smoke. safe against a Just as some butterflies responded to the sooty conditions of the orders druidic in, blend to wings their changing Industrial Revolution by may evolve and adapt to Urban druids a that worship the changing complex ecolo- world. sacred of circles in meet waste, and rust of gies smokestacks, and summon hosts of pigeons rats may and replace the traditional druids in some campaigns, and these druids may form a competing group in others. Spellcraft Spellcraft (Int). steam use not do that orders religious However, cling more closely to traditional paths, leaving their class skills unchanged. Druids Of all the classes, fighters adapt best to the are approached with care and caution; informa- introduction of steam technology. The weapons tion-gathering and preparation are emphasized. and armor may change, but there will always Many fighters do become overconfident with be a need for master warriors to wield them. A their new firepower and have little respect for fighter threw the first rock and picked up the anything not armed with advanced weaponry. first bone club, and fighters are always at the forefront of new technology. Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft In the age of steam, ranged and siege weapons (Int), Handle Animal (Cha), Jump (Str), gain added prominence, so fighters are best Munitions (Dex), Profession (Wis), Ride (Dex) served by having a higher dexterity and wis- and Swim (Str). dom. Brute force, no matter how mighty, can- not compete with the inhuman strength of Monks steam engines. Mere physical strength is no longer the fighter’s major asset. The steampunk The path of the monk centers on self-sufficien- fighter is less of a swordsman and more of a cy and mastery of the body. External tools are musketeer or siege engineer. Mastering a wide crutches for the weak, a distraction from the array of advanced weapons allows fighters to true way. Monk orders are little affected by the take advantage of the multitudinous advances passing changes in the outside world. There is

CHAPTER TWO: Character Classes in the art of killing. no real need for the monk to change in response to the advent of steam technology. The path of Fighters specializing in ranged weapons follow tradition holds true no matter what. the same general path as those becoming archers. Guns are more damaging and easier to The way also demands an active, inquisitive use than bows, though, and more suited to the mind, so monks can make use of steam tech- narrow urban conditions common in many nology without becoming dependant on it. The steampunk games. Few things are as intimidat- techniques and philosophies of the engineers ing as a barrage of fire, and the rifleman or are not so far from aspects of the way of the gunslinger archetype can be just as iconic as monk, who builds a perfect self in accordance the traditional swordsman. with rigorous logic and discipline. Sects of monks might create new techniques inspired by Huge war machines, such as earthshaking can- technology—attacks that strike with the rigid nons or armored land leviathans, are a common strength of a construct; meditations on the heart steam tech development. The best pilots and of the furnace, where emotion fuels motion; the gunners for these are fighters who specialize in clockwork mind that deconstructs itself. driving and steam-based weaponry. Such spe- cialists are far from the traditional simplemind- Alternatively, perhaps the monks are at the ed fighter, and siege weapons are rarely suited forefront of steampunk. Monasteries tradition- for dungeon adventuring, but the fighter’s role ally hide secret techniques and knowledge far is the same no matter what weapons are used. in advance of those possessed by the outside world. Monk artificers might have been quietly Of course, at some point all technology breaks building machines for centuries, a few cogs and down, so having a sharp sword as a backup rivets every year, like making an illuminated weapon is a wise precaution. manuscript in brass and steel. (Perhaps the amazing abilities of monks are not based on Adventuring: The more educated, cerebral mastery of the body, but on secret augmenta- fighter of the steampunk era takes adventuring tion of the mortal form—or maybe all monks more seriously. Careful, militaristic planning are secretly and unknowingly disguised con- and the obsessive study and consultation of structs built by the ancient masters of the manuals, reference works, and essays on siege- monastery.) craft and cannonry are the hallmarks of the fighter. Even those who keep to more tradition- Adventuring: Monks in the era of steam tend al weapons are caught up in the “science of to be more secretive and unwilling to discuss warfare,” and duelists may quote the names of the inner secrets of their order and training; in sword-maneuvers from famous dueling texts an age when scientists are willing to prod and even as they chop at each other. Adventures dissect every mystery, the monks might find 32 CHAPTER TWO: Character Classes 33 unlikely to take kindly to is a mere tool, regardless of In times of change and sword and horse. Technology ranger’s ranger’s backpack. A forester might be able to navigate by ranger will quickly become as sters and horrors, and a prudent a and horrors, and sters Rangers Munitions skill. The paladin’s changed utterly. steam-age technology gain the Paladins whose religion embraces how complex it is. The street and the border- land find their own uses for things. Many of the devices and innovations of steam technology will quickly find their way into a skilled with firearms and vehicles as with the stars, by moss on the trees, and by the night the by and trees, the on moss by stars, the whispering of the owls, but a sturdy compass will do all that faster. If a new better device works and is as reliable as rangers will adopt it. old methods, the Weapons get the same treatment. A ranger unlikely is to have the newest, shiniest, most but weapon, steam-powered unpredictable instead will have a reliable and well- Like the barbarian or druid, the technology encroaching on the beloved wilder- ranger is ness, so rangers may find themselves opposing the use and development of steam technology. to wit the lack often barbarians while However, use advanced devices, caught and up in druids their are adapt, worship rangers are of too relentlessly pragmatic. the The green wilderness to is a dangerous place, full of mon- might might disdain brutal guns and siege weapons, preferring to swashbuckle for justice and free- dom. The reduced effectiveness of brute force is strength greatest his as less, paladin the hurts the strength of the soul, and no machine every replicate that. can Adventuring: upheaval, it is the paladins common folk and provide a point of moral ref- who protect the erence. The steampunk exemplar, paladin proving that heroism and purity can is a still moral exist in a more “enlightened” age. role—and Their adventures—are altered even through the world thereforearound them is little Skills: skill list is otherwise unchanged. With their With greater emphasis on secrecy, For the most part, the effects of steam technol- ogy on paladins are similar to those described for clerics. The holy warriors who are aligned with a particular religion will follow that reli- gion’s lead on steam If technology. the church embraces technology, then paladins equipped with sanctified steam-poweredmarch across the battlefield, wielding firearms armor will that shoot blessed shells and leading legions of construct warriors. A paladin’s bonded mount might be a vehicle or construct instead of a liv- ing beast. faith abjures technolo- If the paladin’s the gy, paladin will be an anachronism on the battlefield, a lone horseman clinging to ancient chivalry when all the world has moved on to weapons of steam and steel. Such figures may seem outdated and slightly ludi- crous as they pit and sword against is paladin the the but weapons, modern lethal more always strongest when all seems hopeless and faith and heroism are all that is left. In their role as champions of the people, pal- adins are likely to take action against injustice commoners If industry. by caused hardship and are being forced to suffer and toil in nightmar- ish factories, then it defend them. The falls steampunk paladin may be a to the paladin charismatic to crowd-rallying troublemaker or a proud and pious steam knight, but against evil the and injustice remains constant. battle With fighters moving towards heavier firearms weapons, the and paladin often faster lighter, weapons like takes the Paladins rapier. up their their traditions being stolen and published in printed manuals available to everyone. Some monks go out into the world to societies or create training schools in order to secret control how much people know about the way of the monk and guide the worthy onto the true path. Skills: monks lose the Perform skill, replacing it with access to the full range of monk’s Knowledges. The class skills become: Balance Climb (Str), Concentration (Dex), (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), KnowledgeProfession (all) Swim (Wis), (Str) (Dex). and Tumble (Int), Paladins maintained gun that has proved itself on the Concentration (Con), Craft (Int), Heal (Wis), hunt time and time again. The wisest path for Hide (Dex), Intuit Direction (Wis), Jump (Str), the ranger is the middle path of caution and Knowledge (nature) (Int), Listen (Wis), Move slow adoption of new technology. Once the Silently (Dex), Munitions (Dex), Profession new weapons and traps are ready for field use, (Wis), Ride (Dex), Search (Int), Spot (Wis), they will quickly be added to the ranger’s arse- Swim (Str), Use Rope (Dex) and Wilderness nal. The steampunk ranger of the wilderness, Lore (Wis). then, looks something like Davy Crockett— living off the land, dressed in furs and leathers, The urban ranger’s class skills (and the key but familiar and armed with the best technolo- ability for each skill) are Climb (Str), gy has to offer. Concentration (Con), Craft (Int), Disable Device (Int), Gather Information (Cha), Heal The growth of urban regions creates its own (Wis), Hide (Dex), Intimidate (Str), Intuit breeds of ranger, such as bounty hunters, dedi- Direction (Wis), Jump (Str), Knowledge (local) cated guards, or vigilante stalkers. All of these (Int), Listen (Wis), Move Silently (Dex), can make great use of steam technology. Munitions (Dex), Profession (Wis), Search Imagine a masked, cloaked ranger with an (Int), Spot (Wis), Swim (Str) and Use Rope array of steam-powered gadgets, who swoops (Dex). down onto evildoers from the tenements and CHAPTER TWO: Character Classes factory roofs like a dark avenger. The hunt con- Rogues tinues, even in the shadows of the city. Of all the classes, rogues gain the most benefit Steam technology and its more lethal weapon- from gadgets. Spyglasses, explosives, clock- ry make bringing down big monsters easier, but work insects that run up walls trailing a rope, it also brings forth new dangers that must be and other such devices are suited to a rogue’s hunted down. Rogue constructs that have run nimble hands. Steam-powered weapons make amok, tortured animals augmented by machin- ranged attacks more powerful, another equaliz- ery, and dangerous bandits may all be the cho- er for the rogue. In short, no self-respecting sen quarry of a ranger. Just as the ranger learns rogue should be without lots of brass-riveted the weaknesses and traits of a particular toys and experimental weapons—and, ideally, favored enemy, steampunk rangers are trained the skills to use and repair them. to bring down and sabotage rogue machines. The development of industry creates new Adventuring: Rural rangers patrol the increas- wealth, a new class of industrialists, engineers, ingly distinct line between civilization and the merchants, and investors. Thievish rogues find wild. As the reach of technology grows, they rich pickings in cities awash with newly mint- are called upon to blaze new trails and explore ed steam lords and factory owners—assuming the dark corners of the world. they can bypass all the new mechanical traps Urban rangers hunt crime and corruption more and defenses made possible by steam technolo- often than they hunt monsters (but there are gy. A steampunk treasure vault, filled with things in the city, claw marks on sewer gratings buzz-saws, mechanical puzzle locks, complex and cobblestones). They often have ranks in traps, and construct guards is a challenge for Profession (forensics) or Profession (detec- the most skilled thief. tive), making them excellent investigators. The true wealth in the steampunk setting, Sabotage: Rangers who choose constructs as though, is knowledge. The whole concept of their favored enemy may add their favored steampunk is the development of new crafts enemy bonus to Disable Device checks when and technologies, and such secrets can be dealing with steam-powered constructs. stolen. Rogues may find themselves running through the shadows, clutching blueprints of Skills: Rangers may choose one of two skill new wonders or war machines, or counter-spy- packages, traditional or urban. ing to ensure the weaknesses of the kingdom’s steam defenses do not fall into enemy hands. The traditional ranger’s class skills (and the key ability for each skill) are Animal Obviously, Disable Device acquires a new Empathy (Cha, exclusive skill), Climb (Str), level of importance in a setting where devices 34 CHAPTER TWO: Character Classes 35 . idiot savants makes them far more imposing union of magic and technology and better able to rant than wiz- scientists. Their high Charisma ards; the same uncanny insights also allow breakthroughs in the ers their magical abilities might Sorcerers do make excellent mad and fiery blood that gives sorcer- over in the manufacturing process. manufacturing the in over will find a use for sorcerers. relying on big, complex machines reliability, so any organization spells on machines add greatly to Sorcerers casting enhancement single spell might be used over and over used be might spell single training for a needy character. could be a source of money or While being chained to an assem- bly line is hardly an exciting life, it repeated castings are obviously far more often than wizards. Such useful on the factory floor, where a sorcerers have one great advan- machines, able to cast a given spell When merging steam and magic, tage—they are spellcasting the sorcerer population. (and what better fuel could there be tion may even create an explosion in engineering works or magical pollu- sorcerers, famously thick with arcane energies?). energies?). If magic becomes a sci- for a magical engine than the blood of ence, then sorcerers may be seen as of magic from huge steampunk arcano- but sorcerers are survivors. The backwash engineering engineering may be lacking. More self-reliant than their arcane brethren, sorcerers their can social put skills and force of good personality to use on the Tricksters, crowded entertainers, streets cult of leaders, rousers—the magic cities. of rabble- the sorcerer can be put to good use in all of these roles. Wizards unlikely are to thrive in factories, the the of shadows the in and streets back trash-choked, sooty Like wizards, sorcerersfirearms—it is only a are short mental quick hop wand from to pistol or staff to to musket. While other use classes may be alarmed by destructive wielding power, such burning and blowing up things with a mere gesture is second untrustworthy With With the more Rogues gain As sorcerers do not need to spend long years studying magical formulae and tech- with grips to come dusty to time more have they tomes, nology. Admittedly, few sorcerers great have intellects of the wizards, so their grasp of (disabled, (disabled, clanking, clockwork, or sentient) are everywhere, but the vast constructs and urban labyrinths common to steampunk possibilities offer new for Balance rogues’ and devil-may-care Tumble. attitude The for and learning aptitude means they embrace are more technology likely than to classes. other, hidebound high Dexterity and distaste for The fair rogue’s fights make firearmsAssassins can an shoot distant ideal from targets safety, and weapon. the glint of lamp- light reflecting off a lens is the only herald of a lethal telescopic bullet. Thieves can keep a small sidearm handy to unexpected deal obstacles, while with find may footpads and thugs the intimidation guns factor more useful of than their killing power. too, Explosives, should not looked—if you can’t be pick a over- lock, blowing it up is a noisy but workable alternative. Adventuring: securi- and defenses advanced ty measures made possible by technology, specialists with the skills to defeat traps and sneak machines become around even more sought after. Rogue adventur- guardian ers now have respect, as they a can be “secu- veneer ofrity specialists” or sional “profes- trapspringers” instead of thieves from the gutter. Skills: Munitions as an extra skill. class In a steampunk paign cam- in which common, firearms rogues are also gain proficiency firearms. with all Sorcerers nature to the sorcerer. archmages become standard reference works for the next generation of wizards. Learning Adventuring: The greater freedom and oppor- and discovery for their own sake become more tunities created by the steampunk upheaval suit valued by society, and wizardry might become sorcerers, who need rely on nothing but their a respected field of science. Greater scientific own innate powers. Every other class may insight into anatomy and physics can also help become dependant on tools and new gadgets, the development of magic: Perhaps individual but the sorcerer always stands alone with noth- organs can be targeted by transmutation spells, ing more than the fire in his blood. leading to the creation of all sorts of interest- ingly twisted species. Living, intelligent Skills: Sorcerers gain Knowledge (steamcraft) machines can gather and shape far more magi- as a class skill. cal energy than a single mind can encompass or a single soul can endure. Wizards Industrial magic allows the creation of items Like the churches, those who study the arcane and projects undreamed of. Consider the differ- arts may embrace or reject steam-age technolo- ence between a single weaver sitting in a cot- gy. The choice leads to two radically different tage, laboriously making a single garment by styles of wizard. hand, and a vast factory crammed with spin-

CHAPTER TWO: Character Classes ning machines that shoot shuttles through the High in their isolated towers, wizards continue weft faster than the eye can see. The tradition- to delve into the secrets of magic. Outside, the al wizard is that weaver, slow and limited; the steam engines clank along, the products of a factory is almost anything that can be con- clumsy and ultimately myopic short cut ceived. The steampunk wizard must learn to towards true understanding. Wizardry becomes think on a grand scale. even more secretive and mysterious, a practice only for the initiated. Wizards seek to prove the Adventuring: Steampunk wizards tend to be superiority of magic over steamcraft, using explorers and researchers. The ancient secrets nothing more than arcane words and gestures of the art of magic are often outdated, so wiz- to accomplish more than any machine. They ards search for new power sources and new mutter that steamcraft puts power in the hands magical phenomena. They often seek to delve of foolish and weak men, and that such power into the outer planes, where both things are should be restricted only to those who have common. earned it through study. To cast a spell requires much learning and discipline; using a machine Skills: Wizards excel in the Knowledge skills requires nothing in the way of wisdom, only that drive the steampunk revolution, and so money to purchase the device. gain no new skills. Such wizards are commonly seen as archaic and snobbish scholars who cling to an outdated art. Engineers and wizards will rarely see eye to eye, deeming each others’ practices “foolish New Core and short-sighted” or “quaintly baroque.” If steamcraft takes hold in society, wizards may be feared and mistrusted—even hunted. Classes

Alternatively, steam may revolutionize magic The following new classes are available to just as much as it changes society. Wizards are players in a steampunk campaign. The text of already scholarly and scientific; steam can join this section is Open Game Content. spellcraft and alchemy as another arcane sub- ject. Printing, communications, and the greater Animal Lord resources for experimentation available in the steam age allow wizards to make great strides In a world of daring exploration and tragic loss, in their research. Rather than laboriously copy- there are individuals born as man, and through ing a spellbook page by page and glyph by incredible circumstances, raised as creatures of glyph, apprentices can purchase printed the wild. Animal lords are individuals raised copies of the classic tomes. The notes of under the watchful eye of members of the ani- mal kingdom, trained to survive in the harsh 36 CHAPTER TWO: Character Classes 37 Animal lords are typically intel- By and large, animal lords are not with with intelligent creatures of good heroic animal lords intentions, battle ruthless hunters, evil beasts, and any that destruction would to bring the pain boundaries kingdom. and of Evil their wild animalcrazed, ruthless hunters and savages lords that prey are on the weak, as taught through either pure sur- typically vival or through the influence of a ruthless fos- ter parent. Evil animal lords work against attack- the and fit see they as taking good, of forces ing all they view as sport, human and creature alike. Religion: religious. The typical lack of a social structure and a defined belief system within the animal lack a with lords animal leave to tends kingdom of knowledge in divine powers. If a neutral good or animal lord has retained (or regained) possibly a measure of his humanity, he may honor or worship gods of nature, animals, or the hunt. Evil animal lords may pay tribute and give blood sacrifice to the gods of death, or slaughter, tyranny. Background: ligent humanoid creatures, who tragic loss of family or through acts of fate, are through the found and raised by creatures of the wilderness from a very young age (typically early child- hood). During these years, the infantile child’s society and human- understanding of his race’s ity is replaced with the fundamental ideals and habits of his the child is taught to survive in Fundamentally, new animal the wild, foster developing the parents. adapting to survival the methods of his As new parents. skills and understand to begins he age, of comes child the (if only through emotion) the hierarchy of the crea- the of interaction the and kingdom animal tures within his now native lands. Classically, animal lords are raised in wood- land areas or the dense canopies of the jungle. Raised and groomed by exotic animals such as apes, tigers, or panthers, these animal lords are skilled at stealth, intelligent in their methods, However, and feared for their brutal efficiency. in rare cases animal lords are raised the desert, the as such environments wilderness in other frozen lands of the northern jagged cliffs of the canyons. regions, or the Some adult humanoid multitude creatures, of reasons, for may any retreat to protective (yet the dangerous) shelter of the In most cases, animal lords live Animal lords, in almost every lives of seclusion deep within the canopies of the Among wilderness. their animal foster par- ents, animal lords develop their skills in hunt- ing and survival, while using the advantages of their humanity to rise above the animal hierar- chy, becoming both among the animals. It championsis this lifestyle that also and hinders kings the potential of an animal lord, as his ascent to the top of the animal hierarchy also It is this comes at the cost of his true humanity. loss that often prevents the interaction of ani- mal lords with others of their race, as skills and practical social skills are foreign and verbal possibly As rejected. illustrated in classic liter- ature, there are occasions where an animal lord is either welcomed into an urban environment situ- either In force. by it into taken possibly or ation, an animal lord’s reaction is typically as chaotic as his own nature: Some animal lords adjust to the change of environment and redis- cover a lost sense cul- of by mad driven are and change a such reject humanity while others ture shock and disorientation. Alignment: case, are chaotic. The nature of most societies and animal the hierarchy of the animals can be a weighty influence on the moral and attitude ethical strong a possess alignmentspecies animal some However, of an hierarchy, which may animalin fact equate to a more lord. ani- an allowing attitude, lawful even or neutral mal lord to also follow a much more stable and less chaotic lifestyle. Typically, good-aligned animal lords serve as protectors, and champions, leaders in the wild. Working on occasion wilderness, wilderness, and exceeding the normal expecta- cost the at but potential physical human of tions of their humanity. Unlike rangers of druids of the fantasy world, animal lords not only serve to protect the crea- tures of the wild, but also act generals as against all leaders who would and stand to injure or exploit the beauty of the wild and its inhab- itants. Where rangers rely on martial prowess, the of creatures ways, many in are lords animal wild themselves, weapons of thus savage boundaries of an animal efficiency.lord’s becomingkingdom, he is Within strong, silent, livingand the deadly when using his envi- ani- his leading and opponents against ronment command would king noble a as followers, mal his royal knights in battle. Adventures: The Animal Lord Base Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +2 +0 Totem, animal companion, feral child heritage, master of the wild 2 +2 +3 +3 +0 Track 3 +3 +3 +3 +1 Uncanny dodge (Dex bonus to AC) 4 +4 +4 +4 +1 Feral athleticism 5 +5 +4 +4 +1 Totem 6 +6/+1 +5 +5 +2 Uncanny dodge (can’t be flanked) 7 +7+2 +5 +5 +2 Master of the wild (2/day) 8 +8+3 +6 +6 +2 Feral voice 9 +9/+4 +6 +6 +3 Totem 10 +10/+5 +7 +7 +3 11 +11/+6/+1 +7 +7 +3 Uncanny dodge (+1 against traps) 12 +12/+7/+2 +8 +8 +4 Feral senses CHAPTER TWO: Character Classes 13 +13/+8/+3 +8 +8 +4 Totem, master of the wild (3/day) 14 +14/+9/+4 +9 +9 +4 15 +15/+10/+5 +9 +9 +5 16 +16/+11/+6/+1 +10 +10 +5 Uncanny dodge (+2 against traps) 17 +17/+12/+7/+2 +10 +10 +5 Totem 18 +18/+13/+8/+3 +11 +11 +6 19 +19/+14/+9/+4 +11 +11 +6 Master of the wild (4/day) 20 +20/+15/+10/+5 +12 +12 +6 Uncanny dodge (+3 against traps)

wild, rejecting the ideals and society of civi- Other Classes: Animal lords live within the lized races. It is during this exile that a boundaries of the wilderness and as territorial humanoid may develop the feral skills of an creatures. It is very rare for an animal lord to animal lord, and so too lose a measure of his or encounter characters of other classes. her previous culture and belief system. In any Naturally, animal lords have the best associa- case, the DM and player should discuss the tions with druids and rangers, as the mutual background of an animal lord PC well before respect for animals and nature brings them he or she is introduced into an ongoing cam- closer together as long-standing allies. Fighters paign. and rogues are viewed with no special regard or Race: Animal lords are typically human, disregard in initial encounters, as these classes although any race is capable of becoming a typically do not possess any outward abilities child of the wilderness. Following humans are that would immediately attract the attention (or elves, who are classically associated with fear) of an animal lord. In the case of wizards, woodland areas and could very easily become sorcerers, and clerics, however, the use of animal lords either through accident or choice. magic can provoke one of two immediate reac- Other rare and interesting examples of animal tions from an animal lord: fear or curiosity. lords are dwarves, halflings, and gnomes who This fear, however, can be overcome with long- classically do not favor the wilderness of term exposure and increased familiarity. In the forested areas but rather the cold stone of the cases of monks, bards, paladins, and barbar- mountains, cities, and underground. In these ians, an animal lord bears no particular feelings cases, animal lords from below may acquire for characters of these classes and evaluates aspects of subterranean creatures from fantasy, each on a case-by-case basis. such as the umber hulk. Again, in these rare cases, the DM and player should discuss the Game Rule Information background and abilities of an animal lord PC well before he or she is introduced into the Animal lords have the following game statis- campaign. tics. 38 CHAPTER TWO: Character Classes 39 all Climb checks checks all Tumble Class range with unarmed attacks all Swim checks saves Armor Class to melee attacks trip attacks* all Intimidate checks Animals) selected, selected, it may not be changed unless other- wise approved by the DM. Once selected, the animal lord gains abilities associated with that totem animal from the list of examples provid- ed in the tables below. The animal select lord a new ability at may 5th level and every four levels after that (9th, 13th, and 17th). The ani- mal lord may not select any times unless otherwise specified. ability multiple AbilityDeceptive intellectMaster climbers +2 skill points* Animal agility +4 competence bonus to Effect Quick movement +4 competence bonus to Armor to bonus dodge +1 Jungle warrior doubled critical threat * May be selected multiple times. Ability Sturdy buildNatural swimmer +4 competence bonus to Inner might +3 hit points* Thick skinned +1 bonus to Fortitude Great strength Effect +1 natural armor bonus * May be selected multiple times. unarmed to damage +1d6 AbilityAcute sensesCenter of balance +2 competence bonus on Eye of anger Scent Effect ChargeFerocity +4 competence bonus to *May be selected multiple times. Improved Bull Rush feat As boar ability (MM, AbilitySpeedCenter of balance +2 competence Effect +5 ft. to speed* Ape Bear Boar Cheetah . Animal 4d4x10. Any. As protectors of the wilderness, ani- d10. Whether the animal lord was raised by mal lords rely on strength and skills speed needed for to the serve as champions and pro- of Many live. they which in lands the of tectors an animal lord’s need- are which of both Dexterity, and Strength core class skills ed for more rely effective skill checks and attacks. on animal an to beneficial particularly is Dexterity defense of source only the typically is it as lord, that an animal lord has against the dangers of the wilderness and the attacks of opponents. Alignment: Skill Points as Each Additional Level: 4 + Int modifier. All of the following are class features animal of lord. the Weapon and Armor Proficiency: Abilities: Hit Die: Gold: Starting The animal lord’s class skills (and key ability for each skill) are Balance Animal Empathy (Dex), (Cha), ClimbEscape Artist (Dex), (Dex), Hide Craft (Dex), (Cha), Intimidate (Int), Intuit Direction Knowledge (nature) (Int), Listen (Wis),(Wis), Move Jump Silently (Dex), (Str),Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex), (Wis). and Wilderness Lore 4 x modifier) Int + (4 Level: First at Points Skill lords are proficient with all simple weapons. Animal lords are not proficient with armor or shields. Note that armor check penalties apply to the skills Balance, Pocket, Pick Silently, Move Jump, Hide, Artist, Climb, Drive, Escape and Tumble. Also, Swim checks suffer penalty a for –1 every five pounds equipment carried. of armor and Totem: creatures of the wild or chose to retreat to the wilderness, he develops the skills used every day by his animal patrons. Through repetition or the awakening and talents special gains lord of animal the within, an untapped potential abilities considered foreign to other members of his native race. Beginning at 1st level, the animal lord selects a totem animal from the list provided below. Once the totem animal is Class Features Class Skills bonus on t r i p feat Feral Child Heritage (see Chapter 3). attacks* Moving target +1 dodge bonus to Armor Master of the Wild (Ex): At 1st level, the ani- Class mal lord gains the ability to call on the natural Quick reflexes +1 bonus on Reflex saves talents of his animal heritage once per day, per- Trip As cheetah ability (MM, forming amazing feats of skill and athleticism. Animals) Each round, the animal lord gains a +10 cir- *May be selected multiple times. cumstance bonus to one class skill of his choice. The animal lord may choose a new skill Lion each round, but he gains the bonus on only one skill per round. This ability lasts for a number Ability Effect of rounds equal to 3 + the animal lord’s Toughness +3 hit points* Constitution modifier. Ambush +4 competence bonus to Hide checks Track (Ex): As a hunter and warrior of the Stalking +4 competence bonus to wilderness, the animal lord quickly develops Move Silently checks the senses necessary to track intended prey King of the jungle +4 competence bonus to through his native environment. At 2nd level, Intimidate checks the animal lord gains the bonus feat Track Pounce As lion ability (MM, CHAPTER TWO: Character Classes (PHB, Feats). During the character creation Animals) process, the player must choose a type of ter- *May be selected multiple times. rain in which the animal lord was raised (forest, jungle, swamp, etc.). In this environment, the Wolf animal lord gains a +4 competence bonus when Ability Effect using the Track feat. Skilled hunter +2 skill points* Skills +4 competence bonus to Uncanny Dodge (Ex): At 3rd level and above, Wilderness Lore checks the animal lord retains his Dexterity bonus to Hard target +1 dodge bonus to Armor AC (if any) if caught flat-footed or struck by an Class invisible attacker. Pack tactics +4 (instead of normal +2) bonus to melee At 6th level, the animal lord can no longer be attacks while flanking flanked. The exception to this defense is that a Trip As wolf ability (MM, character with the uncanny dodge ability at Animals) least four levels higher than the animal lord can *May be selected multiple times. still flank.

Animal Companion: As a child of the wilder- At 11th level, the barbarian gains a +1 bonus to ness, an animal lord typically looks to the crea- Reflex saves made to avoid traps and a +1 tures of the wild for friendship. Some of these dodge bonus to AC against attacks by traps. At friendships extend through the entire lifetimes 16th level, these bonuses rise to +2. At 20th, of the animal lord and his longtime friend and they rise to +3. companion. At 1st level, an animal lord may begin play with an animal companion. This Feral Athleticism (Ex): As the animal lord animal is one that the animal lord has befriend- continues to develop his abilities, the power ed through continual contact and through the and teachings of his foster parents become establishment of a deep trust. The animal lord’s clearer. At 4th level, the animal lord gains the companion may have up to 3 Hit Dice. bonus feat Feral Athleticism (see Chapter 3).

Feral Child Heritage (Ex): The nature and Feral Voice (Ex): With continued practice and origins of an animal lord suggest a childhood experience, the animal lord develops the abili- spent in the company of animals. It is through ty to mimic the sounds of his animal subjects this childhood (as well as through the totem and the other creatures of the wilderness. At 8th ability) that an animal lord develops abilities level, the animal lord gains the bonus feat Feral above those of other humanoid creatures. At Voice (see Chapter 3). 1st level, the animal lord gains the bonus 40 CHAPTER TWO: Character Classes 41 Apprentice artificers take very Many artificers have received Artificers are notorious for their Artificers may be of any race, though and machinery that decreases the toil of strenu- of toil the decreases that machinery and typ- and destroyers are artificers Evil labor. ous ically act as officers machines of in evil siegecraft armies. With and devious inten- war tions and deadly skill, evil artificers construct war machines and concoct alchemical explo- sives, with little regard fruits of for their labor cause. the damage the Religion: avoidance of organized shun, artificers the something not is faith While religion and faith. the grand design of life and existence is better the- mechanistic and science through explained ories. In some rare cases, artificers give alle- sci- creation, of gods the to worship and giance ence, craft, or mathematics. Background: formal training and education in the arts sciences. and The talents and desire manifest often technology and science of world to enter the at a very early age, through the disassembling of tools and devices for no other reason curiosity. than of those (for society knit closely a are Artificers similar alignment). In a world of wizards, cler- ics, and characters of physical artificers relish intellectual prowess, conversation about the science, technology, and mechanical innova- tion. Artificers’ open exchanges of techniques, tools, and theories are very similar to the con- versations of clerics and faiths and traditions. They wizards are often a rare and of shared exclusive breed, and this only artificers’ heightens enjoyment of such exchanges. the Race: most are human, gnome, of tend to focus on dwarf. smaller or more personal Gnomes cre- ations while dwarves focus on creating large- arti- Human genius. engineering of works scale ficers tend to divide their attention between the two and often extend into ations. more exotic cre- Other Classes: well to the life of travel and adventure, with a experience. and knowledge for thirst newfound tend artificers classes, other with dealing When to gravitate toward wizards other, as they share a mutual more respect for order, than any discipline, and craftsmanship. Clerics and pal- adins often tend to disagree with the artifi- Over Over the course of his life- Many artificers live a life of Artificers can be of any alignment. any of be can Artificers time, the animal lord survives through the use of his skills and sheer As determination. a lord of the wilderness and a protector of the crea- tures within, the animal lord develops the keen senses possessed by the creatures he struggles to protect. At 8th level, the animal lord gains the bonus feat Feral Senses (see Chapter 3). indi- are there magic, and wonder of world a In viduals who do not rely on magic and faith for survival but mechanical ratherknowledge. Artificers are the trav- exceptional eling skill craftsmen and and engineers learned in the arts of science and technology. of the land, Unlike wizards or other classes with magical training, artificers are students of exotic ences sci- and theories. Where power of wizards magic to repair use a damaged weapon, the the artificers use technical knowledge and skill to not only repair the damaged weapon but to improve upon it as amount well. of time Given and the the proper necessary artificers can repair or improve upon just about materials, anything. Adventures: seclusion and careful locked study, away from the outside world. In their homes, these artifi- cers gain an almost supernatural understanding in but craftsmanship mechanical and science of doing so lose most (if not all) social skills. For other artificers, life is best spent on the road, traveling to foreign lands and learning as much as they can. For this type of artificer, the best method for study in his art is through the prac- tical application of everyday life and ture. The adven- artificers search for new technology, the for thirst and foreign, or odd how matter no knowledge to recreate it or improve upon it. Alignment: Lawfully minded artificers focus on methods safeguard and design engineering improved for such knowledge from those who would exploit it. Chaotically minded artificers tend to experi- catches that everything and anything with ment a not is Patience moment. the for attention their virtue with such appearance of their creations is a artificers prime exam- and ple the of this. rough Good-aligned improve artificers the way work of life to for their community, through improved defenses, irrigation systems, Feral Feral Senses (Ex): Artificer cers’ belief systems, while sorcerers, monks, x 4. rogues, and fighters are all viewed on a case- by-case basis. Barbarians and druids, however, Skill Points as Each Additional Level: 8 + Int are a larger problem as barbarians are typically modifier. too chaotic and unbalanced and druids are dis- trusting of the artificers’ use of technology and Class Features science. All of the following are class features of the Game Rule Information artificer. Artificers have the following game statistics. Weapon and Armor Proficiencies: Artificers are proficient with all simple weapons as well Abilities: Artificers rely on skill as with light armor. Note that armor check and mental reasoning to cre- penalties apply to the skills Balance, ate and repair the tools Climb, Drive, Escape Artist, Hide, used in their everyday Jump, Move Silently, Pick lives, so Intelligence Pocket, and Tumble. Also, is their most impor- Swim checks suffer a –1 tant ability. A large penalty for every five pounds portion of the arti- of armor and equipment car- CHAPTER TWO: Character Classes ficer’s core class ried. skills are based on Intelligence and Sabotage (Ex): With the an artificer knowledge to build and receives extra maintain his tools and skill points with equipment for an adven- a high score in turing lifestyle, an artificer Intelligence. also gains the ability to Both are neces- ruin or disable mechanical sary to broaden devices as well. At 1st and develop the level, an artificer may add artificer’s skills. his class level as a bonus to With a life of any Disable Device skill adventure and check on any non-magical peril, the artificer device or mechanism. For exam- also needs Dexterity ple, Rodik is a 5th-level artificer to avoid such perils and and attempts to disarm a trap he has to better handle precision discovered on a locked chest. Since the work that could spell victory or trap is not magical, he may attempt to break defeat in many situations. the trigger mechanism without activating the Alignment: Any. trap’s swinging blade. Since Rodik is a 5th- Hit Die: d6. level artificer, he adds a +5 competence bonus Starting Gold: 5d4x10. to his Disable Device check to disable the mechanism. Class Skills Sabotage may only be used against a single non-magical device per use. For example, if the The artificer’s class skills (and key ability for trap disabled by Rodik was a combination of each skill) are Alchemy (Int), Concentration mechanical and magical, say a swinging blade (Con), Craft (Int), Diplomacy (Cha), Disable with a shocking grasp spell set to activate on Device (Int), Drive (Dex), Heal (Wis), contact, Rodik could only disarm the mechani- Intimidate (Cha), Knowledge (any science or cal portion of the trap—the swinging blade. If technical skills, taken individually), Listen successful, the blade will not activate, but the (Wis), Munitions (Dex), Open Lock (Dex), spell effect placed on the blade will remain. In Profession (Wis), Ride (Dex), Search (Int), Use the case of a multi-effect mechanical trap or Rope (Dex), and Use Steamcraft Device (Int). device, Rodik could only attempt to disable one effect per use. For example, Rodik may disable Skill Points at First Level: (8 + Int modifier) the moving mechanism of a siege weapon to 42 CHAPTER TWO: Character Classes 43 improving by +1 every three levels after that (+2 at 8th, +3 at 11th, +4 at 17th, 14th, +6 at and 20th), an +5 artificer at gains the ability weapons, items, normal improve temporarily to and armor to appropriate masterwork Craft skills. To quality do so, an with artificer must complete the the following: •by the DM. Find the item’s price •or have a price set (1 gp = 10 sp). Convert the item’s price • to silver pieces (PHB, Skills). Find the DC • listed under the Craft skill price in raw materials. Pay one-fourth (rounded up) of the item’s •three days work. Make a Craft skill check If the representing check is successful, multiply the check result by the set DC. If the result multiplied by the DC equals the total cost of the item in sil- ver pieces, then the artificer has completed the item. If the result of the double or triple Craft the price check of the equals item in silver pieces, the task is completed in one-half one-third or of the usual time. If does the not result equal the price, then of days three for made progress the sents it repre- With With extensive With With a life of train- Beginning at 2nd level and level 2nd at Beginning Base Attack Fort Ref Will Level Bonus1 Save2 Save3 +0 Save4 +1 Special 5 +1 +06 +2 +17 +2 +0 +18 +3 +0 +29 +3 +2 +1 +210 +4 +3 +1 +311 +4 Sabotage, steamcraft creations +3 +1 +3 +512 Skill Focus +4 +2 +4 +513 +4 +2 +4 +6/+114 +5 +5 +2 +6/+115 +6 +5 Master craftsman +1, steamcraft focus +5 +3 +7/+216 +6 +3 +6 +7/+2 +417 +7 +3 +6 +8/+3 +418 +7 +7 Skill Focus, master craftsman +2 +8/+3 +8 +419 +8 +7 +9/+4 +8 +520 +8 Steamcraft focus +9/+4 +9 Master craftsman +3 +5 +9 +10/+5 +9 +5 +9 +10 Skill Focus, master craftsman +4 +10 +6 +10 +6 +6 +11 Master craftsman +5 +11 +12 Steamcraft focus Skill Focus, master craftsman +6 every six levels thereafter (8th, 14th, and 20th), and 14th, (8th, thereafter levels six every an artificer gains a bonus Skill Focus feat for free. This bonus Skill Focus feat must be used with one of the artificer’s class skills. Askill must new be selected each time a bonus Skill Focus feat is gained. Master Craftsman (Ex): research into exotic technologies and unusual techniques, an artificer can create magic new steamcraft items, non- weapons, and armor. Beginning at 1st level, an struct artificer any can con- of the new items described non-magic in Chapter steamcraft 4 subject to avail- able resources. Focus: Skill Bonus ing and experimentation, an artificer develops the skills to repair broken items and porarily improve the quality of to ordinary items, tem- and level 5th at Beginning armor. and weapons, hinder its movement, but until it is disabled as well, the firing mechanism will still function. Artificers can disarm traps and complex devices mechanical with Disable higher than 20, just like rogues. Device DCs Steamcraft Creations (Ex): The Artificer work. The artificer records this result and ent for the construction of steamcraft items. makes another Craft skill check for the next Beginning at 5th level and every seven levels three days of work. This process continues thereafter (12th and 19th), an artificer may until the result reaches the price of the item in select one type of steamcraft device (weapons, silver pieces. armor, vehicles, or general). Any steamcraft device of that type constructed by the artificer For example, Rodik wishes to modify his ally’s costs only one-fourth of the total costs in raw longsword, creating a temporary masterwork materials and is considered a masterwork item. item. To do so, the DM sets the price of the longsword at 15 gp. Next, the price is convert- MUSKETEER ed into silver pieces (150 sp). The DC for a longsword is set at 15. The player pays one- The flash of fire, the gout of black smoke, the fourth of the total cost in raw materials, round- clap like thunder, the theeeee-thup! as a hot ball ed up (4 gp). Finally the player makes a Craft of lead tears through the air and burrows into (weaponsmithing) check and receives a check flesh: These are the sights and sounds of the result of 20. Since the check exceeded the DC, musketeer’s art. Whether he is a wandering the player multiplies the result by the DC for a adventurer, a hard-bitten mercenary, or a gen- total of 300 (20 x 15 = 300). Since the total is teel palace guard, a musketeer is a dramatic fig- double the total cost in silver pieces, Rodik has ure of explosive energy wielding explosive

CHAPTER TWO: Character Classes completed the work in a day and a half, instead weaponry. of three days. Adventures: Musketeers adventure for a vari- Unlike a typical Craft check, this process ety of reasons, most of them depending on per- allows an artificer to create a temporary mas- sonality and preference. Some musketeers see terwork item. If successful, the item considered adventuring as their job. In the case of a mer- to be masterwork quality and remains so until cenary musketeer, adventuring may very well one of the following situations occurs: be his job. Other musketeers are opportunists, and adventuring presents them with excellent • The item takes a critical hit during com- opportunities to win fame, riches, and influ- bat. ence. There are also musketeers who adventure • The character wearing the item suffers a in defense of others. Of course, not all muske- successful critical hit in combat. teers are so noble, and some even make their • A character using the item for an attack living as bandits or worse. roll of skill check rolls a natural 1. Characteristics: The musketeer is the master An artificer with an improved bonus in this of black powder weapons. He can load, aim, ability (+2, +3, etc.) can modify items to gain and fire a flintlock with unsurpassed speed. the listed enhancement bonus. The item also With a brace or two of pistols prepared, he can gains additional protection from critical hits even hold his own in melee combat against a and failures. For example, a temporary master- sword-wielding foe. The musketeer is no work weapon created by an artificer with a +2 slouch with a sword as well, although his skill modifier in the master craftsman ability gains a cannot match that of a fighter. As a musketeer +2 enhancement bonus (rather than the stan- gains experience, he becomes adept at avoiding dard +1 bonus) and may withstand one critical ranged attacks. He also develops his fighting hit or failure without losing its temporary mas- skills, mastering combat maneuvers chosen to terwork quality. augment his preferred tactics on the field of battle. Musketeers also tend to be highly It is also important to note that temporary mas- mobile in combat, jumping and tumbling into terwork items may not be modified by magical advantageous positions against enemies. They enhancements like normal masterwork items, are also dashing figures out of combat, often as the temporary modifications made to the skilled in diplomacy or at least talented liars. item cannot withstand the magical enchant- ment process. Alignment: Musketeers may be of any align- ment. While it may seem that most would be Steamcraft Focus: Through trial, error, and chaotic, this is not so. There is quite a bit of dis- experience an artificer develops a keen tal- cipline necessary to master the art of musketry, 44 CHAPTER TWO: Character Classes 45 A light and heavy crossbows, , halfspear, javelin, 6d4x10. longspear, longspear, longsword, quarter- Concentration (Con), Craft (Int), (Dex), Bluff (Cha), Climb (Str), and short sword. He is also profi- Any. The musketeer’s class skills (and Lightly armored at best, acrobatic, ArmorProficiency: Weapon and (Dex), and Use Steamcraft Device score. d8. Diplomacy (Cha), Disable Device Jump (Str), Munitions (Int), Profession (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), musketeer. cient with all types of firearms. He is the key ability for each skill) are Balance staff, staff, , rapier, scimitar, shortspear, musketeer is proficient with the club, dagger (including punching dagger), , , (Int). 4. x modifier) Int + (4 Level: 1st at Points Skill Skill Points at Each Additional Level: 4 + Int modifier. All of the following are class features of the (Wis), (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope proficient with light armor. He is not proficient proficient with light armor. with medium and Armor heavy check penalties for armor armor heavier than or leather shields. appy to Pick Artist, Hide, Jump, Move Silently, Escape the skills suf- checks Swim Balance,Also, Tumble. and Pocket, Climb, fer a –1 penalty for every armor and equipment carried. 5 pounds of Musketeers Musketeers have the following game statistics. Abilities: and skilled in firearms, Dexterity is the most important ability score for a musketeer has musketeer. a noticeable number of physical The skills and communication skills, and thus ben- efits also from a high Strength and Charisma Alignment: Hit Die: Gold: Starting Class Features Game Rule Information Class Skills Musketeers get along well Musketeers hail from a Musketeers Musketeers often worship the gods No races are more or less likely to and many musketeers serve in regimented mil- itary units. Religion: wide variety of backgrounds, but few Musketeers aristocracy. the from come tend to be the children of low- and class middle- tradesfolk, and usually near grew or within up the hustle bustle and of a city. Initial training in musketry is most often gained in active mili- tary service, whether as part of a army noble’s or as a regular in the city militia. There are also a few schools that conduct for- mal training in musketry. Few musketeers are self-trained. The art of musketry is complicat- benefit students of gifted most the even and ed, can Musketeers instructor. experienced an from command better-than-average prices as merce- naries, and companies of musketeers-for-hire are not unknown (although few such compa- nies are terribly large). Races: of war. Many are attracted of to war. deities concerned with technology. More might favor chaotic powers associated with carousing musketeers no are there alignment, with As merriment. and rules that musketeers must follow, to appeal to deity a having like musketeers but most just before the next battle. Background: become musketeers, althoughnotice- a have half-orcs and gnomes if as seems it sometimes weapons explosive flashy, the to attraction able favored by this class. Dwarf musketeers usual- ly form into well-disciplined honor guards. Elf musketeers, in contrast, tend to favor a more individualistic, devil-may-care, swashbuckling modus operandi. Halfling and gnome muske- teers most often refer to toleers. themselves as pis- Other Classes: enough with other classes, depending largely on the interplay of personalities. Classes that favor stealth over combat may resent the rather explosive report of the weapons. musketeer’s Since musketeers favored are capable com- fill can they range, at and melee in both batants a variety of combat to likely not Amusketeer’s roles is role combat party. in an adventuring usurp the position of ranger. a fighter, paladin, or The Musketeer Base Attack Fort Ref Will Avoid Level Bonus Save Save Save Special Fire 1 +1 +0 +2 +0 Musketry +0 2 +2 +0 +3 +0 Reload on the Run +0 3 +3 +1 +3 +1 +1 4 +4 +1 +4 +1 Move and I’ll shoot +1 5 +5 +1 +4 +1 Bonus feat +1 6 +6/+1 +2 +5 +2 +2 7 +7/+2 +2 +5 +2 Take cover +2 8 +8/+3 +2 +6 +2 Bonus feat +2 9 +9/+4 +3 +6 +3 +2 10 +10/+5 +3 +7 +3 Crack shot +3 11 +11/+6/+1 +3 +7 +3 Bonus feat +3 12 +12/+7/+2 +4 +8 +4 +3 13 +13/+8/+3 +4 +8 +4 Deadly aim +1d6 +3 CHAPTER TWO: Character Classes 14 +14/+9/+4 +4 +9 +4 Bonus feat +3 15 +15/+10/+5 +5 +9 +5 +4 16 +16/+11/+6/+1 +5 +10 +5 Deadly aim +2d6 +4 17 +17/+12/+7/+2 +5 +10 +5 Bonus feat +4 18 +18/+13/+8/+3 +6 +11 +6 +4 19 +19/+14/+9/+4 +6 +11 +6 Deadly aim +3d6 +4 20 +20/+15/+10/+5 +6 +12 +6 Bonus feat +4

Musketry (Ex): It is no surprise that a muske- Climbing (Swing-By Attack), Combat teer is highly skilled in the use of muskets and Reflexes, Combat Reload, Dodge (Mobility, other small arms. At 1st level, the musketeer Slip the Attack, Spring Attack), Exotic Weapon gains the benefits of the Combat Reload and Proficiency, Expertise (Duelist, Improved Rapid Reload feats, though only when wearing Disarm, Improved Parry, Improved Trip, Parry, light or no armor. Riposte, Whirlwind Attack), Explosives Expert, Grenadier, Improved Critical, Reload on the Run (Ex): At 2nd level, the Improved Initiative, Lightning Reflexes, Point musketeer gains the Reload on the Run feat as Blank Shot (Far Shot, Precise Shot, Rapid a bonus feat. Shot, Shot on the Run), Quick Draw, Skill Focus (any musketeer class skill), Trick Shot, Avoid Fire (Ex): The musketeer develops an Two Guns Blazing, Two-Weapon Fighting instinctive feel for trajectory, projectile speed, (Improved Two-Weapon Fighting, Main- and attacker posture. A musketeer of 3rd or Gauche), Weapon Finesse, Weapon Focus, higher level receives a dodge bonus to AC Weapons of Opportunity. against ranged attacks. He loses his avoid fire dodge bonus to AC in situations when he loses Take Cover (Ex): At 7th level, a musketeer his Dexterity modifier due to being unprepared, increases his cover bonuses to AC and Reflex ambushed, stunned, and so on. saves by +2 each when he has one-quarter, one- half, three-quarters, or nine-tenths cover. Move and I’ll Shoot (Ex): At 4th level, the musketeer can fire a Small or smaller firearm in Crack Shot (Ex): At 10th level, the musketeer a threatened area without provoking an attack reduces a foe’s cover bonuses to AC and Reflex of opportunity. saves by –2 each when attacking that foe with a firearm. Obviously, if a foe does not have Bonus Feat: At 5th, 8th, 11th, 14th, 17th, and cover, crack shot has no effect on the muske- 20th levels, a musketeer chooses a bonus feat teer’s attacks against that foe. from the following list: Alertness, Ambidexterity, Blind-Fight, Combat Deadly Aim (Ex): At 13th level, the musketeer 46 CHAPTER TWO: Character Classes 47 Airmen are An arcane airman continues (Int), Balance (Dex), Climb Must be able to cast 1st- level (Str), Concentration (Con), Direction (Wis), Jump (Str), Craft (Int), Drive (Dex), Intuit Class Skills ability for each skill) are Alchemy d6. Knowledge (steamcraft) 8 ranks, Drive Pilot. Tumble. Tumble. Also, Swim checks suffer a –1 penalty for every five pounds of armor and belonged to before she added the prestige class. prestige the added she before to belonged an army’s aerial forces, individual heroes dis- playing acts of heroics from above, or crimi- nals using flight to commit outrageous crimes. Hit Die: To qualify to become an arcane airman, a char- To acter must fulfill the following criteria. Spellcasting: arcane spells. Skills: 8 ranks. Feats: The arcane airman’s class skills (and the key equipment carried. Spellcasting: training in magic as well as in flying. Thus, at 1st level and every airman level thereafter, the had she if as day per spells new gains character also gained a level in a spellcasting class she a benefit other any gain however, not, does She character of that (improved classchance of controlling or wouldrebuking have undead, metamagic or gained item creation feats, and so on). This essentially the to means airman arcane of level the that adds she Knowledge (all skills, taken individually) (Int), individually) taken skills, (all Knowledge Listen (Wis), Profession (Wis), Ride Search (Int), Spellcraft (Dex), (Int), Spot (Wis), Use Rope (Dex), and Use Steamcraft Device (Int). Skill Points at Each Level: 4 + Int. modifier. The following are class features of the arcane airman. Armorand Weapon Proficiency: proficient with to apply penalties check armor that Note simple armor. weapons and Artist, Escape Drive, Climb, Balance, skills the light Hide, Jump, Move Silently, Pick Pocket, and Requirements Class Features Open Game Content. The skies burn red with the fire of On war. the United the from troops of thousands battlefield, League clash with the sub-dwelling goblinoids of Nightshadedestruction, of orbs flaming launches weaponry Mountain. battal- lead chieftains enraged while Goblin ions of siege crazed troops head on into the heavy United infantry. League’s For a brief moment, the tide the of battle shifts to the advantage of the gobli- noids. The advantage does not last long, as a bombardment of siege weaponry falls from the and engines steam of roar the With above. skies airships fantastic the propellers, of whirring the of the United League’s aerial brigade from above. At attack the helm of one such airship, Jargo Mullfoot expertly pilots his vessel through a barrage of goblinoid can- non fire while barking commands to his sup- port crew. “This is what I live there Is battle! of for, thrill the and skies open lads! The anything better?” Becoming an arcane process, and this airmanpath is one chosen by only a is often aand dangerous Piloting heroes. few select difficult experimental airships commands a respect and awe from other level heroes, but such a of life could also give cause to questions about an arcane airman’s sanity.viewed as eccentric Airmen thrill seekers, laced are with arcane talent and oftendetermined to build a better airship, pushing it beyond design limits battle never-ending to conquer the skies. In in the a world at arcane large, airmen are the leaders of can take careful aim and fire one shot at a foe as a full-round action. His deadly aim increas- es the damage of his shot, adding +1d6 points of bonus The damage. bonus damage increases to +2d6 at 16th level and +3d6 at 19th level. The following new prestige classes are avail- able in a steampunk campaign. The text of this section is designated Arcane Airman Prestige Classes The Arcane Airman Base Class Attack Fort Ref Will Level Bonus Save Save Save Special Spells per Day 1st +0 +2 +2 +0 Operations expert +1 level of arcane class 2nd +1 +3 +3 +0 Makeshift repairs +1 level of arcane class 3rd +2 +3 +3 +1 Expert aviator +2 +1 level of arcane class 4th +3 +4 +4 +1 Freefall +1 level of arcane class 5th +3 +4 +4 +1 Pinpoint accuracy +1 level of arcane class 6th +4 +5 +5 +2 Expert aviator +4 +1 level of arcane class 7th +5 +5 +5 +2 Safe flying +1 level of arcane class 8th +6 +6 +6 +2 Push the limit +1 level of arcane class 9th +6 +6 +6 +3 Expert aviator +6 +1 level of arcane class 10th +7 +7 +7 +3 Sky captain +1 level of arcane class

CHAPTER TWO: Character Classes level of some other spellcasting class the char- his skill in piloting. At 6th level the bonus acter has, then determines spells per day, spells increases to +4 and to +6 at 9th level. known, and caster level accordingly. Freefall (Sp): While an arcane airman is adept If a character had more than one arcane spell- in the sciences, his career (in most cases) began casting class before she became an airman , she with an interest in sorcery. Through training must decide to which class she adds each level and repetition, an arcane airman develops the of arcane airman for purposes of determining talent to protect himself from the direst of con- spells per day when she adds the new level. sequences—falling from his airship while it is in flight. At 4th level, an arcane airman gains Operations Expert (Ex): As the pilot of an the ability to cast feather fall at will as a wizard airship, an arcane airman is often responsible of the airman’s total character level. This spell- for the leadership and direction of his crew, and like ability affects the arcane airman only. as the pilot, an arcane airman should command the respect and garner the trust of his crew. At Pinpoint Accuracy (Ex): The task of piloting 1st level, an arcane airman receives a compe- an airship combined with the use of advanced tence bonus equal to his class level on Bluff, artillery allows an arcane airman to develop a Diplomacy, and Intimidate checks when deal- keen eye and a heightened sense of accuracy. ing with his crew. At 5th level, an arcane airman gains a +1 com- petence bonus on all ranged attacks from vehi- Makeshift Repairs (Ex): In the heat of battle, cles. an arcane airman’s ship occasionally undergoes extensive damage and stress. These crises Safe Flying (Ex): Throughout an arcane air- sometimes require the airman to make emer- man’s career, situations arise in which he must gency repairs himself. At 2nd level, an arcane operate his airship under difficult or potentially airman automatically reduces the amount of hazardous circumstances. With training, expe- time necessary to repair a damaged airship rience, and luck, an arcane airman learns the through the use of the Craft skill (PHB, Skills) skills necessary to safely fly his airship with no by half, reducing the amount of raw materials chance of critical failure. At 7th level, when an necessary to repair the airship by half as well. arcane airman operates his airship in a situation Expert Aviator (Ex): With training and practi- that requires a successful Drive check, he may cal application, an arcane airman becomes reroll any result before the DM has announced adept at coolly maneuvering his airship into whether the result is a success or failure. The difficult positions and avoiding oncoming haz- airman may use this ability only once per day. ards. Beginning at 3rd level, an arcane airman gains a +2 competence bonus to all Drive Push the Limit (Ex): During the rigors of bat- checks. As an arcane airman’s level of train- 48 ing and experience increases, so too does CHAPTER TWO: Character Classes 49 In a world driven by steamcraft technology and technology steamcraft by driven world a In filled with the fantastic airships used to trans- port equipment, troops, and cargo across skies the with greater speeds on also is pilots experienced for need the times, and shorter travel the rise. To address this need, the generals of the noble armies set forth academy to dedicated to found the education and the train- first ing of arcane airmen to use as pilots for military-sponsored new airships in service to army. the Known as Aeronautics, the Academy this of eclecticgroup of Arcane airmen is yet considered to be well-trainedconstruction, airship of terms in best the the of best very modification, and operation. com- fleet’s the of each Each of captain a both as acts instructor mand ships and also as a teacher at the acade- gener- next the preparing peace, of times in my ation of eager pilots. The Academy of founded five years Arcaneago by the generals realm’s Aeronautics was to compensate for the growing presence of air- ships in the armies of rival nations. In the first steps taken to form the academy, the generals best located and contacted seven of the world’s airship pilots. Each pilot was recognized as an expert in various fields ranging from construc- tion skills and innovation in design to combat maneuvers and aircraft weaponry. Once these experts were gathered together, they oversaw first airship the base construction of the army’s (located near the nation’s capital). base constructed and With airships at the the ready, the academy began operation with an initial class of 20 students and has continued to grow with each new semester. The true value of Aeronautics was not the proven until the Academy Conflict of students and instructors the where Ironridge, of Arcane bat- the of tide the turn to airships new the used tle along with the aid of the Phoenix Squadron rocket aces. With the conflict ended and mini- mal casualties suffered, the army truly generals understood the value of of the acade- the my and the continued education of new airship pilots. Most students and faculty from the academy wear simple and practical uniforms of varying colors. Students typically wear red uni- blue dark wear pilots and instructors while uniforms forms. It is a rare occasion to see one of the arcane airmen wearing any form of pro- tective as armor, it often complicates the After years of field training field of years After In a world of airships and daring aerial adven- ture, heroes trained in the skills needed to pilot vehicles of steam and steel are always in high demand. In additioninstructors must to work diligently operation, to next train skilled the generation unorthodox of tradition arcane of the airmentheir application arcane to steamcraft technology. For arts in and the this purpose, there is the Academy of Arcane Aeronautics, a small school comprised band of veteran of airship pilots dedicated a to the higher education of new pilots and practition- ers of arcane-enhanced aeronautics. (Male Wiz7/ArA9) Human Windstorm Drexlin tle, it is inevitable that an arcane airman’s air- ship will sustain some degree cause often of can damage this conditions, harsher damage. In the descent or destruction of an airship. only through expert training, steadfast piloting, It is and the special bond he shares with his airship that an arcane airman can avoid such a deadly situation until he is able repair to his safely airship. land At and piloted 8th by level, an arcane any airman with airship to equal points hit temporary of this number a gains ability This skill. Drive the in ranks airman’s the twice ability does not stack if multiple aboard an airship; only airmen the piloting arcane air- are ranks apply. man’s (Ex): Captain Sky and experience, an arcane airman reaches the peak of his become a trainingmaster of the skies, a leader of men, and abilities. and a true captain of At his 10th ship. level, He an has arcane airman gains the following abilities: • A sky increases to +2 captain’s pinpoint accuracy ability A• used be can ability flying safe captain’s sky twice per day • A sky captain’s push the limit ability grants his airship a number of of number captain’s sky temporary the times three to equal hit points ranks in the Drive skill of Arcane Aeronautics Purpose Leader Current Activities Organization: The Academy freedom of movement necessary for both found allies and allow the DM to introduce new arcane spellcasting and airship operation. In locations, faces, and intrigue. In the spirit of addition to the trademark jumpsuits of the any exploration story, with an airman ally the academy, most students and instructors can be world is open for the PCs to explore. seen wearing various tool belts filled with odd utensils necessary for quick on-the-fly repairs Alternatively, one or all of the PCs may be stu- and a pair of oversized goggles to protect dents at the Academy of Arcane Aeronautics. against debris during flight and to aid in visi- Daily interaction and new intrigue allows the bility. PCs to become familiar with the students and faculty. As with any learning environment, The students and faculty of the Academy of rivalries can develop, hidden secrets are Arcane Aeronautics are considered a very exposed, and the possibility for a far-reaching eccentric group of people. With good spirits conflict (such as a war) is always on the hori- and a lust for knowledge, many of the students zon. As the campaign progresses and war develop close relationships with their instruc- erupts, the campaign develops the exciting tors that extend past their graduation from the pace of any great war story, filled with hope, academy. Often, former students request to victory, loss, and human tragedy. serve on the flight crew of favorite teachers and faculty. It is this kinship that allows the crew of Arcane Performer CHAPTER TWO: Character Classes each ship to function more smoothly and to anticipate one another’s needs. This comfort Through the door, Yollan could hear the sounds level can make the difference in the heat of bat- of clawing and crashing from frenzied gnolls. tle and every instructor and pilot is well aware The chilling sound of hyena-like laughter of it, while going the extra mile to encourage it. crashed over the young bard like a tidal wave of terror. “Master, we are trapped!” muttered If there was ever any question as to the effec- the panic-stricken apprentice. “Nonsense! tiveness of the academy, those concerns were These beasts need but a moment of soothing laid to rest during the conflict at Ironridge. music to calm themselves,” replied Noliba, the Students are taught the fundamentals of airship beautiful elf performer and master of the song. engineering and advanced piloting skills, and “When I tell you to, open the door and stand also the value of teamwork and communica- back,” Noliba said, as she prepared her lute of tion. It is this mentality that makes the combat iron and brass for her performance. With a nod, tactics and operations of academy alumni so Yollan quickly removed the door bracing and effective in a combat situation. Students are leapt to safety as a horde of enraged gnoll war- taught the value of numbers, using multiple air- riors poured into the large chamber. Quickly, ships to converge on a single target. They are yet calmly, Noliba began to play a melody of instructed on the value of diversifying arcane entrancing sounds, mixing arcane symbols offense with the steam weaponry of the airships with an intricate performance. For a moment, themselves. In short, students are trained to the gnolls continued their charge but slowly expect the unexpected, to be unexpected, and began to calm themselves, as each was to think on their feet. entranced by the soothing music of the song master. Campaign Integration A life devoted to performance, celebrity, and There are several ways for a DM to integrate spellcraft is a path not chosen by many heroes. the Academy of Arcane Aeronautics into an In truth, heroes who walk the path of the bard ongoing campaign. Described below are two are less than comfortable with the lore and suggested methods for campaign integration. knowledge sacrificed to become an arcane per- former. Combining spellcraft with masterful The PCs may be introduced to members of the performances, an arcane performer has not Academy of Arcane Aeronautics for a multi- only the potential to captivate crowds but to tude of reasons. Whether it is to give aid during enthrall them. Arcane performers are renowned a war effort, to secure transport by airship, or as performers, celebrities, heroes, and maniacal the ally of a solo pilot, the PCs are encouraged villains using their gifts to control the weak for to develop an ongoing relationship with the personal gain. airman NPCs. Through this method, the PCs gain a sense of familiarity with their new- 50 CHAPTER TWO: Character Classes 51 Cause silence, anti-magic silence, By combining the arcane Gifted from birth, an arcane (Sp): summon monster I. and etc., also affect an arcane performer’s to the skills Balance, Pocket, Pick Silently, Move Jump, Hide, Artist, Climb, Drive, Escape and Tumble. Also, Swim checks suffer penalty a for –1 every five pounds equipment carried. of armor and Musical Prodigy: performer continues to develop the talents and skills given to him by fate. arcane performer receives the Musical Prodigy At 1st level, an feat as a bonus feat. Song Power arts with the power of performance an arcane performer gains the ability to channel specific song power effects through his instrument. At 1st level, an arcane performer selects one spell from the list below and permanently masters it He may not alternate the spell as a song power. selected for his song power—once it is select- ed that is the only song power for that level he may access. However, song lower-level a select may performer arcane at higher levels power in the place an of an available song power slot (such as selecting a 2nd-level spell in the place of an available from the song power III 3rd-level ability). slot granted activate To his song power abilities, as a stan- dard action that provokes an attack of opportu- Perform a make must performer arcane an nity, check (DC 15 + spell level). If successful, the song power is activated as the cast selected at spell the arcane performer’s caster level. day the for lost is power song the unsuccessful, If and may not cast- and use the prevent would be that Conditions attempted again as such spells, that arcane of ing day. field, song power ability. • At 1st level, an arcane performer may select bard 1st-level following the of one channel and spells as his song power, once per day: • At 4th level, an arcane performer may select and channel one of bard the spells following as his 2nd-level song power, once Animal per trance, day: blindness/deafness, blur, bull’s strength, cat’s grace, darkness,enthrall, hold daylight, person, hypnotic mirror image, pattern, pyrotechnics, scare, shat- fear, charm person, detect secret doors, expedi- doors, secret detect person, charm fear, tious retreat, feather fall, armor, protection hypnotism, mage from chaos/evil/good/law, sleep, An arcane . enthrall Must be able to cast 2nd-level Any non-lawful. d6. To To become an arcane performer, a Bluff 8 ranks, Perform 8 ranks, Child Prodigy Heritage. Special: character must create a new instrument for the purposes of channeling his song power abili- ties. To do so, he must create his new instru- ment using the Craft skill additional and 1,000 gp must to add the an cost of raw materials for ment’s new components suit- the instru- able for channeling his song power abilities. key the (and skills class performer’s arcane The ability for each Appraise skill) (Int), Balance are (Dex), Climb Alchemy (Str), Bluff Concentration (Con), (Cha), Craft (Int), (Int), Decipher ScriptDiplomacy (Cha), (Int, DisguiseArtist (Dex), Gather (Cha), Information (Cha), exclusive Hide Escape (Dex), Intuit skill), Direction (Int), individually) taken skills, (all Knowledge (Wis), Jump Listen (Str), (Wis), Move Silently (Dex), (Cha), Perform Pick Pocket (Dex), Profession Scry (Int, exclusive skill), Sense Motive (Wis), (Wis), Use (Dex), Tumble (Str), Swim (Int), Spellcraft Magic Device (Cha, exclusive skill), and Use Steamcraft Device (Int). Skill Points at each level: 4 + Int modifier. All of the following are class features arcane of performer. the Weapon and Armor Proficiency: weapons simple all with proficient is performer as well as with one of the following weapons: longsword, rapi- composite longbow, longbow, er, sap, short composite or shortbow, Arcane whip. performers are pro- bow, short sword, ficient with light armor, medium armor, shields. Note and that armor check penalties apply Skills: Spellcraft 8 ranks, Craft 5 appropriate ranks (in to a the skill instruments, construction such as of woodworking or musical metal- working). Feats: Alignment: To To qualify to become an arcane performer, a character must fulfill the following criteria. Spellcasting: Hit Dice: arcane spells, including Class Skills Class Features Requirements ter, sound burst, summon monster II, summon music, it is not until his later years that he dis- swarm, and whispering wind. covers through his training the true level of genius he possesses. Beginning at 9th level, an • At 6th level, an arcane performer may select arcane performer’s bonus to Perform checks and channel one of the following 3rd-level bard increases to +10 (replacing the previous +4 spells as his song power, once per day: Charm bonus granted by the Musical Prodigy feat) and monster, confusion, dispel magic, displace- any bardic or supernatural music abilities he ment, emotion, fear, lesser geas, phantom has gain a +2 bonus (replacing the previous +1 steed, remove curse, remove disease, sculpt bonus) to their saving throw DCs. sound and summon monster III. Song Power Master (Ex): After many years of • At 8th level, an arcane performer may select training, practice, and life experience, an and channel one of the following 4th-level bard arcane performer masters the abilities he pos- spells as his song power, once per sesses, becoming a song power master. As a day: Break enchantment, dismissal, dominate master of song power, an arcane per- person, hold monster, legend lore, modify mem- former gains the following abilities at 10th ory, rainbow pattern, shout, and summon mon- level: ster IV. • The save DCs of his bard spells increase by 2.

CHAPTER TWO: Character Classes • At 10th level, an arcane • The master learns a number of bonus spells performer may select and channel one of the equal to his Charisma modifier. following 5th-level bard spells as his song • All of the master’s song power abilities are power, once per day: Control water, dream, now usable twice per day. greater dispelling, mind fog, nightmare, and summon monster V. Brawler Masterful Performance (Ex): Through expert Deep within the bowels of the city, in the mer- timing, compelling lyrics, and ener- cantile district, the nightlife of the city reaches getic skill, an arcane performer a fevered pitch with the activity in social can earn extra coin for his clubs, drinking clubs, and rowdy breathtaking performances. taverns. Brawling is a sport with- Beginning at 2nd level, once per in the city when the sun goes day when an arcane performer down and the wagering begins. makes a successful Perform check to earn extra In the rowdier taverns, such activ- coin, the amount he receives is dou- ity is expected but is often nothing more than bled. For example, Rollo, a 2nd-level arcane drunken tomfoolery and amateur brawling by performer, makes a successful Perform check tavern-goers attempting to gain the attention of after a performance. His check result is 20. the serving maids. Beneath the elite social Normally, Rollo would receive 3d10 silver clubs, in arenas of iron and stone, the best of pieces for the performance but due to his mas- the best compete in contests that are rough and terful performance ability he now receives savage even when they aren’t fought to the 6d10 silver pieces. death. Anxious socialites stand and wait for the arrival of competitors, ready to cheer and Tools of the Trade (Ex): For an scream at the sight of the sheer brutality the arcane performer, his instrument is an exten- brawlers present for all to see. sion of his skill and his life. With this intimate relationship comes a practical knowl- The gladiators of the new age, edge that is very useful when the time comes brawlers thrive on the roar of the crowd and the for repairs or routine maintenance. At 3rd level, smell of fear that hovers over an unwilling or an arcane performer gains a competence bonus unprepared opponent. Most brawlers are fight- equal to his class level to all Craft checks when ers, barbarians, or fallen monks. With this new repairing or rebuilding his chosen song power path come fame, respect, and the ever-present instrument. threat of death and injury in the rings and fight- ing pits. In appearance, many brawlers are Musical Genius (Ex): While an arcane per- scarred by a career of battle, either as adven- former is gifted from an early age with turers or professional fighters in the local cir- 52 CHAPTER TWO: Character Classes 53 In the arena, a sea- Although many lesser many Although For the brawler, an offense Beginning at 2nd level and every pounds of armor and equipment carried. (Ex): Resolve Stubborn fighters would fall when death approaches, a brawler refuses to fall, through sheer stubborn- ness alone. Beginning at 1st level, whenever a brawler is considered to points) or be dying (–1 to disabled –9 hit points), (0 he may hit continue to move and attack normally until he is reduced to –10 hit points and dies. Bonus Feat: other level thereafter (4th, 6th, etc.), a brawler gains a bonus feat Ambidexterity, Blind-Fight, Combat from Reflexes, the following list: Dodge (Mobility, Spring Attack), Endurance, Expertise (Improved Disarm, Improved Trip, Whirlwind Power Reflexes, Lightning Attack),Initiative, Improved ImprovedAttack (Improved Bull Rush, Sunder), Quick Critical, Draw, Stunning Fist, Two-Weapon Toughness, Fighting (Improved Two-Weapon Focus. Fighting), Finesse, and Weapon Weapon Feinting Maneuver (Ex): soned brawler learns at a young age that mov- ing straight into an opponent is never a devel- quickly and so) do good to forced (unless idea ops the skills needed to fool slow-footed oppo- At nents. 3rd level, a brawler gains a +4 bonus to all Bluff skill checks while feint in combat (PHB, Skills). attempting to Grappler (Ex): of grapples and pinning maneuvers is the an threat the reduce to way effective most opponent represents. Beginning at 5th song power I song power V Ais brawler +5. Base Attack Fort Ref Will d10. Intimidate 5 ranks. Great Fortitude and Improved Unarmed 2nd3rd4th +15th +26th +0 +37th +3 +1 +08th +4 +19th +1 +5 +1 +310th +1 +6 +2 +3 +1 +6 +2 Masterful performance +1 level of existing +7class +4 +2 +2 of the Tool trade +4 +2 +3 Song power II +3 +5 +2 +5 +3 +1 level of existing class +3 Song power III +6 +6 +1 level of existing class +7 Song power IV Musical genius +1 level of existing class Song master, +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class Level1st Bonus Save Save +0 Save Special +0 +0 +2 Spells per Musical Day prodigy, +1 level of existing class To To qualify to become a brawler, must fulfill the following criteria. a character Attack Bonus: Base Skills: Feats: Strike. The brawler’s class skills (and the key ability for each skill) are Bluff Craft (Cha), (Int), Climb Handle (Str), Animal (Cha), Intimidate (Cha), Jump (Str), (Dex), (Dex). and Tumble Profession (Wis), Ride Skill Points at Each Level: 2 + Int modifier. All of the following are class features brawler. of the Armorand Weapon Proficiency: proficient with all simple and martial weapons, as well as light armor. Note that armor check penalties apply to the skills Balance, Drive, Climb, Escape Also, Pick Artist,Swim Pocket, Silently, and Tumble. Hide, checks Jump, suffer Move a –1 penalty for every five cuit. In the world at large, brawlers are heroes fighting the good fight, self-serving mercenar- ies looking for riches or and sadistic glory, vil- lains that thrive on the pain of others. Hit Dice: The Arcane Performer Requirements Class Skills Class Features CHAPTER TWO: Character Classes

level, a brawler no longer provokes an attack of opportunity when initiating a grapple attack. In Final Attack (Ex): In the arena, a brawler must addition, the brawler gains a +2 bonus to all attempt to win at all costs, even in death. At opposed grapple checks and no longer suffers 10th level, a brawler gains the ability to the –4 penalty for declaring normal damage unleash a final devastating attack as he falls in against a grappled opponent. combat. Whenever a brawler is reduced to –10 hit points in melee combat, he may make one Defensive Stand (Ex): For a brawler, to be final melee attack at his highest attack bonus. immobile or prone is as good as losing a fight. This attack gains a +2 morale bonus, and if suc- To avoid this, a brawler develops the skill to cessful, the brawler gains a +10 bonus on the stand when prone, quickly and without leaving damage roll. himself open to his opponent’s attacks. At 7th level, a brawler may stand from a prone posi- Organization: The tion as a free action once per round. Marauders Eyes of the Champion (Ex): In the arena, the mental games between combatants are just as dramatic as the physical games. The eyes of a Purpose champion are capable of slowing or shaking In the city there are two worlds; the first is a nervous opponents to gain an advantage in world above the surface that everyone lives in, combat. Beginning at 9th level, a brawler, once daily lives pass by and the world continues on per round as a standard action, may use an with only rare moments of excitement. The extraordinary gaze attack against one oppo- second world exists below the surface, in the nent. The target of the gaze attack must make a back rooms and hidden arenas of exclusive successful Will saving throw (DC 10 + the social clubs. In these arenas, men and beasts brawler’s Str modifier) or become shaken for fight for fame, glory, money, and sport. The 1d4 rounds. bout is entertainment and the crowds of the 54 CHAPTER TWO: Character Classes 55 the process. It is the murder of these guardsmen these of murder the is It process. the that has earned the Marauders the hatred of the Royal Guard, who have vowed either to bring the gang to justice for their crimes or their lives if necessary. to end Local detectives and city watch officials have assembled a timeline Marauders. of the Several origin after the brutal murder emerged of a prominent of years the ago, cloth the merchant rumored gang underworld to connections. Soon have after the mur- extensive der, a member of the League of Orphans dis- covered that a group of pugilists calling them- selves the Marauders had been paid to murder the merchant for double-crossing an unknown benefactor of the new gang. It was this knowl- edge that began a period of rampant specula- tion among officials, as they attempted to link the Marauders with known criminal members element within the city. of the style uniform a developed have Marauders The mem- Each squad. hit a as acting when dress of ber wears breeches, boots, and armor emblazoned with a blood red light fist on the leather breastplate. The significance could fist the that speculated is of it but unknown, this fist addi- In meaning. religious some carry is possibly tion to their Marauders armor, wears a black hood every reminiscent of member the on as Just executioner. an by worn hood the of the on embroidered is fist red smaller a breastplate, each hood. Campaign Integration Base Attack Fort Ref Will Level Bonus1st Save2nd Save +13rd Save +24th +35th +2 +4 +36th +57th +3 +0 +0 +68th +4 Special +0 +7 +19th +4 +0 +810th +1 +5 +1 +9 +1 +5 +10 +1 +2 +6 +1 +2 +6 +7 +2 +2 Stubborn resolve +2 +3 +3 Bonus feat +2 Feinting maneuver +3 +3 Bonus feat Grappler Bonus feat Defensive stand Bonus feat Eyes of the champion Final attack, bonus feat jaded are easily bored. Among these brawlers, an elite group exists, a group of men who put and crowd the entertain to line the on lives their anoth- defeat they as adrenaline of rush the feel er opponent. brawlers, But this group also puts unlike their collective talents so for violence and many competition to Marauders, the as Known killers. hired as uses, other other this group of six men secretly works within the criminal element of the city, killing for money and excitement. both Roderick (Male Human Ftr6/Brl9) Unlike many evil the organizations, Marauders work with no hidden agendas and no desire to For city. the within power of measure any seize the Marauders, the brutal acts of murder the and payments for committing reward enough, and with such a growing reputation acts are for methodical and bloodlust will not want for a lack At of clients. brutal efficiency, their the current time, there are six members of the Marauders, reduced from the who original founded the gang. seven One year ago, a mem- ber of the Royal Guard killed a member of the Marauders during attempt. Since that a time, the Marauders have failedharbored a deep hatred for the Guard and have assassination sworn to exact their should revenge be upon noted them. that on It three sions, separate members occa- of the Marauders have confronted by members of been the Royal Guard in an arrest attempt, only to have the defeat Marauder the patrol, killing several guardsmen in The Brawler Rumored Leader Current Activities The Marauders have the potential for several challenge. This will be child’s play.” uses in an ongoing campaign. Described below are a few suggested options for the DM to con- Becoming a demolitionist is a dangerous way sider when integrating the Marauders into his of life, chosen by very few heroes. campaign: Commanding a great amount of respect among alchemists and masters of the siege, a demoli- • The Marauders are encountered individually tionist also attracts fear and paranoia from within the secret arenas of the city’s criminal those around him. With a trade that focuses on underworld. In this scenario, one Marauder destruction and the harnessing of tools of mass could become a nemesis for any potential destruction, comfort is a benefit typically brawlers among the PCs. This could escalate unknown to the demolitionist. into a long-standing rivalry if the PCs get the upper hand on the lone Marauder, prompting Hit Die: d8. him to call in the remaining gang members for aid. Requirements

• The Marauders are encountered during an To qualify to become a demolitionist, a charac- assassination attempt against an ally of the ter must fulfill the following criteria. PCs. In this scenario, the PCs confront the Skills: Alchemy 8 ranks, Concentration 5 ranks, Craft (explosives) 8 ranks, Disable CHAPTER TWO: Character Classes Marauders at full strength and fully equipped. If the tide of battle turns against them, the Device 5 ranks, Munitions 8 ranks. Marauders will attempt to escape and could Feats: Skill Focus (Munitions). easily become a recurring nemesis for the PCs. Class Skills • The PCs are contacted by members of the The demolitionist’s class skills (and the key city’s law enforcement agency and asked to aid ability for each skill) are Alchemy (Int), in the investigation into the secret benefactor Concentration (Con), Craft (Int), Disable behind the Marauders. This scenario could Device (Dex), Knowledge (steamcraft) (Int), span a great length of an ongoing campaign, as Listen (Wis), Move Silently (Dex), Munitions the PCs work to unravel the true identity and (Int), Open Lock (Dex), Profession (Wis), motivations of the Marauders and the mysteri- Search (Int), Spot (Wis), Use Steamcraft ous benefactor. Perhaps the PCs have to infil- Device (Int). trate the city’s underground fighting circuits to gain the information they need. Skill Points at Each Level: 4 + Int modifier. Demolitionist Class Features For several months, the dwarven forces of All of the following are features of the demoli- Steelhead Keep have bombarded the communi- tionist. ties nestled in the foothills of the mountain range. Sitting atop the range, the keep is a bas- Weapon and Armor Proficiency: tion of dwarf technology and engineering. Demolitionist’s are proficient with simple Heavy stone and iron reinforcements prevent weapons and light armor. Note that armor the local militia from scratching the surface of check penalties apply to the skills Balance, the dwarf tyrants. That was until the arrival of Climb, Drive, Escape Artist, Hide, Jump, Move Margo. Margo was a man of unknown years Silently, Pick Pocket, and Tumble. Also, Swim who walked with a limp, was hooded in dark checks suffer a –1 penalty for every five gray cloaks, and was heavily scarred. Under his pounds of armor and equipment carried. cloak, a belt of odd tools and instruments jin- gled and he traveled with a wagon filled with Precise Touch (Ex): With a heightened level of all manner of barrels, chemicals, and other skill and training in the art of demolitions, a items of destruction. Looking up the mountain, demolitionist possesses a steadier hand while Margo mumbled to himself, “…structural sup- making precise movements and calibrations. port…type two beams…heh…” Turning his Beginning at 1st level, a demolitionist gains a head toward the militia leaders he chuckled, +1 competence bonus on all Disable Device, “I thought you summoned me here for a 56 CHAPTER TWO: Character Classes 57 After years of trial and error, Terror The League of Rumored Leader city watchmen alike. weapons to spread terror Purpose among the nobles of the city, expertise with explosive Organization: do earn the fear of citizens and the League of Terror utilizes providing their services to the In a world of steamcraft technol- a high level of respect, but they ruthless assassins and anarchists, reasons apply equally. A band of ogy and devastating explosives, highest bidders of the city’s corrupt city’s the of bidders highest League of Terror may not command League Terror of there are individuals that use an inti- elements. Often referred to as mad- mate knowledge of these devices to resistance 10. 10th level, a demolitionist gains fire For the League of Terror, all of these ful effects of non-magical At explosives. men, mad bombers, and terrorists, the it, political gain, or sheer sadistic enjoyment. develops a supernatural resistance to the harm- the to resistance supernatural a develops instill fear and terror in others, for either prof- device device remains inactive until repaired. A suc- cessful Craft (explosives) check must be made as normal to repair demolitionist’s defusing the touch ability, with all damage done by of a the standard costs for applied. materials and time Thick Skin (Su): a demolitionist has suffered his fair mishaps, share both of minor and major. It is through this bitter experience that a demolitionist Argo Art3/Wiz4/Dem7) the Scarred (Male Unlike other evil organizations, the League of Terror Human appears to have no grand agenda in mind. In fact, most of the members appre- dri- mad, completely be to appear hended Current Activities As the mas- In many situ- many In Munitions, Munitions, Open Lock, and Device skill checks. This bonus Use is also granted Steamcraft to a demolitionist’s Reflex saving throw if he should fail to disarm any explosive, trap, field, etc. the in experience gains demolitionist a As he develops a higher level At of 5th ability. level, this bonus skill increases to +2 with this and to +3 when the demolitionist reaches 10th level. Explosive Knowledge (Ex): ter of explosives a demolitionist gains an almost supernatural sense how of explosives work and how to achieve greater results from ordinary explosives. Beginning at 2nd level, a deals +1d6 points of bonus demolitionist damage with any explosive he uses. As the training and skill of increases, so a too does amount the demolitionist of damage he add to may any explosive he uses. The bonus increases to +2d6 at 4th level, +3d6 at 6th level, and +4d6 at 8th level. 4th- a is Margo example, For level demolitionist. Margo adds +2d6 points of damage to any explosiveAfter he uses. Steelhead reaching Keep’s beams, Margo one sets an supportexplo- sive of charge that would ordi- narily deal 4d6 points of dam- age. This increased to damage 6d6 (4d6 + 6d6). is 2d6 = now (Su): Touch Defusing ations, a demolitionist must defuse demolitionists. rival of creations the If he is career, successful he throughout has mastered his the explosives and has arts gained a supernatural talent of defusing for removing the At threat 9th they level, pose. a demolitionist gains the supernatural ability to defuse any non-magical explosive device. To do so, a demolitionist item the with If question. in item explosive the touch this ability must is handheld (such as a grenade), a demolition- ist must make a successful touch attack against the AC of the character holding the explosive. If successful, the explosive is disarmed. The The Demolitionist Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +2 +0 Precise touch +1 2nd +1 +3 +3 +0 Explosive knowledge +1d6 3rd +2 +3 +3 +1 4th +3 +4 +4 +1 Explosive knowledge +2d6 5th +3 +4 +4 +1 Precise touch +2 6th +4 +5 +5 +2 Explosive knowledge +3d6 7th +5 +5 +5 +2 8th +6 +6 +6 +2 Explosive knowledge +4d6 9th +6 +6 +6 +3 Defusing touch 10th +7 +7 +7 +3 Thick skin, precise touch +3

ven to cause death and destruction, yet capable

CHAPTER TWO: Character Classes enough to handle and skillfully use delicate The League of Terror first gained notoriety in explosives with frightening precision. It is the city after an explosion destroyed several understood that the League of Terror operates city blocks in the market quarter, killing hun- within the city, its members easily contactable dreds and causing massive amounts of proper- with the proper connections for possible ty damage with a great cost to the city. employment. Once the League is contacted and Following the explosion, a message was deliv- a contract is accepted, the League of Terror will ered to the steps of the city council that read, then choose the most opportune locale to plant “Revenge is like a bomb; if it is left unchecked, explosives in an attempt to assassinate or it explodes.” The message was signed “The destroy the intended target. League members League of Terror.” With this message, the have been known to attach explosives to them- League began operations in the city and soon selves in an effort to both cause as much dam- other explosions would follow, killing dozens age to an area as possible and to avoid capture. and eliminating targets throughout government These methods have caused a higher level of and industry. Since then, the League has concern from city officials when dealing with remained consistent in its actions, attempting to members of the League of Terror, not only for assassinate specific targets and using suicide the safety of an intended target, but also for the tactics to avoid capture. At the present time, safety of innocent bystanders and law enforce- city officials have made the apprehension and ment officials. destruction of the League of Terror a primary concern, for the safety of everyone involved. Experienced detectives and city watchmen have pieced the League of Terror’s origins Campaign Integration together over the years. It is believed that the leader of the league is a former student from The League of Terror is an evil organization the Institute of Arcane Science named Argo. used as assassins and instruments of terror After two years of study, Argo was secretly within an ongoing campaign. Although the expelled from the institute after the triad dis- League is not known for any consistent agen- covered a prototype for a new form of arcane da—other than the destruction of the existing bomb hidden within Argo’s dormitory. Before order—this could easily be altered at the dis- the triad could dismantle the bomb, Argo cretion of the DM. The true motivations of the escaped with it and detonated it outside of the League could range from random acts of ter- city. Argo was believed to have died, but now rorism to mass death rituals in secret praise to officials believe that he survived, though horri- gods of death or massacre. While Argo is bly scarred, and later returned to the city to rumored to be the leader of the League of form the League of Terror in a vain effort to Terror, he could have died in the accidental exact revenge on the city and the existing explosion, leaving the true leadership of the social order. League to be determined by the DM. As an odd twist of fate, perhaps the League is being 58 CHAPTER TWO: Character Classes 59 A detective Like so many leg- The scene of a crime A life of education and Gather Information (Int), individually) taken skills, (all Knowledge (Cha), Forgery Listen (Int), (Wis), (Wis), MunitionsRead Lips (Int, exclusive skill), Search (Int), (Int), Sense Motive and (Wis), Spot (Wis). Profession Skill Points at Each Level: 8 + Int modifier. All of the following are class features detective. of the Armorand Weapon Proficiency: is proficient with simple to apply penalties check armor that Note weapons armor. and light Artist, Escape Drive, Climb, Balance, skills the Hide, Jump, Move Silently, Pick Pocket, and Also, Tumble. Swim checks suffer a –1 penal- ty for every five pounds of armor and equip- ment carried. Reference Material (Ex): endary investigators, a detective typically has access to an incredible amount or an ally’s) (either his own, his organization’s, of resources 1st at Beginning investigation. and research for level, (4th thereafter level three every and level +2 a gains detective a level), 10th and level, 7th circumstance Knowledge bonus skill he possesses access to forsuperb to reference At materials. higher reflect his onelevels a detective gains additional bonuses, as selecteddescribed above, but he Knowledge skill each time he gains this bonus. must select a new Eye for Clues (Ex): precision has trained the eye of the detective to discover clues typically overlooked by investigators. At other 2nd level, a detective gains a +4 competence bonus to all Search checks. Second Thought (Ex): can be a hectic to easy is It distractions. elemental and activity, environment, full of noise, lose focus in this environment and overlook a piece of information or a thought pertaining to the scene. A detective has trained his mind to overcome such distractions, becoming focused on the scene. Beginning at more 3rd level, a detective may reroll Search, or any Spot check one before the mines the Knowledge,outcome of DM the check. The detective deter- may use this ability once per day at 3rd level, twice per day at 6th level, and three times per day at 9th level. Class Features d6. Skill Focus (Search) and Skill Focus Diplomacy 5 ranks, Gather Information To To qualify to become a detective, a character must fulfill the following criteria. Skills: 8 ranks, Knowledge (local) 5 ranks, Profession (detective) 5 ranks, Search 8 ranks, and Sense Motive 8 ranks. Feats: (Sense Motive). The class detective’s skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int, exclu- sive skill), Diplomacy (Cha), Drive (Dex), manipulated, manipulated, like so many other organizations, pur- sinister more far a for Illos of Order the by pose. On the third night, the body of a fourth victim lower the near alleyway back a in discovered is quarter of the Through city. the rain and glow of gaslight, a patrol of city watchmen keeps a growing crowd of spectators at bay while city officials and senior watchmen gruesome examine the scene. Augustine, I’m sorry to approaches. “Detective Then a call upon you at newthis late hour,” says the chief silhouette watchman. “What do you have?” replies rain-soaked the detective. Without The body of a detective is led to the crime scene. word, the door- alley an of recess the in lies man young a way, brutally beaten to death. “We think gang it’s activity, sir.” With a closer look the detective rises to his feet. “No, this is body, at the no gang. Look there at the contusions on head and The neck. marks match his the outline of a watchman’s nightclub exactly. No chief, we of identity the discern to outward look not shall this but attacker, poor rather boy’s inward.” The career of a detective is a career filled with precision, patience, and dedication. The ences sci- of investigation are, in many is It sorcery. of art the as exacting and complex ways, as former many attracts that detail to attention this spellcasters to the path, detective’s as they uti- lize mental prowess, an attention to detail, and arcane assistance to discern the reasoning and motivations of the criminal mind. Hit Die: Requirements Class Skills Detective Experienced Detective (Ex): For a detective, and the effect of a success is identical to the falsehoods are the enemy. Uncovering these scrying spell as cast by a 10th-level sorcerer. falsehoods and exposing the truth is a detec- The subject must be someone the detective has tive’s highest goal. Whether it is visual false- interviewed, interrogated, or otherwise inter- hoods or the falsities of man, a seasoned detec- acted with. tive can detect the enemy and expose it. At 5th level, a detective gains a +2 competence bonus Organization: The to all Sense Motive and Spot skills checks. Gentlemen Investigators Understanding the Criminal Mind (Ex): In the mind of a detective, the best method for preventing crime is to better understand the Purpose actions and mentality of the criminal mind. In a world filled with the diabolical genius of Upon achieving 8th level, a detective gains the the criminal mind, city watchmen battle intre- ability to detect the presence of a criminal mind pidly to combat the perplexing ideals and after a few moments of conversation. After methods of criminal masterminds. Despite the three rounds of observation or conversation, a noble effort of city watchmen, there are some detective may make a Sense Motive check crimes and criminals that baffle even the keen- opposed by the Bluff check of the observed est analytical mind. To better appraise these sit- CHAPTER TWO: Character Classes party. If successful, the detective knows uations, law enforcement officials often call whether the criminal intends to or has commit- upon a small group of master detectives known ted a crime (in whole or in part) in the last as the Gentlemen Investigators. Using superior week. If unsuccessful, the individual is methods of criminal investigation, analytical immune to this ability for one day. prowess, and deductive reasoning, the Gentlemen are often successful in deducing the Master Detective (Ex): With years of training identities of criminals and solutions to even the and experience, a detective surpasses many in most mind-boggling criminal acts. his field and becomes a master investigator. At 10th level, the master detective gains the fol- Leader lowing new abilities. Preston Winslow (Male Human Crime Scene Reconstruction: By analyzing the Exp3/Rog4/Det10) abundant clues at a crime scene that other investigators miss, the detective gains the near- Current Activities supernatural ability to construct a mental image It is a well-documented fact that criminal activ- of the exact events that occurred at the scene. ity within the city continues to escalate each The crime must have occurred within a number year despite the best efforts of the city’s law of days equal to or less than 1 plus the detec- enforcement officials. The methods of the tive’s Intelligence bonus (if any). The detective criminal mind become equally more acute and makes a Search check (DC 20). If successful, more devious. As the brutality of crime increas- he gains detailed knowledge of the events as if es, so too does the skill with which such crimes he had been present when they occurred. The are committed. In an effort to control the situa- detective can see the events as they took place, tion and stem the tide of crime, several like- but his visual reconstruction does not allow minded individuals trained in the skills of crim- him to hear conversations or other sounds. As a inal analysis and investigation banded together general rule, the detective can see any physical to aid one another and the city in the never-end- actions that took place but gains no knowledge ing struggle against the modern and ever- of what the participants said or thought. evolving criminal mind. Known to city offi- cials as the Gentlemen Investigators, these four Profiler: Once he has spoken to and interacted men move throughout the city and all of the with a criminal, the master detective knows places hidden from the public eye. With inter- what the criminal is doing almost before the rogation, clever ploys, and intricate analysis, criminal does it. Once per day, the detective these men step beyond the boundaries of local can use his profiler ability to sense what a crim- law enforcement to find the answers to some of inal or suspect is currently doing. The detec- the city’s most puzzling crimes. tive makes a Sense Motive check (DC 20), 60 CHAPTER TWO: Character Classes 61 Through the rain and the darkness, Sir Lionel of the Huntsman’s Society lurks. with Along his trusted Lionel has assistant laid in wait on the rooftop of Imchee, Sir (resembling doctors’ bags) that hold all of the field investigation equipment crime scene evaluation. needed for a The lifestyle of the Gentlemen can be a the of mannerisms The experience. cold lonely, very Gentlemen suggest individuals nearly devoid of outward emotion, overcome with the cold logic of science and criminal investigation. If any member of the secret well-guarded a is it ones, loved any have Gentlemen does indeed among each of the groups’world at large members, knows very little as other than the the names of the men themselves. The PCs can be introduced to the Gentlemen Investigators for Whether ait is to give multitudeaid during an investiga- tion, to oflocate a missing person, or to serve reasons.as an ally, the PCs are encouraged to develop an ongoing (if occasionally uncomfortable) rela- tionship with the Gentlemen. The PCs gain a sense of familiarity with their newfound allies and allow the DM to introduce new locations, faces, and possible intrigue (such as the origin of the group and each of the Gentlemen them- selves). Skilled detective PCs could invited also to be join the should they prove themselves as capable crime ranks of the Gentlemen solvers and investigators. Game Hunter Campaign Integration Base ClassLevel Attack1st Fort Bonus2nd Save Ref3rd +0 Save4th +1 Will Save5th +2 +06th +3 +07th +3 +18th +0 Special +4 +0 +19th +5 +1 +110th +2 +6 +3 +2 +1 +6 +2 +7 +3 +1 +2 +4 +2 +3 +4 +2 Reference material (one skill) +3 Eye for +5clues +2 +5 +3 Second thought 1/day +3 +6 Reference material (two skills) +6 Experienced detective +7 Second thought 2/day Reference material (three skills) Understanding the criminal mind Second thought 3/day Master detective, reference material (four skills) The Gentlemen have remained fairly secretive each that understood is it but origins, their to as of the four men is classically trained in the arts their as Just behavior. criminal and detection of so too is their base of origin oper- is a mystery, ations—though it is speculated that in clubs social many the of one at convene men the four the city. The motivations of appear to be the straight forward, Gentlemen as each man is passionate about removing the criminal ment ele- in the city. This result of passion some personal tragedy could in each man’s be the revealed be to yet has such of evidence but life, or uncovered by an outside source. appear It that the Gentlemen are would as adept at con- cealing the truth as they are at uncovering it. The Gentlemen, as a group, first gained notori- ety in the city after the successful resolution of the River House Slayer case, wherein a clever cult leader orchestrated the ritualistic murders of seven women, leaving behind. little Through the to use no of exceptional and clues deductive skill reasoning, the Gentlemen were successful in locating and River apprehending House the Slayer. From that val- considered been have Gentlemen the ward, moment for- ued allies to law enforcement officials and the bane of the criminal element within the city. In appearance, the Gentlemen are well-dressed human males appearing to be years in of the their middle lives. In dress, wear the fine Gentlemen suits and favor walking sticks (which most use as a weapon of the use of ornate choice). Three of the Gentlemen have hair, facial such as mustaches, beards, while Preston or Winslow favors goatees, a clean-shaven look. The Gentlemen carry small leather bags The Detective the city’s cultural center for over three hours. Weapon and Armor Proficiency: A game “Do you think he will come, sir?” whispers the hunter is proficient with all simple and martial nervous Imchee. “Of course it will, you idiot. It weapons, light armor, and medium armor. Note is a savage and the laws of nature bind it to the that armor check penalties apply to the skills folly of repetition. Now keep quiet,” growls Sir Balance, Climb, Drive, Escape Artist, Hide, Lionel. Moments later, across the way on the Jump, Move Silently, Pick Pocket, and Tumble. roof of a neighboring building, a streak of Also, Swim checks suffer a –1 penalty for movement darts across the rooftop and stops every five pounds of armor and equipment car- near a dimly lit skylight. In the faint glow of ried. the lantern light, a humanoid figure crouches, shirtless and savage in appearance. “That’s it Favored Enemy (Ex): Game hunters develop savage, stand still for a moment,” muttered Sir a particular antipathy toward or expertise in Lionel. With care, the hunter draws back the hunting specific animals or creatures. At 1st hammer of his rifle and takes aim. “Finally, level, a game hunter may select a type of crea- after all of these years…I have you.” ture as a favored enemy. A game hunter can only select his own race as a favored enemy if Becoming a game hunter is a path that requires he is evil. Due to his extensive study of his foes extensive training, patience, and skill. The dis- and training in the proper techniques for com- cipline required to understand the mentality of bating them, a game hunter gains a +1 bonus to

CHAPTER TWO: Character Classes prey, to enjoy the thrill of the hunt, and avoid Bluff, Listen, Sense Motive, Spot, and falling into the vice of bloodlust is a way of life Wilderness Lore checks when using these skills that few heroes maintain successfully. To the against the selected type of creature. Likewise, world, game hunters are heroes ridding an area a game hunter receives the same bonus to of dangerous beasts, aristocrats leading safaris weapon damage rolls against creatures of the into the wilderness, or self-serving murderers selected type. A game hunter receives the dam- who hunt only for the kill and the collection of age bonus with ranged weapons, but only trophies. against targets within 30 feet. The bonus does not apply to damage against creatures that are Hit Die: d8. immune to critical hits. At 5th level, a game hunter selects a second favored enemy, and the Requirements bonus associated with every previously select- ed favored enemy increases to a bonus of +2. To qualify to become a game hunter, a charac- At 10th level, a game hunter chooses a third ter must fulfill the following criteria. favored enemy, with the previous bonuses Base Attack Bonus: +5. increasing to a total of +3. The following are Skills: Hide 8 ranks, Knowledge (nature) 8 the types of creatures that a game hunter may ranks, Move Silently 8 ranks, and Wilderness select from when choosing a favored enemy: Lore 8 ranks. Aberrations, animals, beasts, constructs, drag- Feats: Track and Point Blank Shot. ons, elementals, fey, giants, humanoid type, magical beasts, oozes, outsider type, plants, Class Skills shapechangers, undead, and vermin. The game hunter’s class skills (and the key Scentless (Ex): In the wild, scent is often the ability for each skill) are Animal Empathy primary defense of the hunted. A fundamental (Cha, exclusive skill), Climb (Str), Craft (Int), lesson of the hunter is to use the wind and ter- Handle Animal (Cha), Hide (Dex), Intimidate rain to avoid detection by scent. At 2nd level, (Cha), Intuit Direction (Wis), Jump (Str), a game hunter can mask his scent so as to ren- Knowledge (nature) (Int), Listen (Wis), Move der the scent special quality less effective Silently (Dex), Munitions (Int), Profession (MM, Introduction). When dealing with crea- (Wis), Ride (Dex), Spot (Wis), Swim (Str), Use tures with the scent ability, a game hunter Rope (Dex), and Wilderness Lore (Wis). must be within 10 feet for detection and with- in 20 feet if he is upwind of the creature, Skill Points at each level: 4 + Int modifier. instead of the usual 30 feet and 60 feet.

Class Features Steady Aim (Ex): A game hunter must master the weapons of the hunt. Beginning at 3rd All of the following are class features of the game hunter. 62 CHAPTER TWO: Character Classes 63 If a game Like any student, a the target the does target not detect or of the game hunter. If the focused on the target and long as his attention stays undertake other actions so victim, a game hunter can 1d6+10 rounds per class level victim’s saving throw suc- choice). While studying the damage, the sneak attack has weapon that successfully deals sneak attack with a ranged less and unable to act for the additional effect of poten- ceeds, the attack is treated as a the target (game hunter’s tially either paralyzing or killing or paralyzing either tially for 3 rounds and then makes a hunter studies a favored enemy Death Attack (Ex): instantly. If the saving throw fails throw saving the If instantly. narily prevent him from doing so. normal sneak attack. Once a game a Once attack. sneak normal against the kill effect, it dies stress or distractions would ordi- against the paralysis effect, the vated, rendering it completely help- completely it rendering vated, take 10 on these checks even when victim’s mind and body become ener- victim’s hunter gains a +2 competence bonus on Climb and Swim checks and may survival and the hunt. At 9th level, a game a level, 9th At hunt. the and survival Outdoorsman (Ex): ence and continues to develop his skills in game hunter continues to learn from experi- recognize him as an enemy. If the victim of such an attack fails its Fortitude saving throw (DC 20 + game Intelligence hunter’s modifier) hunter has completed the 3 he rounds of study, must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes its save) or if a game hunter of rounds 3 within attack the launch not does completing the study, 3 new study are required before rounds he can attempt of creatures creatures in the wild. effectively To hunt these creatures, a game hunter must move and avoid silently detection at all costs. Beginning at competence +2 a gains hunter game a level, 7th bonus on all Hide checks. In addition, and the game hunter may take Move Silently skill 10 on these skills even when stress or distrac- tions would ordinarily prevent him from doing so. Any time a game As with scent, a keen To hunt in the wild a wild the in hunt To hunter’s target would of (regardless AC to bonus Dexterity be denied a whether the target Dexterity actually bonus has or hunter’s a ranged not), attacks the damage. gameThe deal extra damage extra is +1d6 at 3rd level +1d6 and every three an levels additional there- after (6th level and 9th level). Should a game hunter make a his with hit critical successful dam- extra this attack, sneak age is Ranged not attacks can multiplied. only count as sneak attacks the is target within 30 feet. if A game hunter may only attempt a against sneak a living attackwith creature a discernible anato- my. Any creature that immune is to critical hits is also immune to extra attack’s Adamage. a game sneak hunter must be able to see the target well enough to pick out a vital spot and must be able to reach spot a with vital his ranged attack hunter cannot sneak only. attack Awhile striking a game creature with concealment. Survivor (Ex): game hunter must also possess the skills to survive wild. in Through the and experiencetraining, a game hunter develops his sense for sur- vival, improving his effective- ness on At the 4th hunt. level, a game hunter gains a tence +2 compe- bonus Wilderness Lore to skill checks. In addition, allthe game hunter Intuitcan take 10 on these Directionskills even when stress and or distractions would prevent him from doing so. ordinarily Silent Hunter (Ex): sense of hearing is also a powerful defense of level, level, a game hunter gains a +1 insight bonus on all ranged attacks against his favored ene- or class prestige the from gained (whether mies a previously existing class, such as At ranger). 6th level, the bonus increases to +2, and at 9th level, it increases to +3. Attack Ranged (Ex): Sneak The Game Hunter Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Favored enemy (first) 2nd +2 +3 +0 +0 Scentless 3rd +3 +3 +1 +1 Steady aim +1, ranged sneak attack +1d6 4th +4 +4 +1 +1 Survivor 5th +5 +4 +1 +1 Favored enemy (second) 6th +6 +5 +2 +2 Steady aim +2, ranged sneak attack +2d6 7th +7 +5 +2 +2 Silent hunter 8th +8 +6 +2 +2 Outdoorsman 9th +9 +6 +3 +3 Steady aim +3, ranged sneak attack +3d6 10th +10 +7 +3 +3 Death attack, favored enemy (third)

another death attack. made hazards, the Huntsmen choose instead to

CHAPTER TWO: Character Classes profit from the senseless hunting and slaugh- Organization: The tering of rare creatures. For several years, the Huntsmen have been the bane of forest war- Huntsmen dens, druids, and rangers across the continent. In addition to this reckless disregard for nature, the Huntsmen are not above hunting their own Purpose species for profit, should the opportunity arise. Countless magical and exotic creatures live in In the mind of the Huntsmen, a young wizard is the typical fantasy world. These worlds are also a rare and exotic thing, placed into the world home to hunters and poachers that stalk rare for sport and entertainment, just like a mature creatures for the thrill of the kill and the profits lion. In fact, due to their intelligence and cre- the rare animal trophies bring on the open mar- ativity, sentient humanoids are considered the ket. With bloodlust and insatiable greed, these favored prey of many Huntsmen. hunters systematically ruin the delicate balance of nature, causing forced animal migration and The Huntsmen began as the brainchild of the possible extinction. Among those infamous for renowned hunter and gamesman, Lord Palor such actions are the cold-blooded poachers Ardford. A braggart and egomaniac, he had known as the Huntsmen. This order of game become bored with the traditional fare of the hunters stalks exotic animals, rare monsters, hunt and longed for new blood to invigorate his and individuals that the criminal element wish- pastime. In time, Ardford discovered the exotic es to eliminate. In the eyes of the Huntsmen, beasts of the world and delighted in the chal- everyone is game and every day is open season. lenges these new hunts provided. Eventually, others joined his cause and the pattern of Rumored Leader destruction began. Dubbing themselves the Huntsmen, each hunter desired to outdo the Lord Palor Ardford (Male Human Rgr7/Hnt9) others and take the most exotic or most danger- ous prize, gaining the envy of his companions. Current Activities The Huntsmen are an evil organization. Each Each member of the Huntsmen wears clothing member has little or no respect for nature, the best suited to the environment around them, wilderness, or the creatures that live within it. preferring to blend in whenever possible. Long In the minds of the Huntsmen, the rare and breeches, soft boots, loose shirts, and vests exotic creatures of the world are nothing more covered with pockets are classic examples of than sport placed there for their entertainment the Huntsmen’s typical uniforms. In addition to and profit. Where men of their skills could clothing, a trademark for each member of the help to police madness-driven animals and Huntsmen is to wear one trophy from a memo- protect the wilderness from natural or man- rable kill, such as a necklace of teeth from a 64 CHAPTER TWO: Character Classes 65 Must be able to cast 3rd-level d6. The character must construct one mas- one construct must character The Alchemy 8 ranks, Craft (firearms) 8 Weapon Proficiency (firearms), Weapon (firearms), Proficiency Weapon monial monial blades are drawn Like a from crack of thunder across the night dark a sky, cloaks. shimmering blast spins around like one a child’s toy of top. From soft the by highlighted the is silhouette faint thea ness, dark- agents the from dances that light arcane green of glow barrel of Talen the Gunman’s flintlock. With the sound of the arcane thunder still echoing in the distant the sky, robed figure steps from the shadows and moves toward the rasping voice, a scene. hooded assailant cries, In “It’s a a gunman! Flee my brothers! Flee!” In schools of the educated and the arcane, the spell- arcane few by chosen path a is glyph gun casters. Respected by few and feared by many, a gun glyph wields the powers of sorcery and black powder, and uses both to deadly effect. Either as champions of justice or brigands, gun glyphs walk a lonely path. as lawless Gun glyphs may be of although any most race are or humans gender, or skills required to become a gun glyph require a dwarves. The great depth of knowledge in alchemy, crafts- manship, and arcane sorcery. The majority of gun glyphs are multiclassed wizards and artifi- cers who have chosen to become more devoted to the art of the gun. Hit Die: To qualify To to become a gun glyph, a character must fulfill the following criteria. Spellcasting: arcane spells. Skills: ranks, and Knowledge (steamcraft) 5 ranks. Feats: Focus (one firearm with which the character is proficient). Special: terwork firearm specifically for the purpose of walking the path of the gun glyph. From that moment on, the character’s relevant gun glyph abilities function with that firearm only and if the firearm is damaged or destroyed the glyph may gun not use his abilities until either the Requirements Nightfall descends Arbor upon Port. the city of In the filth-ridden alleyways, a young girl runs One. Hooded the of agents the from life her for scared, Tired, and lost, the young girl stumbles as she turns into a darkened alleyway and into the clutches of young the darkness, the into pulled and Gagged the Hooded One’s muffled cries girl’s fall upon deaf ears as cere- agents. displacer displacer beast, or the feathers from effec- lethal their punctuate further an To owlbear. adult tiveness, each of mag- or quality masterwork of weapon favored the Huntsmen ical enchantment. carries a The Huntsmen first gained infamy hunt that led into a remote area of during the northern a wilderness. During this hunt, encountered the a creature Huntsmen of pure legend, a uni- corn. Without hesitation, Lord Ardford stalked the beautiful creature and slaughtered it, taking collection. his for trophy a as horn legendary its To compound the tragedy, the warden of woods, the a satyr, descended exact upon justice for his Ardford heinous crime against to the wilderness, only to be cut down by Ardford’s companions. With the warden slain, of the Huntsmen the picked trophies forest from the body of the fallen champion and continued to hunt the creatures of the once-protected wood- lands until the arrival of local rangers deterred them from further sport. The Huntsmen designed to serve many possible purposes dur- are an ing evil the organization course Described below of are several an suggestions DMs for ongoing interested in campaign. integrating the into their campaigns. Huntsmen • The Huntsmen are hired as assassins to kill the PCs or a close ally to the PCs. responsible for The hiring the Huntsmen could be a party long-running subplot for dis- PCs the when climax the suspenseful a reaches campaign that cover the identity of benefactor. the Huntsmen’s secret • The PCs are approached by nature members of order a to Huntsmen aid from in a the secluded where removal the poachers are stalking wilderness rare or of endan- area the gered creatures for sport and profit. Gun Glyph Campaign Integration firearm is repaired or a new one is constructed. a gun glyph advances in skill and experience, The firearm must be of masterwork quality and this bonus increases to 4% at 4th level, 8% at can be subsequently enchanted. 7th level, and finally 10% at 10th level with the gun master ability (see below). For example, Class Skills Talen the gun glyph typically wears leather armor when in the field. Leather armor usually The gun glyph’s class skills (and the key abili- imposes a 10% chance of arcane spell failure, ty for each skill) are Alchemy (Int), but with Talen’s 4th-level armor adaptation Concentration (Con), Craft (Int), Intimidate ability, his chance for spell failure is reduced (Cha), Knowledge (arcana), Knowledge by 4%, dropping his chance for spell failure to (steamcraft), Munitions (Int), Profession (Wis), 6% when wearing leather armor. Ride (Dex), Search (Int), and Spellcraft (Int). Arcane Bond (Sp): To become a gun glyph, a Skill Points at Each Level: 2 + Int modifier. character must craft a firearm specifically for the purpose of walking the path of a gun glyph. Class Features This process not only forges a new weapon, it All of the following are class features of the creates an arcane bond between a gun glyph gun glyph. and his chosen weapon. Beginning at 2nd level, a gun glyph may use a move-equivalent action

CHAPTER TWO: Character Classes Weapon and Armor Proficiency: Gun glyphs to cast or “load” a touch spell with a 1-action are proficient with simple weapons, light casting time into this firearm. As a standard armor, and medium armor. Note that armor action after the spell is loaded, the gun glyph check penalties apply to the skills Balance, can fire the weapon, gaining the benefit of the Climb, Drive, Escape Artist, Hide, Jump, Move gun’s mundane ammunition and the loaded Silently, Pick Pocket, and Tumble. Also, Swim spell effect. For example, Talen uses a standard checks suffer a –1 penalty for every five action to load a shocking grasp spell into his pounds of armor and equipment carried. firearm. He then fires his weapon at a nearby orc chieftain and makes his attack roll normal- Spellcasting: A gun glyph continues training in ly. With a successful hit, the firearm’s blast magic as well as firearms. Thus, at 1st level and strikes the chieftain and simultaneously releas- when every other gun glyph level is gained es the stored shocking grasp spell-effect for (3rd, 5th, etc.), the character gains new spells extra damage. per day as if he had also gained a level in a Loaded spells do not gain any additional dura- spellcasting class he belonged to before he tion beyond their initial effects. For example, a added the prestige class. He does not, however, chill touch spell loaded into a gun glyph’s gain any other benefit a character of that class firearm would deal an extra 1d6 points of dam- would have gained (improved chance of con- age with the usual chance of Strength damage, trolling or rebuking undead, metamagic or item but it would not allow any additional attacks creation feats, and so on). This essentially with the spell. means that he adds the level of gun glyph to the level of some other spellcasting class the char- Beginning at 2nd level, a gun glyph may use acter has, then determines spells per day, spells only 1st-level spells with the arcane bond abil- known, and caster level accordingly. ity. As a gun glyph gains experience, he may use higher-level spells with the ability. At 5th If a character had more than one spellcasting level, a gun glyph may use 2nd-level spells, class before he became a gun glyph, he must 3rd-level spells at 8th level, and 4th-level spells decide to which class he adds each level of gun at 10th level. glyph for purposes of determining spells per day when he adds the new level. Marksman (Ex): The special bond shared between a gun glyph and his firearm makes Armor Adaptation (Ex): With time and train- him more comfortable when wielding it, and ing, a gun glyph discovers techniques pivotal to this familiarity makes the gun glyph even dead- reducing the penalties to spellcasting created lier in combat. At 3rd level, a gun glyph gains by wearing armor. Beginning at 1st level, a gun a +1 competence bonus to attack rolls while glyph reduces the spell failure percentage using his firearm. As a gun glyph gains experi- gained by wearing armor by two percent. As ence and skill, this bonus increases to +2 at 6th 66 CHAPTER TWO: Character Classes 67 With With a growing criminal element within city, many the of the lawless go their unpunished for crimes. Corrupt intricate games politicians and power plays, using engagehighly in skilled minions to orchestrate grabs for politi- magic of age an In gain. monetary or power cal and steam, the criminal mind possesses many Anew resources. mysterious group of vigilante heroes emerged to combat the rising criminal element within the city. Known Gunmen, each hero Avenging is recognized by only as the his unique firearm, adorned with glowing sym- bols of arcane magic. In a harsh war on crime, the Gunmen have made an impact on the prac- ticed methods of No longer will the judicial or within polit- the city. criminal masterminds ical influence serve as blanket of an protection. Now, all-encompassing a new method of justice has arrived on the street, bound only to a grander sense of right and wrong, and not by the judicial system. The Gunmen are harsher breed of a justice. new, large- are Gunmen Avenging the of origins The their to as exist rumors several but unknown, ly origins and methods. The Gunmen have only attacked known criminals, and typically only those responsible for the most violent or despi- cable crimes. Described rumors about the Gunmen that a PC may belowover- are several hear while within the city: The Gunmen • are not men; they are the ghosts of vengeance brought back to rid the city of of None deaths. their for responsible those the Gunmen have faces, as their identi- ties were never discovered in life and Current Activities After years of training, the char- Base ClassLevel Attack1st Bonus Fort2nd Ref Save3rd +0 Save Will +14th Save5th +2 +06th Special +3 +07th +3 +2 +18th +4 +3 +19th +5 +0 +3 +110th +6 +0 +4 +2 +6 +1 +4 +7 +2 Armor adaptation 2% +1 +5 +2 Arcane bond I Spells per Day +1 +5 +3 Marksman +1 +1 level of arcane class +3 +2 +6 Armor adaptation 4% +2 +6 Arcane bond II +7 +2 Marksman +2 +3 +3 Armor adaptation 8% +1 level of arcane class Arcane bond III +1 level of arcane Marksman class +3 +1 level of arcane class Gun master +1 level of arcane class In the dark alleyways of flourish and the spread like an city, infectious criminals disease. Despite the best many efforts of the lawless within the of city go unpun- city watchmen, ished and are left unchecked, cleverly motivat- ed and commanded trained in the law and It city is policy. bythis ele- intelligent mastersment of criminal requires the genius involvement of those that outside the boundaries occasionallyof the The law. Avenging Gunmen are a small group of like-minded gun who, glyphs through arcane skill, marksmanship, and of champions silent as serve intimidation, sheer justice. Unknown level, +3 at 9th level, and +4 at 10th level. Gun Master: acter reaches the highest level of expertise that a gun At glyph power 10th can achieve. and train- his of peak the reaches glyph gun a level, ing and receives the following abilities: • 10% reduction to spell failure chances while wearing armor into spells arcane 4th-level load to ability The • his firearm with the arcane bond ability • +4 competence bonus on attack rolls with the marksman ability The Gun Glyph Gunmen Purpose Leader Organization: The Avenging they remain faceless in death until their killers curse them as brutal vigilantes who deserve are brought to justice. nothing better than what the city’s criminal ele- ment receives. If nothing else, the presence of • The Gunmen are demons, returned to collect the Gunmen creates heated debate within the the overdue payments of past pacts made with halls of government. desperate and now-powerful criminals. Only the holy power of good can injure the Regardless of the justification for the Gunmen—a trait that none of their victim’s Gunmen’s actions, the rumored methods they possess. employ appear to be more than effective. Through sheer power and intimidation, the • The Gunmen are the embodiment of justice, Gunmen are capable of great acts of justice, sent to rid the city of crime and evil. It is only defeating powerful opponents with firearms through true justice, righteousness, and harsh and sorcery, while remaining a mystery to all judgment that the forces of evil and corruption within the city. Some believe that the mythos of can be overcome. The Gunmen have been sent demons and deific proxies are all ploys imple- as agents of some higher power to serve this mented by the Gunmen themselves. By preying cause. on fear and superstition, the Gunmen gain an advantage in most situations in which they • The Gunmen are vigilantes that take the law involve themselves by sheer reputation alone.

CHAPTER TWO: Character Classes into their own hands. They spit in the face of In terms of numbers, it is believed that the the city as easily as the criminals they murder. Gunmen organization may possess as few as They are a mockery of justice and should be four men or as many as 20. Unfortunately, this arrested for their crimes. too is a fact shrouded in mystery and rumor.

Although the true appearance of the Gunmen is Campaign Integration relatively unknown to the public, several eye- witness accounts have created a general profile The Avenging Gunmen can be integrated into of the organization’s members. To date, no an ongoing campaign through the use of two female Gunmen have been seen, but this does primary scenarios. The first scenario involves not mean that there are none within the organi- an encounter with the true Gunmen. Either zation. In dress, the Gunmen typically wear through chance or design, the Gunmen make long coats (either leather or heavy cloth), their presence known to the PCs, either as allies breeches, high boots, and minimal equipment. or potentially as adversaries (depending on the The most recognizable piece of equipment car- beliefs of the PCs involved). With the Gunmen ried by a Gunman is the unique firearm each in need of aid, the PCs must choose to either wields. The firearm of a Gunman is often aid them or walk away. If the PCs give aid, it slightly larger than common models, with a would surely require a great threat to the city heavier, more durable stock and a thicker bar- for the reclusive Gunmen to approach the PCs. rel. Despite the unusual construction of the In this scenario, a feeling of suspense and mys- weapon, its most intriguing aspect is the glow- tery permeates the campaign, as PCs attempt to ing glyphs that decorate the exterior wood and unravel the mystery of this threat and poten- brass. It is speculated that these glyphs are tially the mystery of the Gunmen themselves. arcane symbols that allow for spell-effects to be discharged from a gunman’s weapon, but In the second scenario, the PCs are approached this theory has yet to be proven. To date, no by the city’s administration to track down and organizational skills or standards of rank have aid in the arrest of the Gunmen for crimes or been determined to exist within the Avenging vigilantism within the city. The enigmatic Gunmen organization. group has left behind a clue that the city will The Gunmen play a dangerous game in life, capitalize on and requires the resources of the gaining the hatred of both the criminal element PCs to give aid. In this scenario, perhaps a cor- and the law enforcement of the city. To walk rupt city official is under pressure from the the path of harsh justice is to walk a lonely Gunmen and is attempting to use the PCs to path, filled with speculation, paranoia, and nec- remove the threat that the Gunmen represent to essary ruthlessness. The public’s opinions are his plans. As secrets are revealed, the PCs must divided. Many approve of the actions taken choose who to trust and what to do. by the Gunmen, while an equal number 68 CHAPTER TWO: Character Classes 69 Hypnotists As a master of The mind of a hyp- A hypnotist continues training in (Cha), (Cha), Knowledge (all skills, taken individual- ly) (Int), Perform Sense Motive and (Wis), Spellcraft (Cha),(Int). Profession (Wis), Skill Points at Each Level: 4 + Int modifier. All of the following are class features hypnotist. of the Weapon and Armor Proficiency: are proficientHypnotists, however, are not proficient armor with with or with shields. Note that armor check penalties simple apply to the skills Balance, Drive, weapons. Climb, Escape Also, Pick Artist,Swim Pocket, Silently, and Tumble. Hide, checks Jump, suffer Move a pounds of armor –1 and equipment carried. penalty for every five Spellcasting: magic as well as the art and science of hypno- tism. Thus, at 1st level and when every other hypnotist level is gained (3rd, 5th, had she if as day per spells new gains character etc.), the also gained a level in a spellcasting class class. prestige the she added she before to belonged a benefit other any gain however, not, does She character of that (improved class chance of would controlling or have rebuking undead, metamagic or gained item creation feats, and the adds she that means essentially This on). so level of hypnotist to the level of spellcasting class the character has, then some deter- other mines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a hypnotist, she must decide to which class she adds each hypnotist level of for purposes of determining per day when she adds the spells new level. Spell Focus (Enchantment): hypnotism and deception, a hypnotist possess- es a mastery over the art of enchantment that makes it more difficult for a subject to her resist spells. At 1st level, a Spell Focus hypnotist (Enchantment) (PHB, receives Feats) as a feat, this has already character the If feat. bonus the save DCs of her Enchantment increased by spells are Focused Mind (Ex): notist 1. is well trained and hypnotism focused, of arts the master to be as should it Class Features Must be able to prepare and cast d4. Bluff Bluff 5 ranks, Concentration 5 ranks, Hypnotist. To To qualify to become a hypnotist, a character must fulfill the following criteria. Spellcasting: Spellcraft 8 ranks. Feats: class skills The (and hypnotist’s the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate Sarren could not understand what was happen- prison the into placed was he ago Moments ing. carriage by the watchmen though he and were shackled a criminal. as From carriage, he within could see the the destruction through the rain and the Borovo, soft glow of a lantern Arcane Science, lay amidst the rub- Institute of steam-driven light. golem ble, along with the frombroken remains of a dozen the or so After city a watchmen. few moments, the carriage doors opened and entered with a a scribe following closely behind. young woman “You are the caretaker for Borovo during the night hours. Tell me demands. “I don’t what know. No wait, happened,” that is not true. she There was a man in the seen lab. I’ve him never before but Borovo’s tolerance he controls. told I me wrong, knew but to his it eyes, adjust his was words—I resist him. I had to do it. Do you not see? I had could not to do it; he told me to.” The life of the hypnotist is and confidence chosen trickery, by few heroes. a life of secrets, Weaving the arcane arts of enchantment the and power of suggestion, a people the has he that hypnotist provided anything nearly can do around him to carry out the tasks. A hypnotist may be a devious villain using interrogator an enchantments or gain personal for trickery and serving with the city guard. No matter the pro- fession, a hypnotist carries himself with confi- dence and cunning, always prepared to resolve physical conflict with his enchanted words and clam demeanor. Hit Die: at least one 3rd-level arcane Enchantment school. spell from the Skills: Requirements Class Skills Hypnotist and spellcraft. Beginning at 2nd level, a hyp- allows a hypnotist to master the arts of hypno- notist gains a +1 insight bonus to all Will sav- tism, becoming the ultimate hypnotist. At 4th ing throws. As a hypnotist advances in training level, a hypnotist gains Ultimate Hypnotist as a and experience, this bonus increases to +2 at bonus feat. 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level. Master of Domination (Sp): After years of training and experience, a hypnotist reaches the Master of Enchantment (Ex): The intimate peak of his skills in domination and mes- knowledge and repetitive use of the arts of merism. With this mastery come benefits enchantment allow a hypnotist to master unknown to many arcane spellcasters and many of the spells he uses daily. This inexperienced hypnotists. At 10th level, a mastery allows a master of domination may use the dominate hypnotist to recall and person spell (PHB, Spells) as a spell-like prepare the words and ability a number of times per day equal to semantics of particular half his Intelligence modifier. This spell-like enchantment spells without ability is cast as a wizard of the use of his spell book the hypnotist’s total arcane (much like the Spell Mastery spellcasting levels. ability available to wizards, CHAPTER TWO: Character Classes see PHB, Classes) and cast Organization: each of them with greater skill. Beginning at 3rd level, Order of Illos a hypnotist selects one spell from a list of enchantment spells under the Master of Purpose Enchantment I ability (see In many conflicts, brute below). Once selected, a hyp- force and sheer brutality notist no longer requires a are the methods of choice for spell book to prepare the would-be tyrants and criminal selected enchantment spell. masterminds. For others, the Additionally, the selected use of extortion, blackmail, spell is cast as though affect- and corruption are the methods ed by the Still Spell metam- employed to gain power. While agic feat (PHB, Feats), but these methods are effective the spell level is not with proper execution, there increased as is normally the is still the possibility of expo- case when a metamagic feat sure or rebellion from the tar- is used. As a hypnotist increases get of corruption. There is, in skill and experience, new selectable spells however, a different method uti- become available at 5th level, 7th level, and 9th lized by a select few to gain a foothold within level. As with the first selection, only one spell the halls of power and to gain subtle control may be selected per ability. over others. This effect is achieved through the mastery of hypnotism and the power of sug- Master of Enchantment I: charm person, hyp- gestion. For the Order of Illos, this is the gate- notism, sleep way to power and control.

Master of Enchantment II: hideous laughter, Leader hold person, suggestion Unknown Master of Enchantment III: confusion, emotion Current Activities Master of Enchantment IV: mind fog, feeble- The political games of the city can be rich with mind, hold monster shady dealings, noble pacts, and heated rival- ries. From the political arena, house elders Ultimate Hypnotist: Maintaining his train- engage in debates and struggle to gain a mea- ing and focus in the art of enchantment sure of power that would allow their houses’ 70 CHAPTER TWO: Character Classes 71 The caravan arrives at the royal treasury at the a scheduled steady With time. fall of rain blan- keting the city, the car- double the carriage opens and seat his from climbs driver carefully riage doors. Extendingcloaked driver his aids dressed hand, in a white, the though young covered by woman a cil. From this moment on, the world was aware was world the on, moment this From cil. of the Order of Illos. dom- of acts are order the by used methods The ination and misdirection. If the order has opportunity the to act through a dominated puppet, they will do so, never revealing their identities unless forced. In an Order ongoing of campaign, Illos could the be the motivating remaining conspiracy, campaign-wide a behind factor hidden until the very end when the order final- ly attempts to grab power. The Order of Illos is an evil organization used to manipulate political figures, religious lead- ers, and icons within a society PCs themselves). Through (possibly hypnotism, sorcery, the the and order trickery, remains in the shadows, keeping their true identities secret from a the world well-guarded at large and from especially the PCs. When used in an ongoing cam- serve easily very could Illos of Order the paign, as a villain for a single motivators behind an adventure entire campaign’s or worth as the of intrigue and suspense. Noble Bodyguard Campaign Integration ultimate hypnotist focused mind +5 Base ClassLevel Attack Fort1st Bonus Ref Save2nd Save Will 3rd +0 Save +14th Special +1 +05th +0 +26th +0 +1 +07th +2 +1 +2 +18th +3 +3 +19th +3 +1 +310th +4 Spell focus (enchantment) +2 +4 Focused mind +1 +1 +1 level of existing class +4 +2 +5 Spells per +2 Day Master of enchantment I +2 +4 +2 Focused mind +2, +3 +1 level +5of existing class +3 +2 +5 +3 Master of enchantment II +3 +6 Focused mind +3 +1 level of existing class +6 +7 Master of enchantment III +1 level of existing class Focused mind +4 Master of enchantment IV Master of domination, +1 level of existing class ideals to become those of the city itself. These heated debates often rivalries develop and into bitter hatred. personal This escalates into physical confrontation, hatred with cor- often rupt houses employing the services of ruthless and cunning mercenaries influence and personal to safety of rival nobles. It undermine the Illos of Order the brings often that desire this is into play. On occasion, corrupt house leaders will carefully contact the enigmatic members of this organization with a particular mind. goal Once in a fee has been agreed Order of Illos upon, will subtly carry the out the assign- ment, often with intended target. disastrous results for the The origin of the Order of Illos is unknown to anyone, as are the number true of members The within only the order. identities and exact known fact is that the order is named after its founder, Illos, though his location and status remain a mystery. The Order of Illos first gained notoriety a when measure one of of its agents was discov- ered to be involved in an incident that resulted in the death of a city administrator (and inci- dentally may have led to the Iron creation Knights). of Once the the deed had been mitted, com- the responsible agent guilt announced to his the council and and Illos, founder his the to act the dedicated allegiance order, to the coun- city the before life own his took suddenly The Hypnotist rain cloak, down from the carriage. Before a noble bodyguard. simple word of appreciation can be spoken, the calmness of the moment is broken by the fren- Weapon and Armor Proficiency: Noble zied howl of a cloaked assassin springing from bodyguards are proficient with simple and mar- the shadows. A curved blade cuts the air toward tial weapons. They are proficient with light and the young woman, as she stands frozen with medium armor as well as shields. Note that fear. With the blade closing in, the cloaked car- armor check penalties apply to the skills riage driver quickly steps in front of the young Balance, Climb, Drive, Escape Artist, Hide, woman, allowing the blade to cut deeply into Jump, Move Silently, Pick Pocket, and Tumble. his torso. With a controlled breath to relieve the Also, Swim checks suffer a –1 penalty for pain, the driver looks toward the would-be every five pounds of armor and equipment car- assassin who now stands confused and terri- ried. fied. “Harkin? You are Harkin, Protector of the Lady in White?” The assassin can only stand in Human Shield (Ex): Befitting his profession, fear as he now realizes the folly of his actions a noble bodyguard is skilled at placing himself and the dire consequences that await him. in harm’s way to protect an ally. Beginning at 1st level, a noble bodyguard may select one Becoming a noble bodyguard is a path in life ally and act as her protector during combat. chosen by few heroes. Putting oneself in Once the ally is selected, as a free action a

CHAPTER TWO: Character Classes harm’s way on a daily basis is not for the faint noble bodyguard may place himself between of heart and requires a higher level of discipline any melee or ranged attack targeted at the than most heroes are capable of. In many cases, declared ally so long as the ally is within 5 ft. a noble bodyguard represents one client or ally of the noble bodyguard protecting her. The for an extended period of time, often develop- attacker and bodyguard make opposed attack ing a close relationship with the protected ally. rolls (melee or ranged, as appropriate). If the To the outside world, noble bodyguards are attacker exceeds the bodyguard’s attack roll, he often viewed as cold, imposing, and no-non- may attack his intended target. If the attacker’s sense individuals who rarely display fear or a result is equal to or less than the bodyguard’s, lack of faith in their ability to protect those they the attacker must strike the bodyguard instead. serve. If the attack roll is unsuccessful, neither the noble bodyguard nor the ally is stricken. Only Hit Die: d12. one opposed roll is necessary, regardless of how many attacks the attacker receives in the Requirements round. A noble bodyguard may use this ability once per round and may only choose a new ally To qualify to become a noble bodyguard, a as a free action on his turn. character must fulfill the following criteria. Improved Defense (Ex): With a career of Base Attack Bonus: +5. defense and sacrifice, a noble bodyguard devel- Skills: Intimidate 5 ranks and Sense Motive 5 ops the skills to defend his allies and himself as ranks. well (should the need arise). Beginning at 3rd Feat: Improved Initiative. level, a noble bodyguard receives a +1 dodge bonus to his AC. As he progresses in training Class Skills and experience, this bonus increases. The The noble bodyguard’s class skills (and the key dodge bonus increases to +2 at 5th level, +3 at ability for each skill) are Climb (Str), 7th level, and +4 at 9th level. The bodyguard Diplomacy (Cha), Disguise (Cha), Drive loses this bonus any time he is denied his Dex (Dex), Handle Animal (Cha), Intimidate (Cha), bonus to Armor Class. Jump (Str), Listen (Wis), Munitions (Int), Profession (Wis), Ride (Dex), Sense Motive Uncanny Dodge (Ex): Beginning at 6th level, (Wis), and Spot (Wis). a noble bodyguard retains his Dexterity bonus to AC (if any) if attacked while flat-footed or Skill Points at Each Level: 2 + Int modifier. struck by an invisible attacker. If the bodyguard has the uncanny dodge ability from a previous Class Features class, he can no longer be flanked upon reach- ing 6th level. All of the following are class features of the 72 CHAPTER TWO: Character Classes 73 For several years the noble houses have escalated to a fevered-pitch, rivalries of the city’s with the threat of acts of open conflict looming rival- these Among horizon. the on dangerously ries, noble houses work to counteract the cor- rupting influence of evil houses determined to undermine the legal system and gain as much political power as possible. In several efforts to ensure these endeavors, the corrupt houses have their often success in ded- organizations outside of use the employed icated to assassination and Marauders), subtle destruction control (the terror of and promoting the and Illos), of Order (the misdirection (the League of The Terror). use of these orga- nizations prompted the formation of the Iron Knights, in an effort to protect the noble from the harmful actions of mercenaries and assas- sins. The Iron Knights do not possess a history rich in heritage or tradition, as the members of the organization have been active for a very short time. It was not until leaders the several that houses the between conflict escalation of open took the initiative to bring together this group of brave men and women. The first to be con- tacted with the offer to form the Iron Knights was the Ironbeard. had Orgrin served his house for two organization’s generations, acting as the sole leader, bodyguard for skill exceptional His elders. house’s the of both Orgrin and fiery determination would success as the ensure leader of the Iron his Knights. Orgrin began to seek out others caliber or those he of felt would eventually his Current Activities With training With and A noble bodyguard Base ClassLevel Attack Fort1st Bonus Save2nd Ref3rd +1 Save4th +2 Will Save5th +3 +26th +3 +47th +5 Special +3 +08th +6 +4 +09th +7 +4 +110th +0 +8 +5 +1 +0 +9 +5 +1 +10 +1 +6 +2 +1 +6 Human shield +7 +2 +1 +2 +2 Improved defense +1 +3 +3 +2 +2 Improved defense +2 +3 +3 Uncanny dodge Improved defense +3 Defensive reflexes, improved defense Bastion +4 of protection application, a noble bodyguard can become a level, 10th At defense. and protection of master a noble bodyguard gains Damage Reduction 2 Running the Game). (DMG, The city is driven by nobles and their intricate rivalries, and assassination is a tool that many use to secure their aims. With feuds long between standing noble houses, the sinister ele- ment of the city often employs the discreet and deadly services of the city’s guild of assassins uncoop- and rivals would-be of removal the for erative elements. It is this way of life that pro- securi- and protection noble for need the moted created that need this is It actions. such from ty the Iron Knights. The Iron Knights are an elite group of noble bodyguards sworn good and just to noble families from the poisoned protect blades of rival absolute control over the city. houses determined to gain Orgrin Ironbeard (Male Dwarf Ftr7/NoB10) relies on speed and quick reflexes to protect his protect to reflexes quick and speed on relies clients and allies. At 9th level, a noble body- guard gains a +4 insight checks. bonus on initiative Bastion of Protection (Ex): Defensive Reflexes (Ex): The Noble Bodyguard Organization: The Iron Knights Purpose Leader become skilled bodyguards with the proper a final option, but it is not forbidden. training. One by one, he collected 12 of the greatest bodyguards he could find, until he felt Campaign Integration that the Iron Knights were ready to begin their duty. Since that day, no members of the Iron There are two primary methods for integrating Knights have perished, nor have their patrons. the Iron Knights into an ongoing campaign. This has not been for a lack of effort from the The first method allows the PCs to work close- League of Terror and other mercenaries, but for ly with the Knights as they attempt to protect a the moment, all of their attempts to assassinate patron from an impending assassination members of the noble houses have been thwart- attempt. The PCs could also be in the service of ed by the Iron Knights. the protected patron. As allies of the Iron Knights, the PCs may be asked to investigate or By necessity, many of the Iron Knights wear no pursue any would-be assassins while the distinctive uniforms or standards, choosing Knights handle the patron’s direct protection. instead to blend into the crowd while remain- In this scenario, the PCs may not be called ing close to their protected patrons. upon to make the ultimate sacrifice but they are Commoner’s dress and the uniforms of ser- given the responsibility of detaining any vants are not uncommon for the Iron Knights. attackers and potentially tracing the line of Orgrin is also known to regularly alternate treachery to the source.

CHAPTER TWO: Character Classes members of the Iron Knights between patrons so as to keep any would-be assassins confused The second option for integrating the Iron and unaware of a Knight’s presence. Knights involves one or more of the PCs join- ing the organization, protecting one or more The lifestyle of the Iron Knights is a solemn patrons from rival houses. The day-to-day life of service and total sacrifice in the face of interaction with the servants, family, and asso- danger. As noble bodyguards, every Knight ciates of a noble family allows the PCs to understands the sacrifice that is expected and is establish a strong sense of familiarity with prepared to make that sacrifice if necessary to reoccurring NPCs. During the course of this protect the life of his patron. This understand- campaign scenario, the possibility of treachery ing and ethic brings the Iron Knights closer to from within is likely, and the PCs must discov- the patrons that they protect, and many are wel- er the identity of the traitor and foil his plans to comed into the homes of their patrons just as protect their patron’s life. family members would be welcomed. Among the Iron Knights themselves, a deep kinship Physician and total respect for one another is the norm, as each understands that he was chosen to be a “This is a terrible night for such things,” mut- Knight because he is, in the eyes of his peers, ters the constable as he pulls his rain cloak to the very best at what he does. The Iron Knights his chest to keep out the cold. “There are no are guardsmen, protectors, and heroes. nights worthy of such pain and suffering, Constable,” Janan replies. Approaching the The Iron Knights thus far have enjoyed a per- scene, the young physician gasps in horror at fect record with no casualties. In combat situa- the sight of the carnage. City watchmen lay tions, the additional training and teamwork thrown about the street with several sections of instilled by Orgrin has greatly improved their stone wall crumbled onto them. In the distance, effectiveness. The Knights are eerily aware of Janan can see the final precautions being put unrecognized visitors within the homes of their into place that would ensure the iron jugger- patrons, and a Knight is never more than 20 naut responsible for the carnage would not do feet away from his assigned patron. With regu- so again. For a brief moment she studies the lar security tests and thorough (yet courteous) scene, looking to each of the visible victims. inspections of their patrons’ current staff, the Suddenly, she dashes toward one watchman Knights actively remove any threatening influ- partially buried under stone and debris. “How ences with their patrons’ homes. In the event of bad is it, lass?” asks the constable. “All are an assassination attempt, a Knight’s primary dead, except this one. He will survive, if I have concern is to remove his patron from harm’s anything to say about it.” Opening a small bag, way and, if possible, detain the attacker until Janan begins her work. the proper authorities arrive. Lethal force is The career of a physician is a humble one. 74 CHAPTER TWO: Character Classes 75 With With research In the heat of bat- While a physician is Through practical appli- physician physician may determine the status of a num- ber of creatures equal to her Wisdom modifier (if any). Healing Hand (Ex): cation and experience, a physician masters the skills needed to heal At wounded. the 2nd level, a physician gains sick a +4 and treat competence the bonus on all Heal checks. Medicinal Knowledge I (Ex): and intensive study in alchemical sciences, a to necessary knowledge the develops physician 2nd at Beginning mixtures. healing herbal brew non- brew to ability the gains physician a level, magical, medicinal potions that create tempo- rary benefits for patients in medici- need. With nal knowledge I, a physician may brew a non- magical herbal mixture that heals 1d6 points of damage per 2 class levels. To brew this mix- ture, a physician Alchemy check must(DC 20) and expend make supplies a and materials worth 100 gp successfulper die of healing granted. For example, an herbal cures 3d6 points of damage has a material cost potion that is check Alchemy the If 3). x gp (100 gp 300 of unsuccessful, half of the materials are lost and a physician must replace them again. before The brewing trying process requires one hour per die of healing. Reprieve (Ex): Temporary tle, a physician is typically a acting team’s as lifeline, tether between the land of the living level 3rd at Beginning dead. the of land the and and every other level thereafter (5th, 7th, etc.), to 20) (DC check Heal a make may physician a his plus 1d6 to equal points hit temporary grant class level to a These hit points remain subject, in effect for one including hour himself. or until lost due to The damage. physician may equal day per times of number a ability this use to 1 plus his Wisdom physician bonus gains (if experience, any). he provides. As he points may hit temporary of number the a increase hit 2 plus 1d6 grants physician the level, 5th At hit 3 to increases this and level, class per points points per level at 7th, 4 hit points per level at 9th, and 5 hit points per level at 10th. Model of Health (Ex): advice medical and healing providing at skilled to those in need, he is also skilled at maintain- ing his own At health. 4th level, a physician gains a +2 bonus on all Fortitude saving throws. A physician With With skills in heal- d6. Alchemy 8 ranks, Heal 8 ranks, Physician. ing and examination, a physician survey the can damage in easily an area an immediately at Beginning need. greatest in is who determine 1st level, a physician may make a Heal check (DC 20) as a move-equivalent action to deter- mine the condition of within 20 ft. With a successful check, creatures a physi- near death cian may automatically determine whether creature a is dead, dying, disabled, fragile (alive and wounded, with remaining), or 3wounded (alive with 4 or ormore fewer hit hit points). With points each use of this ability, a To To qualify to become a physician, a character must fulfill the following criteria. Skills: Profession (surgeon) 8 ranks. Feats: class skills (and the key ability The physician’s Concentration (Int), Alchemy are skill) each for (Con), Craft (Int), (Wis), Diplomacy Knowledge (Cha), (nature) (Int), Heal and (Wis), Search (Int). Profession Skill Points at Each Level: 4 + Int modifier. All of the following are class features physician. of the Armorand Weapon Proficiency: is proficient with simple to apply penalties check armor that Note weapons armor. and light Artist, Escape Drive, Climb, Balance, skills the Hide, Jump, Move Silently, Pick Pocket, and Also, Tumble. Swim checks suffer a –1 penal- ty for every five pounds of armor and equip- ment carried. Survey the Damage (Ex): While others wield destroy, a the physician wields the power power to heal. to clerics Typically, of killhealing deities follow the and path of the physician but it is not unlikely for wizards, bards, or others given to self-sacrifice and the preservation of life to take up the call. Physicians work to heal the sick in and clinics, but also make valuable team hospitals mem- bers in armies and adventuring companies. Hit Die: Requirements Class Skills Class Features each day of work and expend 1,000 gp in mate- Restore Health (Ex): At 4th level, the physi- rial costs. If unsuccessful, half the cost of the cian gains the ability to heal temporary ability materials is lost and the physician must replace damage caused by poison, disease, or other nat- them before trying again. Brewing the elixir ural effects. The physician makes a Heal check takes seven days (working eight hours per day). (DC 25) as a full round action. If successful, the physician restores up to 1 point of ability Master Physician (Ex): After several years of damage per 2 class levels. There is no restric- study, research, and application, a physician is tion on the number of times per day the physi- recognized as a master physician. With this cian can use this ability, though he can only use title, a master physician earns the respect of it once a day on the same subject. allies and colleagues, in addition to new skills unknown to less experienced physicians. At Hand of Life (Ex): Beginning at 6th level, a 10th level, a physician gains the following abil- physician may take 10 on all Heal checks, even ities: when stress or distractions would otherwise prevent him from doing so. • A master physician’s medicinal knowledge I ability is increased to allow for 1d6 points of Medicinal Knowledge II (Ex): At 6th level, healing per level of the master physician, rather physicians gain the ability to brew medicinal than the previous 1d6 per 2 levels.

CHAPTER TWO: Character Classes potions that create temporary bonuses to Fortitude saving throws. With medicinal • The +2 bonus to Fortitude saves provided by knowledge II, a physician may brew a non- a master physician’s medicinal knowledge II magical herbal mixture that grants a +2 bonus ability is increased to a +4 bonus. to Fortitude saving throws to the drinker. To brew this mixture a physician must make a suc- • The temporary hit points granted by a master cessful Alchemy skill check (DC 20) and spend physician’s temporary reprieve ability increase 200 gp in material costs. If unsuccessful, half to 1d6+5/level. the cost of materials is lost and a physician must purchase them again. The process of cre- Organization: The Freeman ating this mixture requires two hours. The effects of multiple potions of this type do not Clinic stack. The potion’s effects last for 24 hours.

Reaper’s Bane (Ex): With a force of will for- Purpose eign to many creatures and heroes, a physician In a world of conflicts, crime, sickness, and develops a hatred for death that is so great he violence, the skills of a dedicated healer are gains the ability to defy it by sheer willpower always in demand. Within large cities, clinics and fortitude. At 8th level, a physician gains a and hospices are established to give aid to the +4 bonus to all Fortitude saving throws against many by gathering the skills of several physi- death effects. This bonus stacks with the bonus cians dedicated to helping those in need. From to Fortitude saves provided by the model of the sick to the injured, these clinics serve as an health ability. ally to the clerical temples and the healers of faith, while remaining non-biased and secular Medicinal Knowledge III (Ex): At 10th level, in their applications of the science of medicine. a physician gains the ability to brew medicinal While there are many examples of such clinics, elixirs that allow patients in need to stave off very few have the rich history and intrigue death. With medicinal knowledge III, a physi- associated with one of the city’s oldest, the cian may brew a non-magical herbal mixture Freeman Clinic. that restores a dead creature to 0 hit points. The time elapsed between death and the administer- Leader ing of the elixir may not exceed a number of rounds equal to 3 plus the victim’s Constitution Clinic Administrator Freeman (Female human bonus (if any). Exp9/Phy9)

To brew this mixture, a physician must make Current Activities a successful Alchemy check (DC 30) for Just as crime and violence are aspects of every- 76 CHAPTER TWO: Character Classes 77 small fortune Freeman in Clinic, located near the the heart of construction the city’s lower quarter. With construction under- of theway, Samius began his education in the skills necessary to heal the sick and treat the injured while actively recruiting other physicians give aid to those in need. During the remainder to of his life, Samius became kind-hearted and generous. He eventually mar- a different man, ried a local woman named Lolen and had one daughter, Miranda. As the years lower passed, quarter slowly the descended into the state of conflict that plagues it With today. criminal activity on the Freeman rise, Clinic the continue physicians uphill battle against crime, violence, and to dwin- of struggle the in dling an funding from the city’s corrupt adminis- tration. Clinic Freeman the city, the of walls the Within has earned a legendary status for compassion and expert care despite less-than-ideal space or equipment. Currently employing 12 physicians and more than a dozen works volunteers, around the the staff clock to sick, treat or unbalanced. the As with injured, any closely knit staff or military company, the staff of the pro- fessionals at the Freeman Clinic are very much like with family, Samius acting as a father fig- ure and mentor to the younger physicians. His fire, drive, and kind-hearted nature the staff in even the motivate darkest of times. Staff members from the Freeman typically Clinic seen are wearing comfortable clothing, such as shirts, breeches, soft boots, and long coats. In addition to the typical dress, staff members are easily recognizable by the presence of odd medical tools carried Base ClassLevel Attack Fort1st Bonus2nd Save3rd Ref +0 +14th Save +25th Will +2 Save6th +3 +37th +3 +38th +4 +0 +4 Special 9th +5 +0 +410th +6 +1 +5 +2 +6 +1 +7 +5 +3 +1 +6 +3 +2 +6 +4 +7 +2 +4 Survey the damage +2 Healing hand, medicinal knowledge I +5 +3 reprieve (1d6+1/level) Temporary +3 +5 +6 Model of health, restore health reprieve +6(1d6+2/level) Temporary +7 Hand of life, medicinal knowledge II reprieve (1d6+3/level) Temporary Reaper’s bane reprieve (1d6+4/level) Temporary Master physician, medicinal knowledge III day life within the so city, too are the pain and lower the In plagues. these by created suffering quarter of the city, crime and violence reach a fevered pitch and the skills of trained cians are in physi- dire need. From victims of assault to violent robbery, all manner of patients are brought to this small and crim- the battle watchmen often city the While clinic. overcrowded inal element in the city, their responsibilities end when a crime is solved and its perpetrator brought to justice. This is when the true pain begins for the victims viola- of sense overwhelming An acts. criminal and survivors of the commonplace is distrust and vulnerability, tion, among these victims, and expert only care and treatment through from skilled the the At physi- begin. truly process healing the can cians Freeman Clinic, every staff stands this member fact and takes under- extra care to with city a ensure In patient. every of recovery safe the little mercy to offer, the Freeman become Clinic the embodiment of hope has and recovery within a quarter known only for pain and suf- fering. Founded 24 years ago, the Freeman Clinic was thief reputed a Freeman, Samius of penance the and murderer. While the exact details change of of his heart are largely shrouded in mys- tery, it is said that the changed somehow that magic ancient an across young thief stumbled his way of thinking. Others believe that he lost act criminal a to ones loved few very his of one so violent, the horror of the situation allowed him to find redemption. What is known is that after his change of heart, Samius invested his The Physician upon their person. These tools are typically aid possible. The PCs may develop a long- made of polished steel and their unique shapes standing relationship with the staff of the tend to attract the eye. While on duty, the staff Freeman Clinic and Samius himself. As the is instructed to remain as sterile as possible, campaign progresses, Samius may call upon keeping long hair pulled up, facial hair neatly the PCs for aid in acquiring funding or reach- trimmed, and clothing clean, and carrying sev- ing a resolution of the decades-old rivalry that eral pairs of thin, soft leather gloves for exam- prevents the clinic from acquiring the funding inations. to be more effective in the lower quarter of the city. Life at the Freeman Clinic is somewhat, filled with hope and recovery yet tempered by the In the second scenario, the PCs could discover, pain of death and suffering. Staff members possibly by accident, that Samius does not have quickly develop a thick skin when dealing with the most honorable of intentions. While he such saddening events and work diligently to gives aid to the sick and injured, he has not accentuate the positive sides of a patient’s been completely honest with the clinic staff. recovery. Within the clinic, life begins with the Samius has indeed received additional funding birth of each newborn and ends with the pass- from the city’s administration, but most of ing of a life, typically taken by the brutality of these funds have wound up in the coffers of a the lawless. Despite times of depression, the mysterious individual who is blackmailing

CHAPTER TWO: Character Classes will and spirit of Samius keeps the staff Samius. If such a conspiracy were to come to focused and active in their duties. As any father light, the Freeman Clinic could close its doors would, Samius carries candy in his pocket to forever, leaving a huge void in the lower quar- bring smiles to the faces of the young. He ter of the city. With this knowledge, the PCs serves as the master of ceremonies when a must discover a way to bring Samius to his patient passes on, saying a few words of senses, sever the potential outside influence, respect and prayer for a safe passage into the and save the clinic from closure. Through this afterlife. method, suspense and drama take center stage while the PCs search for the most advanta- The Freeman Clinic is extremely effective geous resolution. despite low funds and a lack of proper materi- als. With the small staff of physicians and vol- Pilot unteers, the clinic has never turned away a patient. Innocent victims of brutal crimes, The sounds of war echoed like the rolling of homeless city dwellers near starvation, and thunder. On the battlefield, thousands of troops cold-hearted criminals injured during appre- from the United League clashed with the gobli- hension—the Freeman Clinic has never turned noids of Nightshade Mountain. To the north, anyone away during its existence. In recent the airmen of the Academy of Arcane months, Samius has lobbied for additional aid Aeronautics launched a volley of arcane fire from the city’s administration, but his numer- against the goblinoid siege weaponry. ous requests have fallen upon deaf ears. Some believe that an old rivalry exists between To the south, the Iron Griffins continued their Samius and members of the administration efforts to route the secondary forces of the gob- (possibly the founding fathers of the Orphan linoid army. Unlike the academy men, the Iron League), which has caused a delay in funding Griffins employed smaller aircraft called gyro- for the clinic. copters. These small, two-man craft swarmed above the goblinoid infantry, unleashing a bar- Campaign Integration rage of alchemical weaponry while skillfully avoiding the oncoming volley of return fire. At The Freeman Clinic may be integrated into an the helm of the lead gyrocopter, Captain Silvius ongoing campaign through the use of two sug- Baroon expertly piloted his craft through a gested scenarios. The first scenario allows the wave of oncoming fire, while calmly com- PCs to meet the staff and potentially use the manding support pilots. With every direct hit, services of the Freeman Clinic. Whether the Iron Griffins gained another advantage for injured themselves or acting as good the United League and the freedom of the noble Samaritans bringing in the sick or the injured for treatment, the staff will be more than helpful to the PCs and willing to give any 78 CHAPTER TWO: Character Classes 79 ), a fireball Beginning at 7th Gaining experience Gaining As an experienced With With continued train- With training With and prac- Ain excel to trained is pilot ), the craft suffers no damage with a pilot may use a Drive Reflex saving throw to check for half damage. check instead of the (Ex): Maneuvers Combat nec- skills the develops pilot a ace, combat a as essary to ensure his survival on the battlefield and in the skies. At 4th gains level, a +2 a dodge bonus pilot’s to Armor Class craft while engaged in combat. Master Gunnermechanized warrior, a pilot (Ex):learns to fire with pinpoint accuracy and to gain a tactical advan- tage in combat. Beginning at 6th level, a pilot deals 1d6 points of bonus successful damage ranged attack made with a with mounted any vehicle weapon. Defensive Piloting (Ex): level, a pilot’s vehicle gains a +2 bonus to all Fortitude saving throws and gains 2d6 tempo- rary hit points as long as the pilot operates it. Greater Evasion (Ex): ing and practical application, a pilot becomes more adept at maneuvering his craft combat through zones and avoiding hazards in At 8th combat. level, if a aerial pilot and his craft are exposed to any effect that normally allows a as (such damage half for throw saving Reflex a fireball vehicle his use can pilot The save. successful evasion ability to make instead of a Reflex save. a Drive check petence petence bonus to all Drive As checks. a pilot’s training progresses and he gains new experi- ence, this bonus increases improved level of to skill. At 5th level the bonus represent this to increases it level 10th at and +4, to increases +6. (Ex): Ace Combat vehicle combat. When making ranged attacks per- or mounted a with (whether vehicle a from sonal weapon), a pilot gains a bonus on attack rolls. The bonus is +1 at 1st level, level, and +3 at 9th +2 level. at 5th Evasion (Ex): Vehicle tical application, a pilot adept becomes at maneuvering his craft through combat incredibly zones while avoiding other such large hazards associated with aerial com- explosions and At bat. 2nd level, if his craft is exposed to any effect that normally allows throw a for Reflex half damage saving (such as a Pilots are With extensive training and training extensive With d8. Drive 8 ranks. Pilot, Skill Focus (Drive). To qualify To to become a pilot, a character must fulfill the following criteria. Skills: Feats: A pilot’s class skills (and the each key skill) ability for are Balance Craft (Int), (Dex), Disable Device (Int), Drive Climb (Dex), (Str), Intuit Direction (Wis), Jump (Str), Knowledge (steamcraft) (Int), Munitions (Dex), Profession (Wis), Spot (Wis), (Dex), and Use SwimSteamcraft Device (Int). (Str), Use Rope Skill Points at Each Level: 4 + Int modifier. All of the following are class features pilot. of the Weapon and Armor Proficiency: proficient with simple and martial weapons, as that Note armor. medium and light with as well armor check penalties Balance, Climb, apply Drive, to Escape Tumble. and Pocket, Pick Silently, Artist, Move Jump, the Hide, skills Also, Swim checks suffer every five pounds of armor and equipment car- a –1 penalty for ried. (Ex): Pilot Skilled natural talent, a pilot is recognized as an expert in the operation of Beginning steam-powered at 1st level, a pilot gains vehicles. a +2 com- lands. Becoming a pilot is a difficult process and is a path chosen by Piloting only dangerous a and select experimental powered aircraft few steam- commands a level of heroes. respect and awe from other heroes. Such risks endan- ger a life pilot’s but also promote the advance- ment of steamcraft technology. As expected, pilots are often lim- the to aircraft their of specifications design thrill seekers, pushing of forces air the comprise Pilots beyond. and its the commit- found be also can and armies, national ting to daring thwart acts evildoers, in an effort monsters, and criminals. A few are and criminals villains themselves, using their aircraft as valuable tools in their clever schemes. Hit Die: Requirements Class Skills Class Features CHAPTER TWO: Character Classes

Leader Master Pilot (Ex): As a well-trained and sea- soned ace, at 10th level a pilot becomes a mas- Renfroe Skysail (CG human male ter pilot and gains the following abilities: Art5/Ftr2/Pil10)

• A master pilot’s skilled pilot ability bonus Current Activities increases to +6, replacing the previous +4 bonus. In the age of steam, mechanized vehicles become permanent fixtures on the battlefield, • A master pilot’s damage bonus of +1d6 grant- with skilled combat pilots risking everything as ed by the master gunner ability increases to they assault enemy battlements with breakneck +2d6. speed, deadly precision, and a disregard for personal safety. The life of a pilot is extremely dangerous, but ultimately necessary for the Organization: The Iron final victory of his nation during times of war. Griffins This kind of sacrifice requires exceptional pilots, highly trained in the combat skills need- ed to excel on the battlefield. Purpose Like dedicated blacksmiths, the Iron Griffins In a world of war and steam technology, brave have forged their legendary status through souls risk their lives as pilots, but very few time-tested techniques and steadfast dedica- have the skill or potential to become members tion. In the earliest days of steamcraft technol- of the Iron Griffins. The Iron Griffins are a ogy and mechanized combat, pilots such as the group of elite pilots who, through quality air- Iron Griffins were often thought of as reckless craft and exceptional skill, serve the air corps daredevils with little more than a death wish as leaders and inspiration for combat pilots across the free lands. 80 CHAPTER TWO: Character Classes 81 With With the zeppelins of converging the Airman’s on League the fortress, a battlements cannon barrage of lights up striking theseveral of the the airships. sky, “Captain! orc We need to slow their fire to allow the time ships to position barks for Horan, navigational officer of a the counterstrike!” every advantage possible. In many conflicts, the Iron Griffins have been assigned to coordi- nate their efforts with the group of rocket aces known as the Phoenix Squadron. The autogyro and rocket squadrons are often based on mas- sive carrier zeppelins that serve as a launching pad and mobile base of operations. The Iron Griffins can be ongoing campaign through the integrated use of two pri- into an mary scenarios. The first scenario close PCs the features bring would that conflict military a to the Iron Griffins in the service of a common ally (such as a noble army). The conflict may be as simple as one combat that campaign military ongoing an as extensive maneuver or as would place the PCs in continual contact with the Iron Griffins for time. an Through this scenario, the PCs are extended intro- period of duced to the day-to-day applications of mecha- nized vehicles and the dangers associated with them. By introducing the under- better a gain PCs pilot aspiring Griffins, pilots of the Iron standing of what lifestyle and is they may even develop the initial involved with bonds that such will lead a to an eventual invitation from the Iron Griffins for membership. Rocket Ace Campaign Integration Base ClassLevel Attack1st Bonus Fort2nd3rd Save Ref +04th +1 Save5th Will +2 Save6th +3 +07th +0 +38th +4 +1 +29th Special +5 +3 +110th +6 +1 +3 +0 +6 +2 +0 +4 +7 +2 +4 +1 +2 +5 +1 +3 +5 +1 +3 Skilled pilot +2 +6 +2 Aerial evasion +6 +2 +7 +2 Combat maneuvers +3 Skilled pilot +4 +3 Master gunner Defensive piloting Greater evasion Master pilot, skilled pilot +6 when they took the steam-powered vehicles. helm Unfortunately, as of is experimental, often the case when a new technology is intro- the in lives their gave pilots brave many duced, name of research, as vain in not were sacrifices these Fortunately, discovery, and progress. innovations continue to develop and the tacti- cal expertise of pilots such as the Iron Griffins continues to grow as This well. kind of dedica- tion and perseverance has shaped the reputa- tion of the Iron and Griffins, they expand upon their legend with each and every victory. The members of The Iron Griffins are recog- nizable by their trademark armor: loose-fitting gray leather over heavy yellow clothing. With high boots, a belt of various weapon tools, of choice, and the Irons their Griffins are often considered to be more reminiscent of mechanics expert than highly skilled combat pilots. Despite this functional appearance, each mem- ber proudly wears the Griffins: standard the rampant golden of griffin on a the sky- Iron blue field. Listed below ranks within The Iron Griffins and the number are the individual of stars associated with each rank: PilotAirmanWingmanGunnerCaptain CommanderWing Flight Commander 2 6 stars stars 1 star 3 stars 7 stars The 4 stars Iron Griffins despite 5 stars their are relatively small extremely numbers. When effective,engaging the enemy Griffins stick together and utilize precise com- in combat, bat the maneuvers to Iron flank opponents and gain The Pilot Liberty. “Aye, Walder! You heard the man!” Balance, Climb, Drive, Escape Artist, Hide, replied Captain Undros. From the lower deck, Jump, Move Silently, Pick Pocket, and Tumble. three men march onto the main deck of the air- Also, Swim checks suffer a –1 penalty for ship and move toward a small iron platform. every five pounds of armor and equipment car- Dressed in form-fitting armor and wearing ried. large brass-and-iron cylinders on their backs, each man dons an odd, finned helmet. One by Roll (Ex): With trial, error, and a little luck, a one, each man steps onto the platform and rocket ace develops several maneuvers to depresses a switch on a control arm connected increase his effectiveness in combat situations. to the backpack apparatus. With a brief explo- At 1st level, a rocket ace may execute the roll sion, each man rockets into the sky, flying with maneuver. Whenever a rocket ace passes the speed of a great war bird, and dives toward through the threatened area of an opponent the orc battlements. The rocket aces have taken while in flight, he does not provoke an attack of flight and the tide of battle has shifted. opportunity. If a rocket ace passes through mul- tiple threatened areas in a single movement The life of a rocket ace is one of speed and dan- action, he may avoid a number of attacks of ger. Harnessing the power of controlled explo- opportunity equal to 1 plus his Dexterity bonus sions is a difficult science to master and the risk (if any). involved deters many heroes. The select few

CHAPTER TWO: Character Classes who dare to fly are respected for their skill and Rocket Mechanic (Ex): As the creator of his daring. Rocket aces are elite troops in military personal rocket pack, a rocket ace gains a high- units, individual heroes attempting to fight for er level of understanding and craftsmanship justice, and dastardly villains. when modifying or repairing the complex device. At 2nd level, a rocket ace gains a +4 Hit Die: d8. competence bonus to all Craft (steamcraft) checks while working on his rocket pack. The Requirements rocket pack also gains additional hit points equal to 5 plus the rocket ace’s Intelligence To qualify to become a rocket ace, a character bonus (if any). must fulfill the following criteria. Dive (Ex): As with the roll maneuver, a rocket Skills: Craft (steamcraft) 8 ranks, Jump 5 ace continues to develop new tactics for ranks, and Drive 8 ranks. improving his combat ability. At 3rd level, a Feats: Mechanical Aptitude, Pilot. rocket ace may execute the dive maneuver. To Special: To become a rocket ace, a character execute this maneuver, a rocket ace must begin must construct a rocket pack with the Craft his action at an altitude at least 30 ft. above an (steamcraft) skill (see Chapter 4 for details). opponent. The rocket ace dives at the opponent and makes a melee attack with a +4 bonus on Class Skills the attack roll. If successful, the attack deals The rocket ace’s class skills (and the key abili- 1d6 points of bonus damage and the opponent ty for each skill) are Alchemy (Int), Balance must make a successful Strength check (DC 10 (Dex), Climb (Str), Craft (Int), Disable Device + damage dealt) or fall prone. If the attack (Int), Drive (Dex), Intuit Direction (Wis), Jump misses, the rocket ace must make a successful (Str), Listen (Wis), Munitions (Int), Profession Drive check (DC 15) to avoid striking the (Wis), Spot (Wis), Swim (Str), Tumble (Dex), ground. If he fails, he suffers 3d6 points of and Use Steamcraft Device (Int). damage and is knocked prone.

Skill Points at Each Level: 4 + Int modifier. Booster (Ex): With intimate knowledge of his rocket pack, a rocket ace may use methods to Class Features push his pack to the limits, gaining more speed in the process. At 4th level, a rocket ace may All of the following are class features of the make a Drive check (DC 20) to add his class rocket ace. level x 10 ft. to the speed of his rocket pack for a number of rounds equal to his class level. Weapon and Armor Proficiency: A rocket ace is proficient with all simple and martial Fly-By (Ex): By honing his reflexes to a weapons and with light armor. Note that razor’s edge, a rocket ace gains the use of the armor check penalties apply to the skills 82 CHAPTER TWO: Character Classes 83 As a master of the rock- By using a controlled build et ace may use less force and risk to increase his damage in combat. Beginning at 8th level, when a rocket ace uses his cannonball attack, he deals an extra 1d6 points of bonus damage per 10 ft. moved (instead of the flat 1d6 points of extra damage that he normally gets). If he misses his opponent, the rocket ace must make a Drive check (DC 25) or lose his next action as he regains control of his rocket pack. Afterburner (Ex): up and explosive burst from his rocket pack, a rocket ace can deal opponents fire at once. At damage 9th level, to a this execute To rocket several maneuver. afterburner the gains ace maneuver, a rocket ace must land and charge his afterburner for one full round before use. Once the pack is charged, he explodes into the air and must travel no fewer take-off, a than 15-ft. radius 40 explosion erupts ft. from On dam- fire of points 6d6 dealing pack, rocket the age to everyone within the blast Aradius. suc- cessful Reflex save (DC 15) allows damage. for half Rocket Legend (Ex): et pack, a rocket ace becomes a rocket legend. At 10th level, a rocket legend gains the follow- ing abilities: A• bonus competence +4 a gains legend rocket on all Drive checks when operating his rocket pack. • The rocket ace gains a +1 bonus on all attack rolls (melee and ranged) while in flight. • The rocket ace gains the benefits of the Shot on the ranged attacks in flight. Run feat when making With With a greater With With incredible speed As he gains experience, a Base ClassLevel Attack1st Bonus Fort2nd Save Ref3rd +1 Save4th +2 Will 5th Save +36th +0 +4 +07th +5 +18th +2 +6 Special +39th +1 +710th +1 +3 +8 +0 +2 +0 +4 +9 +10 +2 +4 +1 +2 +5 +1 +3 +3 +5 +1 Roll +6 +2 Rocket mechanic +6 +7 +2 Dive +2 Booster +3 +3 Fly-by Rocket defense Cannonball Attack of momentum Afterburner Rocket legend fly-by maneuver. At 5th level, a rocket ace may ace rocket a level, 5th At maneuver. fly-by move and attack as a standard action and then move again. A rocket ace may turn during his move action if he chooses. The total rocket movement ace’s may not pack’s top exceed speed and his the rocket maneuver does provoke an attack not of opportunity from the tar- get of his attack. Rocket Defense (Ex): and dexterity, a rocket ace is increasingly and diffi- dexterity, cult to hit in combat. Beginning at 6th level, a rocket ace in flight gains Armor a Class equal dodge to bonus his Dexterity to bonus (if positive). Cannonball (Ex): rocket ace continues At maneuvers in combat. increasingly effective to develop 7th new level, and a rocket ace maneuver. gains To execute the a cannonball cannonball attack, rocket a ace in flight must move at least and 40 he ft. gains a +4 bonus of on points 1d6 deals attack his the successful, If roll. melee attack bonus damage, plus 1 extra point of per class level damage of the rocket ace. The opponent check must (DC make 10 a successful Strength fall and ft. 5 back pushed be or dealt) damage + ace rocket a unsuccessful, is attack the If prone. or 20) (DC check Drive successful a make must lose control of his rocket pack and crash into the ground, suffering 4d6 points of This damage. attack does not opportunity from the defender. provoke an attack of Attack of Momentum (Ex): rock- a tactics, cannonball his of understanding The Rocket Ace Members of the Phoenix Squadron are imme- Organization: Phoenix diately recognized for their trademark form-fit- ting, deep red uniforms and leather armor. Squadron Every member of the Phoenix Squadron bears the emblazoned image of a phoenix across his Purpose chest. In addition to their trademark armor, every member of the Phoenix Squadron wears The steam age is a world of war and machine, the legendary rocket pack, a marvel of steam- and rocket aces are not uncommon. Few, how- craft technology, and the intricately designed ever, have the skill and commitment to become navigational helmet necessary for stable flight. legends. The Phoenix Squadron is a small band Ranks within the Phoenix Squadron are desig- of elite rocket aces who, through daring nated by the number of stars on the right side of exploits and legendary skill, serve as leaders in the rocket ace’s helmet. The lowest rank their corps and as inspiration for rocket aces (cadet) begins with one star, climbing to the around the world. highest rank (captain) with seven stars. Listed below are the individual ranks within the Leader Phoenix Squadron and the number of stars associated with each rank: James Wilkins (CG human male Art3/Roc10)

CHAPTER TWO: Character Classes Cadet 1 star Current Activities Airman 2 stars In times of war and conflict, armies are called Sergeant 3 stars upon to defend nations or to move forward in Lieutenant 4 stars the conquest of neighboring realms. During Commander 5 stars these times of war, heroes and leaders are Commodore 6 stars called upon to inspire the young, train the inex- Captain 7 stars perienced, and serve as bastions for the cause (be it good or evil). In the age of steamcraft The members of the Phoenix Squadron lead a technology, airships quickly become perma- lifestyle that sets them apart from other mili- nent fixtures in the skies over battlefields, sup- tary divisions. While other military units live porting squadrons of daring rocket aces who by strict codes of conduct and rules of engage- bombard the battlements, risking life and limb ment, the Phoenix Squadron pushes the bound- for an army’s cause. The life of a rocket ace is aries of aerial combat, throwing caution to the dangerous, but necessary for his nation’s victo- wind for the greater good. Where many are ry. This elite service requires the commitment cold and bound by the code of the military, the of exceptional people, trained in the skills aces of the Phoenix Squadron protect one needed to excel in their field and confident another as family. To join the Phoenix enough to pave the way for those who will fol- Squadron is not only to join a legendary divi- low them. The rocket aces of the Phoenix sion of the noble air force, but too also join a Squadron serve this cause. closely knit family. Ranking officers take new recruits under their wing, teaching both the The Phoenix Squadron did not gain its leg- skills needed for success and the lessons of life endary status overnight. The history of this that a career in the Phoenix Squadron demands. group is long and dates back to the earliest days of steamcraft technology and the invention of The Phoenix Squadron is extremely effective in the rocket pack. In the time since its formation, its role, despite its relatively small numbers. At the Phoenix Squadron has lost more than 40 any given time, there are no fewer than 20 and brave souls, many in service to the army, others no more than 30 Phoenix Squadron members in the name of science, as they bravely active. It is believed that a small corps is con- explored the boundaries of rocket pack tech- ducive to the impressive organizational skills, nology. To date, Phoenix Squadron has seen the tactics, and success of the organization. It is leadership of six individuals, all of whom have also believed that, if the number of active died in battle. members within the Phoenix Squadron were to exceed 30, the overall effectiveness of the group would diminish and the close bond shared between them would also deteriorate. 84 CHAPTER TWO: Character Classes 85 cre- A steam- A steamcraft mage continues Must be able to cast 3rd-level d4. Mechanical Aptitude and Industrial Craft 5 ranks, Knowledge (clockworks) shunned, shunned, or feared, a steamcraft mage works diligently to invent new and exciting theories in the art and science of magic and steamcraft by mixing the mechanical with the arcane. Hit Dice: To To qualify to become a character must fulfill the following criteria. steamcraft mage, a Spellcasting: arcane spells. Skills: 8 ranks, Knowledge (steamcraft) 8 ranks, and Spellcraft 8ranks. Feats: Upbringing Heritage. class skills (and the The key steamcraft mage’s ability for each Concentration (Con), skill) Craft (Int), are Knowledge (all Alchemyskills, taken individually) (Int), Profession (Int), (Wis), Scry (Int, exclusive (Int), and Use Steamcraft Device (Int). skill), Spellcraft Skill Points at Each Level: 4 + Int modifier. All of the following are class features steamcraft of mage. the Weapon and Armor Proficiency: craft mage is proficient with simple weapons, but not with armor or shields. Note that armor check penalties apply to Move Jump, Hide, Artist, Escape Drive, Climb, the skills Balance, Also, Pick Swim Pocket, Silently, and Tumble. checks suffer a pounds of armor –1 and equipment carried. penalty for Spellcasting: every five training in magic as well as in the sciences and Thus, when every steamcraft mage technology. level is gained, the character gains new spells per day as if he had also gained spellcasting a level class in a he belonged however, not, does He class. prestige the added to before he gain any other benefit a character of that class would have gained (improved chance of con- item or metamagic undead, rebuking or trolling Requirements Class Skills Class Features Wild Wild creations, risky incantations, and unpre- dictable events are only a few traits associated with the life of a steamcraft mage. Steamcraft mages are eccentric creators known in for abstract thinking iron and accompanied towers by the ever-present odor of machine alchemical oil mixtures. They and are brilliant inven- tors and arcanists, or would-be conquerors and madmen who use magic and steamcraft to exe- cute their deranged schemes. Respected, For the veterans of the Phoenix Squadron, this would be unacceptable. The Phoenix Squadron can be integrated into and used in an ongoing campaign in two pri- mary ways. The first method is as associates or close allies to the PCs during a war or other dire conflict. In this capacity, the PCs travel and coordinate their efforts with Squadron, the developing friendships and ties that aces of could extend the throughout their careers. PCs are Phoenix introduced to the hardship and reality of war, and they develop strong bonds with the NPCs who share these experiences. scale and grand cinematic battles, this Phoenix With an epic Squadron scenario represents dynamic action and daring heroics; these elements infectious are often and may motivate PCs equally daring to and dramatic acts of heroism. attempt In the second scenario, the Phoenix Squadron lies in ruin after the tragedy of a harsh battle. With dwindling numbers and a recruits, lack the of Phoenix new Squadron teeters on the brink of extinction when the duced PCs into are the scenario. intro- Rocket ace approached PCs in a are desperate attempt to rekindle the fires of the corps, as it rises from the ashes to reclaim its The former PCs glory. are center stage and are given the responsibility of cor- recting the former pastorganization’s the reclaiming Squadron, mistakes of status and overcoming the threat that led to the the Phoenix group’s near downfall. intrigue Higher (possibly stakes highlighted within and the by Phoenix Squadron) creates treachery memo- devel- character and sessions role-playing rable the of end the at battle climactic a with opment, story determining the final fate of the PCs and Phoenix Squadron. Steamcraft Mage Campaign Campaign Integration ation feats, and so on). This essentially means that he adds the level of steamcraft mage to the level of some other spellcasting class the char- acter has, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class before he became a steamcraft mage, he must decide to which class he adds each level of steamcraft mage for purposes of determining spells per day when he adds the new level.

Advanced Craftsman (Ex): With extensive research and experimentation, a steamcraft mage becomes more adept with his craft. At 1st level, a steamcraft mage gains a +4 competence bonus on Craft skill checks involving the cre- ation or repair of complex mechanical devices.

CHAPTER TWO: Character Classes Bonus Feat: Beginning at 2nd level and every four levels thereafter (6th and 10th), a steam- craft mage gains a bonus from the following list: Mechanical Genius, Brew Injection, Industrial Know-how, Industrial Master, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, or any item creation feat. Spell Infusion (Su): Beginning at 3rd level, a steamcraft mage gains the ability to infuse his steamcraft creations with arcane spells for added effects. To add a spell effect to a steam- craft creation, a steamcraft mage must pay any material cost normally expected when con- structing the item, and take the necessary time to create the item with the appropriate Craft skill. At 3rd level, a steamcraft mage may infuse one 1st-level spell into his creation, usable once per day at the steamcraft mage’s caster level at the time of creation, for an addi- tional cost in materials of 1,000 gp. Once a steamcraft mage has gathered the necessary materials to create the infusion, he must make a Spellcraft check (DC 10 + spell level + half of the DC to create the steamcraft item) to infuse the selected spell. If successful, the infu- sion is in place and the item functions normal- ly. If unsuccessful, the additional gp cost is lost and the steamcraft item may not be the subject of an infusion in the future, but otherwise func- tions normally. To activate the infused ability, a steamcraft mage must activate the spell with a clearly spoken command word of the creator’s choosing. If the spell selected is dismissible by the caster, he may do so at any time with a sec- ond command word. Examples of infusion 86 CHAPTER TWO: Character Classes 87 Wiz8/Stm9) Wiz10/Stm10) The intermingling of steam-age technology and technology steam-age of intermingling The arcane magic has created an unusual hybrid of scientific study known as arcane science. further To explore this engi- of arts new the in gifted mages renowned three and exciting field, neering and sorcery founded the in located tower single a Once Science. Arcane Institute of of Institute the city, the of quarter academic the Arcane Science has since grown into a campus occupying an entire city block. The members of the Institute of Arcane Science believe that through research, experimentation, and discov- ery, anything can be achieved in the arcane science. field of The founding mages of the Institute of Arcane Science act as a triad of administrators: •• Zellon (Male Human Wiz7/Stm9) Qarrel Snobnobble (Female Gnome • Naronen Monroe (Male Human The founding of the Institute was as much an the in Founded designed. was it as accident summer months Institute of 15 Arcane Science began years as a ago, the of Arcane Science Purpose Leaders Current Activities infusion II bonus feat spell, a true strike Through continued With With years of study At 8th level, a steamcraft a level, 8th At expeditious retreat spell for easier transportation. Base 7th8th9th +510th +6 +6 +2 +7 +2 +3 +2 +3 +2 +3 +5 +3 +6 +6 +7 Machine mind Spell infusion III Master craftsman, +1 level of +1 arcane level class of arcane class +1 level of arcane class +1 level of arcane class ClassLevel Attack1st Fort Bonus2nd Save Ref3rd Save +04th Will +1 Save5th +2 +06th Special +0 +3 +3 +1 +0 +4 +0 +1 +1 +1 +2 +3 +2 +1 Spellcasting +3 +1 Advanced craftsman +2 +4 +1 level of Bonus arcane featclass +4 Spell infusion I +5 Expert craftsman +1 level of arcane class Bonus feat, +1 spell level of arcane class +1 level of arcane class +1 level of arcane class +1 level of arcane class black powder rifle infused with a spell, and a small steam engine with an infused floating disc Expert Craftsman (Ex): research, a steamcraft mage mastery gains of his craft. At a 5th level, a steamcraft greater mage’s competence bonus on increases to +6. In addition to this increase, all Craft checks steamcraft items created mage gain an additional 1d6 byhit points. the steamcraft (Su): Mind Machine mage gains the ability to mentally activate or deactivate any mechanical device of his ation cre- within 20 feet. The steamcraft mage can activate any device that requires a single com- mand or action. For example, the mage could trigger a flintlock pistol that was cocked and ready to fire, but he could not this ability otherwise to fire the weapon. Using this abili- use ty is a move-equivalent action that provoke attacks of opportunity. does not Master Craftsman (Ex): and experience, a steamcraft mage becomes a At 10th level, a master craftsman and engineer. steamcraft mage’s competence bonus Craft checks to increases to all +8. In addition, mechanical all devices created by the steamcraft +2 a and points hit 2d6 additional an gain mage bonus to their hardness ratings. abilities include: a infused steam-powered with carriage an The Steamcraft Mage Organization: The Institute collective of three innovative young mages encouraged to live in the campus dormitories working to weave sorcery into the new and while participating in the curriculum. Teachers exciting technology of steamcraft. Through and administration typically live off campus in trial and error, the beginnings of arcane science the city, though triad member Zellon has lived began to take shape as the triad created invalu- on campus since the foundation of the Institute. able tools, powerful weaponry, and other inno- It is commonplace to see the lights of his small vative technologies. In the beginning, the triad tower burning brightly into the late hours of the freely shared their experiences and innovations night. with others interested in the new science. It would not be until the Tragedy of Hillercrest It is rumored that triad member Zellon has that the triad would reevaluate their methods. worked since the Tragedy of Hillercrest to In the winter prior to the founding of the devise a heating system capable of warming Institute, harsh weather prompted a young several homes through the use of one central mage and arcane science enthusiast to create a heating unit. The Institute also recently gained gas-powered heat source powerful enough to the enmity of several city administrators for warm a large house. A miscalculation led to a openly rejecting a contracted project to massive explosion, killing the mage, several improve the offensive capability of the city nearby families, and injuring dozens more. militia’s weaponry. However, the triad did This tragedy changed the triad and clarified the agree to begin work on a new method for the

CHAPTER TWO: Character Classes necessity for proper education in the arcane city’s defense. The progress of this project is a sciences. closely guarded (and highly dangerous) secret, known only to the triad members themselves. Despite the tragedy, the triad managed to con- vince the city’s administration to sponsor the Campaign Integration formation of the Institute of Arcane Science and further promote the safe and effective There are several methods for integrating the application of arcane science. Currently, more Institute of Arcane Science into an ongoing than 200 students are enrolled at the Institute. campaign. Presented below are two possible Every student must wear a uniform consisting methods, including campaign storyline options. of soft boots, brown breeches, a blue shirt, and the traditional dark blue academic robes deco- The first method allows the PCs to interact rated with the Institute’s standard. Teachers and with the teachers and students of the Institute. administration are allowed to wear personal The PCs may be called upon to retrieve a spe- clothing, although each teacher wears a small cial type of material needed by the Institute for standard identifying their area of expertise and an ongoing project. With successful dealings, education. the PCs may be called upon again to aid the triad and in return may be rewarded with Life on the campus of the Institute of Arcane unique spells, items, or information. The PCs Science is a pleasant one, and both students and are trusted allies, gaining familiarity with teachers participate in the open exchange of teachers and students. ideas. Of course, there is the occasional inci- dent between students or a minor lab accident, As another option, one or all of the PCs may be but to date no serious infractions have students at the Institute of Arcane Science. The occurred. This is largely due to the respect PCs may be chosen as part of a team to work on commanded by the administrative triad. Every a secret project. As the campaign progresses, student is well aware of the sacrifices made by the plans for this project may fall into the hands the triad during the earliest days of arcane sci- of evil forces within the city (such as the ence and the founding of the Institute. This League of Terror). The PCs must discover the knowledge and the memorial dedicated to the truth and rush to save the city before the villain Tragedy of Hillercrest located in the central can use whatever new invention the Institute square of the campus keep the students humble was developing. and focused on their studies. Students are Street Runner The chase began in Garden Square, near the merchants’ stalls. Learning the arts of thievery has been a difficult process for Karek. Two 88 CHAPTER TWO: Character Classes 89 Arun- street By spending his time Any time a street runner’s tar- ner’s ner’s weapon training is similar to the rogue’s in that it focuses stealth and sneak attacks. on Thus, all street run- weapons suitable ners are proficient with the crossbow for (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and sword. short Medium-size street too considered runners are that weapons with proficient are also big for Small rogues to use and conceal easily such as clubs, heavy crossbows, heavy maces, morningstars, quarterstaffs, firearms and are classified rapiers. as simple If and weapons martial in the campaign, street proficient runners with all simple are firearms. If firearms are treated as exotic weapons, street gain runners no special proficiency with them. Street runners are proficient with light armor Note that only. armor check penalties apply to skills the Balance, Climb, Drive, Hide, Escape Jump, Artist, Move Silently, Pick Pocket, and Also, Tumble. Swim checks suffer a –1 penal- ty for every five pounds of armor and equip- ment carried. Sneak Attack: get would be denied a Dexterity bonus to AC (regardless of whether the target actually has a runner street a when or not), or bonus Dexterity deals attack runner’s street the target, the flanks extra damage. The extra damage is +1d6 at 1st level and an additional +1d6 every two levels thereafter (3rd level, 6th Should a level, street runner make a successful and criti- so on). cal hit with his sneak attack, this extra damage is not multiplied. Ranged count as sneak attacks if the target is within 30 attacks can only feet. A street runner may only attempt a sneak attack against a living Any creature cernible that anatomy. is immune creature with a attacks sneak a to immune also is hits critical dis- to extra damage. A street runner must be able to see the target well enough to pick out a spot and must be able to reach a vital spot vital with his ranged attack Aonly. street runner cannot con- with creature a striking while attack sneak cealment. Gossip Hound (Ex): in the back alleyways of a city and min- gling among the unsavory members access gains soon runner street a of society, All of the following are class features street of runner. the Armorand Weapon Proficiency: Class Features +4. d6. Balance 5 ranks, Climb 8 ranks, Hide 5 Run. nights nights ago, he dropped a clay pot during a sim- ple robbery and nearly met the business end of he ago, weeks Three flintlock. shopkeeper’s the tripped from the balcony of the and opera had house it not been surely for would have his died that companions, night. Now the he of he alleyways the through is life his for running lower quarter, pursued by the watchmen with can- he efforts, best his Despite sight. in end no not escape from his relentless pursuers. Twists and turns have made no Karek himself difference; is now in lost in fact, the maze of city. the He doesn’t care, so long as Ducking into he a recessed Karek doorway, escapes. takes a deep breath as the watchmen race past. dan- with filled one is runner street a of life The ger, close calls, and excitement. Living life on the gray side of justice, picking committing pockets acts and of burglary, can be path a tough to follow, lifestyle appealing. but Street runners are from all some heroes walks of life: common thugs, find burglars, merce- the naries, vigilantes, commoner champions, and would-be crime lords. Hit Die: To qualify To to become a street a runner, charac- ter must fulfill the following criteria. Attack Bonus: Base Skills: ranks, Intuit Direction 5 ranks, Jump 8 ranks, Move Silently 5 ranks, Pick Pocket 8 and Tumble ranks. 5 ranks, Feats: The street runner’s class skills ability (and the key for each Balance (Dex), Bluff (Cha), Climb (Str), Craft skill) are (Int), Appraise Decipher (Int), Script (Int, Diplomacy exclusive skill), (Cha), Disguise (Cha), Escape DisableArtist (Dex), Forgery Device(Int), Gather Information (Cha), (Int), Hide (Dex), Innuendo (Wis), Direction Intimidate (Wis), Jump (Cha), Move (Str), Silently Intuit (Dex), Listen Munitions (Dex), (Wis), Pocket Pick (Cha), (Int), Perform (Dex), Lock Open Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), (Dex), Tumble and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier. equirements R Class Skills to a citywide information network. At 2nd ficient skill and experience becomes a street level, a street runner gains a +4 competence lord. This title brings respect, fear, and a new- bonus on all Gather Information checks made found need to guard his own safety, as other within his home city, and he can make these young street runners will eventually seek to checks in half the normal time. If a street run- dethrone him. Upon achieving 10th level, a ner changes locations and moves into a new street runner gains a +4 competence bonus on city, he must spend one month becoming famil- all Charisma checks and Charisma-based skill iar with the information network of the new checks when dealing with street people and city. other members of his city’s criminal under- world. Quick Lift (Ex): For many young street run- ners, a life of petty crime is the most accessible Organization: The means of acquiring funds. Pick pocketing is one of the most common trades among Orphan League street runners. With growing skill and experience, a street runner becomes adept at the art of picking pock- Purpose ets. At 4th level, a street run- Within the alleyways ner can take 10 on all Pick and sewers of the city, CHAPTER TWO: Character Classes Pocket checks, even when a vast network of stress or distractions would passages and tunnels otherwise prevent him from serve as an information doing so. network and secret Street Master (Ex): For a travel route for anyone street runner, mastery of the willing to deal with the city’s streets and back alley- chaotic organization ways is crucial to a success- that rules it: the Orphan ful career. Beginning at League. 5th level, a street runner is Comprised of no longer required to make young street rats an Intuit Direction check and hoodlums, the while traveling through Orphan League is the back alleyways of adept in the acquisi- his home city. If a tion of delicate street runner changes information and well- locations and moves guarded secrets, despite into a new city, he their rag-tag appear- must spend one ance. For the right month of campaign price, the Orphan time becoming famil- League will acquire iar with the alleyways information on any topic of the city. After one month or individual, suitable for of study, he may use this ability the constructive use of intrepid as normal. heroes and the underhanded motiva- tions of the criminal underworld. Fast Talker (Ex): When cornered in a situation that prevents escape, a street runner must Leader develop the skills to talk his way out of trouble. At 8th level, a street runner can always take 10 Bristin Longstride (Male Half-elf Rog6/Str10). on Bluff checks, even when stress or distrac- tions would otherwise prevent him from doing Current Activities so. In addition, the street runner can use the Within the city walls, knowledge is power. Bluff skill to feint in combat as a move-equiv- With the proper amount of knowledge, heroes alent action. may easily uncover the deepest evil, while evil- minded individuals may use knowledge to Street Lord (Ex): A street runner with suf- slowly corrupt or control the ruling powers 90 CHAPTER TWO: Character Classes 91 and entered the world around them. Standing on the front stoop of their childhood home, the youths made a pact to become men the of their powerful daydreams, and with the pact of sacred six orphaned boys grown into men, the Orphan League was founded. In the early years, the comed moderate Orphan success League as petty wel- thieves and dis- founders the until not was It hire. for thugs broker- information of profitability the covered ing that the Orphan League became a powerful influence within the city. Through espionage and blackmail, several founding fathers of the league entered the political arena ished. Bristin would stay behind and to oversee the flour- operation of the ever-expanding League, man- aging the daily operation of new street runners eager to acquire a small share of the League’s Orphan success. At Orphan any League consists of given no fewer time, than fledgling 45 rogues the and thugs, street runners, and one street lord (Bristin him- 10 experienced Along self). with its daily activities of robbery and burglary, the Orphan League deals in the trade of information, sewer as access and stealth to learn the secrets of street runners nobles, use city officials, and merchants. In addi- tion to the League itself, the founding fathers continue to gather information from within the ruling body of the city, using extortion as weapons. blackmail and In appearance, members of the Orphan League typically resemble rag-tag hoodlums and petty street urchins clad in clothing. loose fitting, soiled This freely move to League Orphan the allows deceptive throughout the city as would-be beggars appearance Base ClassLevel Attack Fort1st Bonus Ref2nd Save3rd Save +0 Will +14th Save5th +2 +06th +3 +07th +3 +2 +18th +3 +4 Special +19th +5 +3 +0 +110th +0 +6 +4 +2 +6 +1 +4 +2 +7 +1 +5 +2 +1 +5 +3 +3 +2 +6 Sneak attack +1d6 Gossip hound +2 +6 +7 +2 Sneak attack +2d6 +3 Quick lift +3 Quick change, sneak attack +3d6 Sneak attack +4d6 Fast talker Sneak attack +5d6 Street lord within the city. In many cases, it is unlikely the of sources most where the greatest amount of knowledge may be found, or in the case of the Orphan League, acquired. Using word of League Orphan the spying, and trading, mouth, gathers information from all a for Searching clientele. of manner all for quarters city, of the lost family heirloom? Are you curious to dis- the within lotus black of supplier best the cover city walls? Investigating the recent murders string in of the lower quarter? With the amount of right coin or with the proper item or ser- vice to trade, you can discover the truth to all secrets within the city. The origins of the Orphan humble. Twenty-five League years ago, are six very orphaned boys—Illanso, Julain, Bristin, Madrow, Ellis, and Ukran the Quick—formed while coming of age in the Hopes End orphan- a friendship age, located in the lower quarter Each of boy the carried city. the burden of personal loss and suffered through the trials each of poverty, swearing that one day they would escape from the lower quarter and claim the riches the city held. Days spent exploring the sewers of city earned many punishments the but also provid- ed the boys with knowledge and a mastery of travel in the labyrinthine sewer system. Years passed and each of the burn- friends still escape to desire the with men, young soon became boys’the of spring the In them. within ing 16th End Hopes of gates the from stepped they year, The Street Runner and harmless street children. Members are typ- and the PCs can be determined by the DM, but ically identified by the following phrases, each a few examples include the following: identifying membership and rank within the Orphan League: • The PCs are attempting to locate an NPC who has gone into hiding for some reason. • “An ear to the cobblestone is as valuable as a pocket of gold.” — Apprentice • The PCs are searching for a secret sewer entrance or backdoor to a location within the • “Three good secrets are all a man needs to city. succeed.” — Mentor • The PCs are in need of information regarding • “Life is knowledge. Gain knowledge and gain another organization within the city and any an advantage in life.” — Master advantages that may be gained through interac- tion with it. The chosen lifestyle of members of the Orphan League is one of risk, reward, and intrigue. • The PCs search for a lost item or family heir- Unlike many organizations, the Orphan League loom has hit a dead end and they must deal remains a neutral force in the city, refusing to with the League to locate the trail once again. take sides in the many factional rivalries and

CHAPTER TWO: Character Classes championing no cause but its own. In the eyes In this scenario, the PCs learn of the Orphan of the founders of the League, all secrets are League and are allowed to negotiate terms for created equal and no man’s cause is worthy of services. During this interaction, PCs are left to total devotion. In the end, all members of the determine their own opinions on the true moti- League understand that loyalty and self-preser- vations of the League and how trustworthy the vation are two different things—the latter being orphans truly are. With rich role-playing and the most important. No extraordinary acts of distinctive NPCs, the Orphan League has the betrayal or treason have occurred in the Orphan potential to generate several sessions of League, but the potential for it is built into the rewarding and entertaining game play. organization’s structure and principles. In the second scenario, the Orphan League is a Despite their outward appearance, members of direct adversary of the PCs. Through previous the Orphan League are incredibly effective in encounters or as contracted mercenaries, the their daily operations. When confronted with orphans quickly become a thorn in the PCs’ danger, the first lesson taught to new street run- sides through misdirection, rumors, and direct ners is the lesson of escape: “An arrested confrontation. As adversaries, the Orphan orphan is an ineffective orphan.” When mem- League always chooses the most inopportune bers of the League are unable to flee from dan- time for strikes against the PCs, taking advan- ger, most favor a style of fighting that features tage of recent injuries or absent group members swarm and double-team tactics. Flanking oppo- to compensate for a lack of physical might. In nents to provide sneak attacks, feinting maneu- time, the PCs may choose to confront the vers, and false pleas for mercy are common- Orphan League directly and follow the trail of place from street runners in the League. For power to the source, the founding fathers. In this very reason, it is unusual to encounter a such a scenario, political intrigue and conspira- member of the League alone. In most cases, if cy are prevalent themes as the PCs work to two orphans do not travel in plain sight togeth- unravel the mysteries that surround the League. er, one orphan will always shadow his compan- ion in the event of an ambush from members of Watchman rival organizations or the city watch. “I’m glad that’s over. It could have been a Campaign Integration nightmare,” said High Sage Venell. Rain poured onto the dark city street. It had rained The Orphan League can be introduced and for days with no end in sight. Fifteen minutes integrated into an ongoing campaign through earlier, the air had been filled with the sounds the use of two primary scenarios. The first sce- of crumbling walls, thunderous machinery, and nario requires the PCs to contact and do busi- the cries of brave men. The iron juggernaut, ness with the Orphan League. The nature of Borovo, a steam-driven golem from the the business conducted between the League 92 CHAPTER TWO: Character Classes 93 A watch- By choice, assign- As a member of a city The club is the chosen At 5th level, a watchman gains a (Int), Profession (Wis), Motive and (Wis), Spot (Wis). Ride (Dex), Sense Skill Points at Each Level: 4 + Int modifier. All of the following are class features watchman. of the Weapon and Armor Proficiency: man is proficient in the use of simple and mar- tial weapons, light and shields. Note medium that armor check penalties armor, apply and to the skills Balance, Pocket, Pick Silently, Move Jump, Hide, Artist, Climb, Drive, Escape and Tumble. Also, Swim checks suffer penalty a for –1 every five pounds equipment carried. of armor and Weapon Focus: weapon of a watchman and many city guards. At 1st level, a watchman gains Focus Weapon (club) as a bonus feat. Crowd Control (Ex): guard and keeper of the peace, a watchman is often called upon to settle public disputes and disturbances. From aiding tavern bouncers to calming bystanders at a crime scene, a watch- man quickly learns the vet- a level, 2nd At skills quickly. disturbances public needed to end eran watchman gains a +2 circumstance bonus to all Bluff, Diplomacy, Gather Information, and Intimidate skill checks while in and dealing with uniform citizens. (Ex): Watchman Mounted ment, or necessity, a watchman the patrol effectively more to occasionally mount a use must streets of his city. With practice, training, and practical experience, a watchman increases his riding abilities, becoming more hazardous At situations. 4th level, effective a watchman in gains a +4 competence bonus to all Ride skill checks. The watchman also learns to use a gaining mounted, when effectively more club his +1 bonus on damage rolls when he attacks from with horseback. the weapon Bonus Feat: bonus feat from the following list: Blind-Fight, Combat Reflexes, Dodge Attack), (Mobility, Spring Improved Trip, ExpertiseWhirlwind Attack), Improved Critical, (Improved Improved Combat Initiative, Disarm, Mounted (Trample, Spirited Charge), Point Blank Shot (Far Ride-By Attack, Class Features +5. To To become an active and ranking d10. Intimidate 3 ranks, Knowledge (law) 3 To qualify To to become a watchman, a character must fulfill the following criteria. Attack Bonus: Base Skills: ranks, and Sense Motive 3 ranks. Special: watchman of a city guard, the character must membership, for qualify membership, for apply and be accepted into the city guard as watchman. a new class The skills watchman’s (and the key abili- ty for each skill) are Bluff (Cha), Diplomacy (Cha), Gather Animal Information (Cha), (Cha), Direction Handle Intimidate (Wis), KnowledgeKnowledge (Cha), (law), (local) Listen (Int), Intuit (Wis), Munitions Institute of Arcane Arcane Science, unexpectedly went Institute of into a rage and destroyed the academy science labs, spilling onto the city street and endanger- ing innocent bystanders. Within seconds, sev- eral brave watchmen confronted the enraged machine and died honorably to delay the jug- gernaut’s advance. “What do ‘could you have been’?” spoke mean veteran watchman by Opin. “These good men died of name protecting the in dies man good a their time Every city. watch, the are we But nightmare. a it’s duty, his we protect those you would ignore. Keep your or the next time I will machines Venell, in line, return with a summons for your arrest.” The life of a watchman is one of duty, honor, dark the patrolling found Typically service. and alleyways of a a city, watchman must act both as a keeper of the peace and a defender of the weak. Long hours, hazardous conditions, and thankless citizens do not discourage a watch- man from his duties, for he greater reward is that aware a of safe the home provides. most cases, In watchmen are fighters or cases, rare rangers some In city. the in settled have who other classes such as rogues, monks, paladins, or sorcerers become watchmen to diversify the under- better to or guard city the of capabilities of line the in face may they opponents the stand duty. Hit Die: Requirements Class Skills municipal organizations.

Veteran Watchman (Ex): Years of training, dedication, and experience allow a watchman to become a well-respected veteran among his men, garnering their respect and developing talents possessed by few watchmen. At 10th level, a watchman becomes a veteran watch- man and receives the following abilities:

• A veteran gains a bonus feat, as described above.

• A veteran’s crowd control ability provides a +4 circumstance bonus.

• A veteran gains one additional cohort based on his leadership score, a sidekick who is a lower-ranking watchman or a

CHAPTER TWO: Character Classes member of an affiliated municipal organi- zation. Organization: The South Bridge Precinct

Purpose In the crime-ridden streets of the city, brave, Shot, Precise Shot, Rapid honest watchmen fight against the criminal ele- Shot, Shot on the Run), ment of the city’s dark alleyways and the cor- Power Attack (Improved Bull Rush, rupt elements of the city’s administration. The Sunder), Quick Draw, and Weapon South Bridge Precinct is a watchman garrison Finesse. in one of the city’s seedier quarters. Despite the great risks involved and the corrupting element Renewed Vitality (Ex): A life of service and that surrounds them, these men and women duty protecting the streets and back alleyways fight to protect the innocent of the city and to of his city allows a watchman to remain in bring criminals to justice. good physical condition. Even in his advancing years, a watchman is vigorous and ready to Leader defend the law of his city. At 6th level, a watch- Precinct Commander Tells (LG Human Male man gains five bonus hit points and a +1 bonus Ftr8/Wat8) on Fortitude saving throws. Current Activities Presence of Authority (Ex): As a senior mem- ber of a city guard, a watchman is eventually Within the walls of the city, there is an ever- entrusted to the command of younger, more present criminal element that works to control, inexperienced watchmen. At 8th level, a watch- corrupt, and circumvent the laws upheld by man gains Leadership (DMG, Feats) as a bonus most citizens. The city watchmen, the city’s feat with a +1 bonus to his leadership score police force, combat this threat as the city’s when determining his number of followers. If a steadfast protectors and humble guardians. watchman character already possesses the Despite the great danger involved with being a Leadership feat before receiving this ability he member of the city watch, many brave men and receives a +2 bonus to his leadership score women struggle day in and day out to control instead. The watchman’s followers must be the growing number of crimes within the city. members of the city watch or affiliated 94 CHAPTER TWO: Character Classes 95 tion, and this has instilled a great deal of fear and even paranoia watchmen. in The level of the corruption in the citizens sta- tion and once the reached nearly a calling for near-destructive the closure level, of entirely. the In precinct recent years, this been corruption largely purged, as has watchmen discovered that honesty and integrity were the best meth- ods for dealing precinct—both criminals and innocent citizens with the alike. Like peoplemany military units or adventuring of theirvery are Bridge South of watchmen the parties, close, in many cases as close as family mem- bers. The watchmen realize that the only ones they can count on are themselves. Despite the overwhelming odds they face each day, the watchmen of South Bridge are trained. well Veteran watchmen develop relation- ships with informants, work closely with rook- ie watchmen, and oversee patrols. The watchmen have developed several the activities dan- within operating for tactics of and techniques block city the as such beat, their of areas gerous surrounding a known thieves’ guildhouse. South Bridge Precinct can easily be integrated into an ongoing focuses on adventures steampunkin a major One city. (or campaign that several) of the PCs may become close allies of a watchman, such as a detective or high-rank- ing watchman Through Commander this Tells). NPC connec- (for tion, the PCs may be example, called upon to clues uncover or leads Precinct that PCs The acquire. to able be not may Bridge the watchmen of South are shown the intrigue and danger of the could involvement their as quarter, lower Campaign Integration Base ClassLevel Attack1st Fort Bonus2nd Ref Save3rd Save Will +1 Save4th +25th +3 +26th +4 +37th +5 +0 +3 Special 8th +0 +6 +49th +0 +7 +1 +4 +010th +8 +1 +5 +1 +9 +1 +5 +10 +1 +2 +6 +1 +2 +6 +7 focus Weapon +2 +2 Crowd control +2 +3 +3 +2 experience Watchman +3 +3 Bonus feat Renewed vitality Presence of authority watchman, bonus feat Veteran The life of a watchman from the South Bridge Precinct is not one of glory and heroic tales to be told by traveling bards. The history of the station began just like all other watchman sta- tions within In the the city—through necessity. early days of the city’s expansion, the quarter lower of the city slowly began to fall under the growing influence of the criminal element. Thieves, assassins, ill-minded merchants, and twisting the within seeds planted cults secretive alleyways that grew like infectious weeds. The brutal robbery and murder of criminal the reduce to efforts in resulted finally a city official element within the funds, quarter. the South With Bridge Many minimalstructed in the heart of the lower quarter. Precinct was con- believed the effort had come too late, as sever- al thieves’ guilds, assassins, and secret church- es to dark gods skepti- this had Fortunately, quarter. the in foothold long ago established watchmen brave the a by wrong proven was cism of the new precinct, as their never-ending war on the quarter’s criminal element began. The watchmen of the South dress Bridge Precinct just as all watch. The uniform other of light leather armor cov- members of the ered city with the dark adorned by the city blue standard is standard issue, and white famous and is accompanied by the watchman’s tabards nightstick. This slender club is used to subdue would-be criminals. However, watchmen are typically armed with flintlock pistols and even muskets to deal with the more dangerous crim- inals of the city. While other watchmen are comfortable within the walls of their garrisons, South Bridge has suffered from six bombings since its construc- The Watchman easily attract the attention of the thieves’ guilds, assassins’ guilds, or evil cults. Despite the opposition chosen, an alliance with the South Bridge garrison can easily create several sessions of intrigue and excitement.

Alternatively, the entire campaign might involve the PCs as watchmen and associated personnel stationed in South Bridge. Beginning as rookies and rising through the ranks, the PCs must identify and learn to deal with the crimi- nals in the precinct, perhaps uncovering greater conspiracies in the process. Corruption could once again threaten the stability of South Bridge, with the PCs working to unravel a twisting web of corruption and deceit. CHAPTER TWO: Character Classes

96 CHAPTER THREE: Skills, Feats, and Spells 97 , It requires a s t It takes 50 gp of raw mate- It takes 50 gp of raw materi- raw of gp 50 takes It This task works the same as a s l e l TaskMake normal gunpowderMake refined coalIdentify injectionMake alchemical gunpowder 25 * Costs 1 gp per attempt (or 20 gp to take 20) * See page 151 ** Identify Injection: 20 At identifying least a a potion. small portion of 25* the injection, or the injector that contained it, must be present. DC gunpowder: Make suf- containing keg a create to week one and als ficient black powder for 100 shots. Make coal: refined of barrel 10-lb. one create to week one and rials refined coal. Make alchemical gunpowder: variable amount of raw materials (depending cre- be to gunpowder alchemical of type the on ated) and one day to ammunition. See page 151 for more details. prepare one round of F e , p s

S l l

d i Open Game Content. n k S a CHAPTER CHAPTER THREE Most skills from the d20 remain System the core same rules in a Some standard steampunk skills will work campaign. a little differ- ently or have additional uses in a steam-pow- ered setting, as detailed below. For the steampunk genre, trained are essential alchemists for the production of gunpowder and refined coal for steam Alchemists engines. can perform all of excel the they but well, as rules core the in standard outlined functions as when their expertise is with used steam, gunpowder, in and clockwork conjunction tech- nology. This section presents new rules skills for and existing rules for important new role in skills a steampunk campaign. that The play text of this an section is Existing Skills Alchemy (Int; Trained Only) Skills Special: If you have 5 or more ranks in Refined Coal Diplomacy or Knowledge (nobility and royal- ty), you get a +2 synergy bonus to Appraise Certain alchemical processes can render a checks made in order to ascertain a subject’s form of coal that is, for all intents and social status. purposes, enchanted with minor magics that give it enhanced potency. Refined Craft (Int) coal can also (at the DM’s discretion) be a purely technological process, due perhaps You are skilled in a craft, trade or art. to dwarven ingenuity or secret knowl- Steampunk settings include such crafts as edge. steamcraft, clockworks, and gunsmithing. Clockwork and steam-powered items, includ- Refined coal costs five times as much as ing vehicles, are created and repaired using this normal coal to produce, but the effects are skill. Repair DCs are typically 10 lower than dramatic when applied to steam-powered the DC to create a similar item, though the DM technology. Any steamcraft device that can modify them based on the severity of the operates on coal runs twice as long when damage. running on refined coal for the same amount of fuel. Additionally, refined coal Check: The Craft skill functions exactly as it makes such machines run smoother than does in the core rules. normal. A steamcraft device running on refined coal may re-roll any malfunction Disable Device (Int; Trained Only)

CHAPTER THREE: Skills, Feats, and Spells results once per day of operation (see page 137). Steampunk campaigns contain many examples of complex gear-driven technology, clockwork machines, and steam-powered engines. All of Retry: Yes, but rolling a natural ‘1’ during the these items can be vulnerable to tampering by process of making gunpowder or coal results in those with the right tools and know-how. a “bad batch” of materials that will not function properly. Each failure ruins half of the raw Check: The more complicated the device, the materials needed, and you have to pay half the more difficult it is to disable. However, simpler raw material cost again. devices require less skill to exploit their vul- nerabilities. A forcefully applied crowbar may Appraise (Int) reduce the effectiveness of a suit of full plate This skill can be used to detect the social sta- armor (a simple device) or a set of miniature tion of another individual. Style and wealth can tools could be used to remove the firing pin be estimated to correlate to a certain position in from a villain’s masterwork pistol (a complex a given culture. Even if there are no formal device). Most clockwork devices and steam social ranks in a region, the haves can be told engines are equivalent to at least a typical from the have-nots when using this skill. device and many others are considered com- plex devices. Masterwork items of any kind are Check: You can appraise an observed subject’s more resilient and difficult to tamper with, social status (DC 12). Failure means that you adding 10 to the DC of the skill check. The estimate the subject’s social status one to two effect of the skill check is to impose a circum- ranks higher or lower than his actual rank. With stance penalty upon the device or the user of a successful Appraise check, you can determine the device. This circumstance penalty can be if the girl across the room is a crown princess applied to Armor Class, attack rolls, damage or merely the daughter of a duke. rolls, or other effects at the DM’s discretion (such as saving throw DCs). The character Social ranks outside of the character’s home making the skill check chooses where the culture (from an exotic or faraway region, for penalty is applied, except in cases where the example) require a successful check against DM determines that it is not appropriate. The DCs of 15 to 20 or higher, based on the DM’s penalty should typically be –1, increasing by 1 discretion. for every five points by which the check result exceeded the Disable Device DC. Appraising a subject’s social status takes 1 minute of observation. 98 CHAPTER THREE: Skills, Feats, and Spells 99 This skill encom- This skill represents your ability to devise pro- grams for analytical engines. grams Complex require a pro- higher skill check DC, while relatively simple ones requires lower DCs. For a full list of devices and programming tasks, see Chapter 4. Each skill check takes 1 hour. With the advent of steam new technology, professions become many available. Such pro- fessions include clockmaker, surgeon, neer, engi- factory worker, reporter, scientist, steamship sailor. and Methods of fighting crime undergo a startling tech- steam-age with world a in metamorphosis nology. Town constables longer restricted are to carrying typically clubs and tles—magnifying whis- no glasses and forensic replace them in the hands of trained tools investiga- tors. These Profession skills modern methods of law enforcement and crim- represent more inal investigation. Unlike skills, these other skills have practical Profession applications and present dynamic roleplaying opportunities for a steampunk campaign, besides their utility for simply earning a wage. Profession (policeman): passes interviewing and niques interrogation for suspects, an tech- understanding of how precincts and police procedure operate, and a basic knowledge of the law of the local region. If you have 5 or more ranks in Diplomacy, Intimidate or you get a +2 Profession synergy bonus to Profession (policeman) (policeman) skill check ordi- narily takes 1 minute to perform. checks. A Knowledge (engine programming) (Int; Trained Only) Profession (Wis; Trained Only) If you have 5 or more ranks in You can decipher a telegraph message, You ItemSimple clockwork item clockwork itemTypical Complex clockwork itemMatchlock firearmFlintlock firearmPercussion cap firearm ClockworksSimple steam engine Clockworks Clockworks steam engineTypical Complex steam engine Gunsmithing Gunsmithing 20 Craft Gunsmithing 25 30 Steamcraft Steamcraft Steamcraft 15 25 20 20 DC 25 30 clockmakers, gears and pulleys) ItemSimple Device DeviceTypical Complex Device 20 Masterwork 25 30 Special: DC +10 Disable Device, you get a +2 synergy bonus on bonus synergy +2 a get you Device, Disable attempts to Sunder a black clockwork device, or steam-powered weapon. powder firearm, sent are messages many setting, steampunk a In over the telegraph wires or via telegram. The limitations of extremely short messages. Often, these “short- the hand” messages can be difficult to telegraphunderstand. Steam-powered necessitate technology requires detailed notes involving mathematical formulae and that can also chemical be extremely complex. The Decipher Script skill allows you to com- prehend these unusual methods of communica- tion, even if you aren’t trained to use them. Check: a scientific formula, or a mes- simple written a for 20 is DC base The shorthand. message in sage, 25 for standard communications, and 30 or higher for complicated or fragmented writ- ing. Many areas of knowledge are developed introduced in or a steampunk expertise setting. for such a setting include: Areas of Crafts Decipher Script (Int; Trained Only; Bard, Rogue Only) Knowledge (Int; Trained Only) •• Firearms (ranges, makes and models, caliber) Clockworks (design, • applications, famous Steamcraft (mechanics, materials, etc.) check takes 1 minute to perform while studying the subject.

For all three skills, gaining basic information requires a DC 15 skill check. More detailed results are obtained at DC 20, and extremely detailed, complicated, or exotic information is DC 25 to 30 or higher at the DM’s discretion.

Campaigns with a special interest in criminals or crimefighting may wish to add more spe- cialties to the Knowledge skill, such as Knowledge (crime and criminals).

Speak Language (None; Trained Only) The telegraph machine uses a coded signal to send messages along a wire. In addition to any other languages you possess, you can learn to interpret telegraphic (Morse) code. Telegraphic code is not a spoken language, of course, but it can be transmitted through air or water using a

CHAPTER THREE: Skills, Feats, and Spells variety of relatively simple tools and devices. It is commonly used by military forces for line- of-sight signals and communications. New Skills Profession (detective): This skill allows a character to collect clues such as fingerprints Drive (Dex) and footstep impressions, and estimate forensic Use this skill to operate and control a steam- characteristics of a dead body, such as time and powered vehicle, such as a horseless carriage, cause of death. Profession (detective) skill airship, or steamship. checks made without tools suffer a –4 circum- stance penalty. Proper tools (which normally Check: Routine tasks, such as ordinary dri- include a magnifying glass and other such ving, don’t require a skill check. Make a check items) alleviate this penalty, and masterwork only when some unusual circumstance exists tool sets can add a +2 circumstance bonus to (such as inclement weather or an icy surface), skill checks. If you have 5 or more ranks in or when the character is driving during a dra- Search, you get a +2 synergy bonus on matic situation (the character is being chased or Profession (detective) checks. It takes one attacked, for example, or is trying to reach a minute to perform a Profession (detective) skill destination in a limited amount of time). When check on a 5-foot-by-5-foot area or a volume of driving, the character can attempt simple goods 5 feet on a side. maneuvers or stunts. Complete rules for vehi- cle maneuvers and combat are provided in Profession (profiler): This skill is inspired by Chapter 5. Sherlock Holmes’ famous deductive talents, allowing a character to learn several facts about Retry: Most driving checks have conse- a given person, creature, or object (such as quences for failure that make trying again occupation, general tendencies, and perhaps impossible. city or region of origin) from watching the sub- ject over a period of time. If you have 5 or more Special: A character can take 10 when driving, ranks in Spot or Sense Motive, you gain a +2 but can’t take 20. synergy bonus on Profession (profiler) checks. If you have 10 or more ranks combined in Spot and Sense Motive, the synergy bonus increases to +4. A Profession (profiler) 100 CHAPTER THREE: Skills, Feats, and Spells 101 Use this skill task This use of the skill You You can make a Munitions If you fail to disable a trapped explo- represents the construction of a trapped explo- sive, rigged to prevent Construction disarming takes attempts. at depending on the size least and composition of the 1 bomb and the minute,trap, more time may be required but at the DM’s discretion. If you have 5 or more syn- +2 a gain you (trapmaking), Craft in ranks ergy bonus on skill checks for this task. Disable complex explosive: when trying to disarm an explosive specifical- ly trapped to discourage tampering. You must against check skill Munitions opposed an make the character that made the trapped explosive. A standard complex explosive is DC more 20, exotic but or complicated even more difficult. bombs may be Quick Reload: check to reload “Loading a Firearm” your on page 142 in Chapter 4 firearms for faster. details. See If you have Concentration, you 5 get a +2 or synergy bonus more to ranks Munitions in checks to reload a firearm. Special: sive by more than 5, the explosive immediately. detonates You can make DC + (explosive’s 5) for half damage. a Reflex save d201–45–89–12 Round of Detonation 13–16 Explosive fails to go off 17–20 rounds early Two One round early One round late Make complex explosive: rounds late Two You You can disarm a This use of the skill You set a gunpowder charge at charge gunpowder a set You You safely set You the fuse on a gunpow- Any action involving an explosive TaskDisable simple explosiveSet fusePlace explosiveSet timed fuse length 10Make complex explosiveDisable complex explosiveQuick reload (matchlock)Quick reload (flintlock) 25Quick reload Opposed (percussion cap) 20 15 15 Standard action 25 DC 15 20 Full-round action see below Variable, Standard action Full-round action Full-round action Action Required Move-equivalent action Standard action Standard action Use this skill to handle, place, or disable gun- powder explosives with safety and accuracy, and to reload and maintain firearms. Check: requires a skill check. Disable simple explosive: simple explosive or bomb that is not trapped. Generally, this task involves little more cutting than a fuse or putting out match. If you have a 5 or more ranks slow-burning in Disable Device, you gain a +2 synergy bonus Munitions on check. the Set fuse: der explosive so that round. it detonates after one explosive: Place the correct location to produce the maximum effect on a structure or other object. must You still set the fuse to determine when the explo- sive will detonate. Set timed fuse length: allows you to set a fuse so Atime. predetermined that a at detonates successful an explosive off goes explosive the that indicates check skill during your initiative on the designated round. A failure on the explosive skill fails to check detonate, means goes off that early, or detonates the later than desired. table indicates what The happens on following a failed skill check. Munitions Munitions (Dex; Trained Only) Use Steamcraft Device (Int) Normal: A character who is wearing armor with which he is not proficient suffers its armor Use this skill to operate complex mechanical check penalty on attack rolls and all skill and electrical devices, such as steam engines, checks that involve movement, such as Ride. A analytical engines, telegraphs, and other character attempting to utilize any steam-pow- machines. ered or firearm attachments on a suit of steam armor suffers a –4 circumstance penalty if he is Check: In a typical steampunk campaign not proficient with the armor. where mechanical devices are common, you don’t need to make a skill check to operate Brew Injection [Item most devices. You need this skill if such tech- nology is rare and exotic or if you want to Creation] attempt an advanced or specialized task. You can create magical injections imbued with Retry: Depending on the situation, you can spell effects. retry as often as you like. However, in some cases, the situation or the specific device you Prerequisite: Spellcaster level 3rd+. are using will prevent further attempts. Benefit: You can create an injection. Doing so is identical to brewing a potion (see the core rules for details). The main difference between Feats a potion and an injection is that an injection

CHAPTER THREE: Skills, Feats, and Spells may affect an unwilling or unconscious target. The following new feats can be used in any Injections also require no action on the part of steampunk campaign. The text of this section is the recipient to function. Thus, for example, a designated as Open Game Content. cleric could prepare cure moderate wounds injections to put dying friends back on their Pilot [General] feet or to bolster a front-line fighter. An evil wizard might prepare a contagion injection to You know how to fly various kinds of aircraft, use on an unlucky thief caught stealing from from zeppelins to autogyros. the wizard’s library. Injections are kept in spe- cial syringes known as injectors (see Chapter 4 Prerequisite: Drive skill. for details). In combat, you must make a melee attack and inflict at least one point of damage Benefit: You can operate aircraft without a for the injection to function. Injecting an oppo- penalty on your Drive checks. nent is a free action that takes place immedi- ately after inflicting the damage. The direct Normal: A character operating an aircraft application of the injection into the target’s without this feat suffers a –4 penalty on all body makes it more difficult to defend against: Drive checks. the save DCs of injections are increased by 2. Armor Proficiency Combat Climbing [General] (Steamcraft Armor) You exhibit exceptional skill in simultaneously [Fighter, General] fighting and climbing. You are proficient with the operation of steam- Prerequisites: Dex 13+, Climb skill. powered armor (see Chapter 4). Benefit: You gain a +2 circumstance bonus to Prerequisite: Armor Proficiency (Heavy). all Climb checks. In addition, if you are attacked while climbing, you do not lose your Benefit: When you wear steamcraft armor, the Dexterity bonus (and other dodge bonuses) to armor check penalty applies only to Balance, AC. Climb, Drive, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble skill checks. This feat is required in order to 102 operate steam armor without penalty. CHAPTER THREE: Skills, Feats, and Spells 103 as a sorcerer hypnotism Cha 13+, Bluff skill. Int 13+, Expertise, Parry. Munitions skill. Precise Shot. If you roll a 1 on your Munitions You You can parry one melee attack Grenades or alchemical weapons that You can You cast You can take this feat more than once. than more feat this take can You of your character level as a twice spell-like per day. ability You are able You to place a subject under hypnosis by capturing his attention with subtle gestures and the sound of your voice. Prerequisites: Benefit: have You an improved ability to block incom- ing attacks. Prerequisites: Benefit: per round regardless of the size attacker. of the You are You extraordinarily careful about handling and placing explosives. Prerequisite: Benefit: check for placing or disabling you an may explosive, roll again. The regardless second of roll the stands, result. You also bonus to gain any Reflex saves a you make +2 to avoid damage from an explosion. grenades throwing at skilled extremely are You and alchemical weapons with great precision. Prerequisite: Benefit: you throw gain a +1 bonus on attack and dam- feet. 30 within is target your as long as rolls age If you are throwing a saving the damage, grenade inflict not does that weapon or alchemical throw to avoid increases by 1 instead. its effects (if applicable) Special: Each time you take Duelist, it applies to a dif- ferent . Hypnotist [General] Improved Parry [General] Explosives Explosives Expert [General] Grenadier [Fighter, General] Int 13+, Expertise, Weapon Dex 13+, base attack bonus +1 Int 13+. Int 13+. Loading a firearm in combat pro- You You do not provoke an attack of When fighting in melee against an You You can create any steam-powered You can You create any clockwork device You You excel in single combat against an armed foe. Prerequisite: Finesse or Weapon Focus in with which you duel. melee weapon Benefit: Benefit: device whose prerequisites you meet. opponent who is armed with a melee weapon, you gain a +1 bonus to melee attack rolls and a +1 dodge bonus to AC against your foe only. These bonuses reflect your expertise feinting, parrying, and exploiting weak spots defenses. opponent’s in your You can create complex mechanical and steam- and mechanical complex create can You materials. and time enough given devices, craft Prerequisite: Benefit: whose prerequisites you meet. You You can create complex clockwork given enough time and materials. devices, Prerequisite: or higher. Benefit: opportunity when reloading your firearms. Normal: You You can reload your firearms without getting distracted and dropping your guard. Prerequisite: vokes an attack of opportunity. Duelist [General] [General] Craft Steamworks [General] Combat Combat Reload [Fighter, General] Craft Clockworks Normal: Normally, you cannot parry a melee attack from a creature two or more size cate- Master Hypnotist [General] gories larger than you. Your ability to hypnotize a subject is enhanced, Special: Improved Parry cannot be used in the and you can now influence a creature for a same round as Slip the Attack. longer period of time. Jinx [General] Prerequisites: Hypnotist, Cha 15+, Bluff skill. Mechanical devices tend to malfunction messi- Benefit: You can cast charm monster as a sor- ly and more often in your presence. cerer of your character level as a spell-like abil- ity twice per day. Benefit: Opponents attacking you with a firearm, clockwork weapon, or steam-powered Ultimate Hypnotist weapon suffer the effects of a misfire or mal- function on a roll of 1 or 2. The opponent also [General] adds 5 to the total rolled on the misfire or mal- You can hypnotize a subject so thoroughly that function effects table (see page 137 for details). he becomes a puppet of your will.

Licensed Practitioner Prerequisites: Master Hypnotist, Cha 17+, [General] Bluff skill. CHAPTER THREE: Skills, Feats, and Spells You have achieved recognition for your talent Benefit: You can cast dominate monster as a with medical procedures and you have a knack sorcerer of your character level as a spell-like for treating all kinds of wounds. ability twice per day. Prerequisites: Physician, Heal skill. Mechanical Aptitude Benefit: You gain a +4 bonus on all Heal [General] checks and Profession (doctor) checks. Firearms, clockworks, and steam-powered devices function smoothly in your hands and Mad Bomber [General] are not as prone to malfunction as usual.

You are extremely skilled in setting explosives Benefit: When you are using a firearm, clock- for maximum effect. work device, or steamcraft device, you subtract 5 from the effects table of any malfunction or Prerequisite: Munitions skill. misfire rolls you have to make. Benefit: When you successfully detonate an explosive, the bomb inflicts an extra point of Mechanical Genius damage per die. [General] Main-Gauche [General] You are a paragon of technological mastery and the maintenance you lavish on your equipment You can use an off-hand weapon as if it were a is rewarded with extremely reliable gear. shield. Prerequisite: Mechanical Aptitude. Prerequisite: Two-Weapon Fighting. Benefit: When you are using a firearm, clock- Benefit: When wielding an off-hand weapon work device, or steam-powered device and roll that is at least one size category smaller than a misfire or malfunction (normally a natural 1), you are, you treat the weapon as if it were a you can make a Munitions check (for firearms) buckler, but there is no armor check penalty. or a Profession check (for clockworks and You cannot use the weapon to both attack and steamcraft devices) at DC 20. Success indicates defend in the same round. that the malfunction or misfire does not occur. 104 CHAPTER THREE: Skills, Feats, and Spells 105 Int 13+, Expertise, Parry, base Dex 13+, Dodge. Dex 13+, Rapid Reload. Once per round, when you are If you successfully parry a foe’s Reloading a matchlock requires 2 full 2 requires matchlock a Reloading You can combine reloading a flintlock a reloading combine can You missed by an attacker in melee designated you can redirect the as your Dodge target, attack to any other character adjacent to You can turn a You successful parry into a counter- attack. Prerequisites: You can sidestep an attack and then that attack toward an adjacent enemy. redirect Prerequisites: Benefits: You can You reload a pistol or musket while mov- ing. Prerequisite: Benefit: or percussion cap pistol or musket with a regu- lar move. You provoke attacks of opportunity as normal using this feat. For example, reload- ing a flintlock with Rapid Reload standard requires action. With Reload a on the Run, you can move with that standard action and reload at the same time, leaving you equivalent action. with Reloading a a percussion move- cap action. move-equivalent a is Reload Rapid with With Reload on the Run, you can reload move at and the same time, leaving standard action. you with a attack bonus +6. Benefit: attack, you can make attack an against immediate that foe. riposte Aattack melee highest your at made attack melee riposte is an extra bonus with the weapon you are wielding. FirearmMatchlockFlintlock Percussion Cap Rapid Reload Time Full round action Move-equivalent action Normal: Standard action rounds. Reloading a flintlock requires round. 1 Reloading full a percussion cap is round action. a full- Riposte [General] Slip the Attack [General] Reload on the Run [General] Heal 4 skill. Int 13+, Expertise. Dex 13+, base attack bonus +2, Parry cannot be used in the same You You can double the benefits of the You You can reload a pistol or a musket Once per round when you would nor- proficiency with firearm. Benefit: more quickly than normal. depends The on the type of firearm: reload time You You can reload a pistol or musket faster than normal. Prerequisites: Benefit: You have great skill at performing surgical pro- surgical performing at skill great have You cedures and can help creatures recover debilitating injuries. from Prerequisites: Heal skill when giving long-term creatures Treated creature. wounded care a treat you when recover twice as many hit points and twice the temporary ability damage they have suffered. are You also very knowledgeable about anato- my and may identify, remove, or replace any order (in body creature’s a from organs internal to replace an organ, a suitable match organ must be present). for the You can block an incoming You melee attack. Prerequisites: Benefit: make may you attack, melee a with hit be mally a Reflex saving throw (DC of 10 + your foe’s melee attack bonus). shield’s or your weapon’s enhancement bonus You may (if any) addto your saving throw. If youryou succeed, you parry the attack and take no damage. You flat-footed. not and attack the of aware be must Attempting to parry a melee attack count does as an action. not Melee attacks from a crea- you than larger categories size more or two ture cannot be parried. Special: round as Attack. Slip the Rapid Reload [General] Physician [General] Parry Parry [General] you and within the reach of the attacker. The attacker must make a new attack roll. Two Guns Blazing Special: Slip the Attack cannot be used in the [General] same round as Parry or Improved Parry. You can fire a gun in each hand with reduced penalties. Swing-By Attack [General] Benefit: Your penalties for firing a gun in each You can swing from a rope past a foe and attack hand are reduced by 2. at the same time. Special: The Ambidexterity feat reduces the Prerequisites: Climb skill, Combat Climbing. attack penalty for the second weapon by 4. Benefit: When you are swinging from a rope (or similar object) and use the charge action, Warrior Mechanist you may move and attack as with a standard [Fighter, General] charge and then move again (continuing the straight line of the charge). Your total move- You have great skill with unorthodox weapons. ment from the swing-by attack cannot exceed 2 Many common tools or instruments are deadly times the distance between your starting point in your hands. and the point at which the rope is anchored. You do not provoke an attack of opportunity Prerequisite: Profession (any) skill. CHAPTER THREE: Skills, Feats, and Spells from the opponent that you attack. Benefit: You may make normal attack rolls Special: The benefit is lost if you are in armor with a variety of tools and instruments that are heavier than light armor or you are carrying a important to your trade. You are considered heavy load. proficient with the weapons that are appropri- ate to your profession. You are not proficient Trick Shot [Fighter, with tools or instruments that are linked to a different profession. At the DM’s discretion, General] items, tools, and instruments used in your pro- fession may be used as weapons with no penal- You can make amazing shots with your ty, typically inflicting 1d4 or 1d6 points of firearms. damage.

Prerequisite: Dex 13+, base attack bonus +5 Normal: A character who uses a tool or instru- or higher. ment as a weapon without being proficient with it suffers a –4 penalty on attack rolls. Benefit: You gain a +1 bonus on ranged sunder and disarm attacks with a firearm. In addition, Special: You may gain this feat multiple times. you can perform various tricks with your Each time you take this feat, it applies to a new firearms, such as putting a hole in a flipped profession. coin or shooting a hat off a stranger’s head. Any fancy trick shots that have no real use in a combat situation can be attempted with this Weapons of Opportunity feat. Pulling off such a trick requires hitting an [General] Armor Class of 20 for a standard trick, 25 for a difficult one, and 30 or higher for a truly out- You can use mundane objects as weapons. standing or complicated shot. At the DM’s dis- cretion, this feat may be applied to any ranged Prerequisite: Base attack bonus +4 or higher. weapon, not just firearms. Benefit: You can use virtually any mundane Normal: Anyone can try to perform trick shots object that you can lift as if it were a weapon. with a firearm, but you suffer a –5 circum- You attack with all normal bonuses, including stance penalty without the Trick Shot feat. those from applicable feats. Damage for a weapon of opportunity depends on its size. 106 CHAPTER THREE: Skills, Feats, and Spells 107 You You must select this feat at 1st Feral Child Heritage. Feral Child Heritage. Child Prodigy Heritage You You gain a +3 bonus to Handle You You gain a +5 bonus to Perform You You gain a +4 bonus to Climb and You can make an opposed Wilderness You You have a primal soul from being raised in the in raised being from soul primal a have You wild. You can imitate the way animals move and have the agility of a wild creature. Prerequisite: Benefit: Jump skill checks. You can mimic the sounds of mating animals, calls to threatening roars. from Prerequisite: Benefit: Lore check against a Listen check in order to imitate the sounds of any small, large animal. medium, or You have You a beautiful voice or you have a phe- nomenal gift for coaxing music from an instru- ment. Prerequisite: Benefit: checks, and the save DCs supernatural music abilities are increased by 1. of any bardic or Much like Tarzan, you were raised by wolves or other beasts in the wild. Although you may now be a civilized citizen of have not the forgotten your primal heritage. world, you Prerequisite: level. Benefit: Animal and Intimidate skill checks. Heritage] Feral Voice [General, Heritage] Musical Musical Prodigy [General] Feral Child [General, Heritage] Feral Athleticism [General, Range You You must take this feat at 1st Child Prodigy Heritage. You You gain a +4 bonus on Perform or You You gain a +5 bonus on Alchemy or Benefit: Knowledge (one skill of checks. your choice) skill Your Your inherent talent has led you to study the wonders of science. Prerequisite: You are incredibly gifted and have been since a since been have and gifted incredibly are You very young age. Your upbringing has encour- tal- natural your enhance and study to you aged ents. Prerequisite: level. Benefit: Profession (one skill checks. of your choice) skill SizeTinySmallMedium-size 1d6 DamageLarge Critical 1d3 Increment 1d4 x2 x2 1d8 x2 10 ft. x2 10 ft. 10 ft. Many 10 ft. steampunk campaign settings around revolve the culture of steam the age of our 19th own world. There century, are many the representations of literary characters from that steampunk to well themselves lend that century character concepts. Heritage feats allow play- ers to build upon one of mold their those own original characters concepts along simi- and Alar lines. heritage feat must be selected at 1st level, and then builds along a feat chain with more powerful and impressive abilities as you go. Consult Consult the following table: Science Prodigy [General] Child Prodigy [General] Heritage Feats Feral Senses [General, Industrial Upbringing Heritage] [General, Heritage] Your senses are as sharp as the most deadly You have grown up surrounded by an industry wilderness predator. and you have learned to work with your hands from an early age. The worth of a day’s work is Prerequisite: Alertness, Feral Child Heritage well known to you.

Benefit: The bonus to Listen and Spot checks Prerequisite: You must take this feat at 1st you gain from Alertness is doubled, and you level. gain the scent special ability. Benefit: You gain a +3 bonus on Appraise and Groomed for Nobility Craft skill checks. [General, Heritage] Industrial Know-How You have been trained from birth to assume a [General, Heritage] role of importance, status, and prestige. You have great skill dealing with steamcraft Prerequisite: You must take this feat at 1st and clockwork technology. level. CHAPTER THREE: Skills, Feats, and Spells Prerequisite: Industrial Upbringing. Benefit: You gain a +3 bonus to all Diplomacy and Sense Motive skill checks. Benefit: You gain a +4 bonus on Disable Device and Knowledge (clockworks) or Noble Bearing [General, Knowledge (steamcraft) skill checks. Heritage] Industrial Master [General, Your composure and attitude leave no doubt Heritage] that you are destined for greatness. You have a phenomenal ability to create items Prerequisite: Groomed for Nobility Heritage. of exceptional quality.

Benefit: You gain a +4 bonus to Appraise and Prerequisite: Craft (any) skill, Industrial Knowledge (nobility and royalty) skill checks. Know-How. Noble Mien [General, Benefit: You can create a masterwork item using your Craft skill in half the time it nor- Heritage] mally requires. Your speech, stride, dress, and actions all reflect your noble heritage. Your very presence Street Urchin [General, alone is enough to influence others in your Heritage] favor. You were raised on the streets in the company Prerequisite: Cha 13+, Noble Bearing. of unsavory elements of society.

Benefit: Once per day you may take 20 on a Prerequisite: You must take this feat at 1st Diplomacy skill check when you are trying to level. influence an NPC’s reactions (see the DMG for details), even if you could not normally do so. Benefit: You gain a +3 bonus on Gather Using this ability is a free action. You may Information and Innuendo skill checks. always take 10 on a Diplomacy check, even when stress and distractions would ordinari- ly prevent you from doing so. 108 CHAPTER THREE: Skills, Feats, and Spells 109 to Open invisible You You inflict Gain a +4 You You become . You detect a falsehood You use You the power of illu- You You gain insight into your You augment your next use of use next your augment You Like certain creatures, you are Hood of Shadows. sion to hide you presence. Jack of Trades. next skill check. Singular Deception. given as a response to one question. Bane of Chaos/Evil/Good/Law. damage to creatures that attempt to attack you. Bladebane. resistant to bladed weapons. Eyes of the insight bonus to Investigator. all Search skill checks. one opponent. Bravery. of Tale the inspire courage ability to greater effects. Question of Truth Game Content. sometimes sometimes even scientific research and discov- In ery. this kind of steampunk world, magic is used in a way similar to most traditional are those set- tings. Villains who misuse the arcane or advance the deities as malicious they use magic agendas to destroy, manipu- oflate, and evil dominate those who cannot themselves. defend In many steampunk worlds, unexplored, and possibly magic feared by society is in new, general—at least in modern, civilized Spellcasters lands. may be among the most fugitives, wanted as such study could the or society of eyes the in unnatural be or heresy considered From secluded labs and libraries, ruling power. spellcasters develop hid- and arts dark the of lure the resisting while their forbidden skillsing from the gaze of those who would perse- cute them. Many new spells available to both arcane and divine spellcasters are introduced in this chap- modified or created, discovered, be may All ter. in a steampunk fantasy setting. to specifically tailored Some are here presented spells of the settings that feature firearms, steamcraft, and the industrial renaissance, but others may used in be any existing fantasy campaign. The text of this section is designated Bard Spells 1st-Level Bard Spells 2nd-Level Bard Spells class ability when in an urban Street Street Scamp, Hide skill. Dex 13+, Street Urchin Heritage. Urchin Street 13+, Dex You You gain a +4 bonus on Open Lock You You gain a +4 bonus on Knowledge Benefit: (local) skill checks and you gain trackless the step druid’s environment such Knowledge as local is considered a class skill for a city. you. In addition, In a steampunk fantasy campaign, there exists a different magical tradition. The once simple components of spider’s webs and bits of cloth are replaced with carved nuts, from exotic bolts, metals and and forged fires of in The industry. prayers of springs the divine casters languages. lost and rituals strange involve often Despite its new variations and trappings, magic the of a steampunk world is no less potent and often possesses considerable advantages over the magic of a traditional paign setting. fantasy cam- magic plays Traditionally, one of two different roles in a steampunk fantasy campaign. In the first, magic flows enough freely to control and the of will the channel to the enough wise thoseor arcane primal gifted forces of gods are revered as the heroes, given great respon- and recognized sibility, for the power that they control. Heroes explore the intricacies of the arcane and divine, through magical ritual and Growing up on the mean streets has given you a knowledge of the city second to none. When you want to scurry into alleyways, few people can the find you. shadows of the Prerequisite: Benefit: and Pick Pocket skill checks. You have You parlayed your experience as a street petty and pickpocket a as skill great into urchin thief. Prerequisite: New Spells Heritage] Street Rat [General, Street Street Scamp [General, Heritage] Legendary Performance. You gain a +20 Technology Domain bonus to a single Perform check. Source of Knowledge. Gain a +4 insight bonus Deity: Gods of machines and craftsmanship. to one Knowledge skill check. Granted Power: Craft and Knowledge (steam- craft) are always considered class skills, and 3rd-Level Bard Spells checks receive a +2 sacred bonus. Dagger of Nightmares. Spell infuses master- Technology Domain Spells work dagger with horrid visions. Hand of the Marksman. Your firearm attack 1 Magic Weapon. Weapon gains a +1 is an automatic critical threat. bonus. 2 Find Traps. Notice traps as a rogue does. 4th-Level Bard Spells 3 Source of Knowledge. Gain a +4 insight bonus to one Knowledge skill check. Counterattack. You make a free melee attack 4 Summon Firearm. You summon a pre- when threatened by an opponent. pared firearm directly to your hand. Curse Ward. You gain a +4 bonus to saving 5 Iron Shape. As stone shape, only iron throws against curses. may be manipulated Thunderball. Explosion of sound injures 6 Aspects of the Iron Knight. You opponents, with a small chance to deafen them empower yourself with aspects of the iron as well. golem. Power Song: Laughter. With a powerful song, 7 Summon Golem. You summon a particu- you send an opponent into a fit of laughter.

CHAPTER THREE: Skills, Feats, and Spells lar golem to aid you for a short time. 8 Simulacrum. Creates a partially real 5th-Level Bard Spells double of a creature. Power Song: Sleep. This powerful song puts 9 Iron Body. Your body becomes living an opponent to sleep. iron. Cleric Spells 1st-Level Cleric Spells Divine Knowledge. You gain insight into the knowledge of religion and religious history. Steam Domain Poisoned Grasp. Touch attack delivers poison Deity: Gods of water or steam. damage. Granted Power: Once per day, you can per- Question of Truth. You detect a falsehood form a greater turning attempt against a fire given as a response to one question. creature in place of a regular turning attempt. Fire creatures that would be turned are instead 2nd-Level Cleric Spells destroyed. Bane of Chaos/Evil/Good/Law. You inflict damage to creatures that attempt to attack you. Steam Domain Spells Bladebane. Like certain creatures, you are 1 Obscuring Mist. Fog surrounds you. resistant to bladed weapons. 2 Fog Cloud. Fog obscures vision. Harvester of Death. You can make one coup 3 Water Breathing. Subjects can breathe de grace attack as a standard action. underwater. 4 Steam Form. You become a gaseous 3rd-Level Cleric Spells form made of pure steam. Coins of Communication. By using two 5 Solid Fog. Blocks vision and can slow coins, you establish a telepathic link. movement. Curse Ward. You gain a +6 bonus to saving 6 Cone of Steam. You create a cone of throws against curses. steam to burn opponents. Reprieve. You prepare a cure spell for yourself 7 Steam Fog. Fog deals steam damage. in the event of serious injury. 8 Horrid Wilting. Deals 1d8 damage/level within 30 ft. 4th-Level Cleric Spells 9 Elemental Swarm. Summons multiple elementals. Cast as fire or water only. Counterattack. You make a free melee attack 110 when threatened by an opponent. CHAPTER THREE: Skills, Feats, and Spells 111 Your , only By using By Spell infus- Gain Gain a +10 You can You make Rolling sphere You You summon a Passing through You You sum- stone shape You gain You the abili- You You make a free You create a cone of cone a create You Explosion of sound You gain You a +6 bonus Fog deals steam As You become a gaseous a become You You gain a +6 bonus to bonus +6 a gain You Source Source of Knowledge. insight bonus on skill check. one Knowledge Harvester of Death. one coup de grace attack as a stan- dard action. Counterattack. melee attack when threatened by an opponent. Communication. of Coins two coins, you establish a telepathic link. Hand of critical automatic an is the attack firearm Marksman. threat. Lightning Sphere. of lighting, round/level. 3d6 damage Dagger for of Nightmares. 1 es masterwork dagger with visions. horrid Ward. Curse saving throws against curses. Summon Firearm. prepared firearm directly hand. to your Thunderball. injures opponents chance to deafen them as well. with a Stunning Hand. small ty to stun unarmed melee attack. an opponent Form. withSteam an form made of pure steam. Ward of Life. to saving effects. throws against Wall of Lightning. death wall deals 2d10 +1/level. Steam. of Cone steam to burn opponents. Iron Shape. iron may be manipulated. Steam Fog. damage. Summon Golem. Necro 3rd-Level Sorcerer and Wizard Spells Abjur Div Div Evoc Illus 4th-Level Sorcerer and Wizard Spells Abjur Conj Evoc Trans 5th-Level Sorcerer and Wizard Spells Abjur Conj Evoc Trans 6th-Level Sorcerer and Wizard Spells Conj Gain a +4 You You become You You place an 1d6+1 electrical You You use illusion Touch attack deliv- Touch Your firearm Your attack Like certain creatures, You You inflict a supernatural to one opponent. You gain the ability to stun an stun to ability the gain You You create a You cone of steam to You summon You a cart and horse You You become a gaseous form . You . You prepare a specific prayer Sticky Sticky webs encase one oppo- Fog deals steam damage. Bladebane. you are resistant to bladed weapons. Bane of inflict You damage Chaos/Evil/Good/Law.to creatures that attempt to attack you. Cart. for transportation. Eyes of the Investigator. insight bonus to checks. all Search skill Charged Object. explosive charge onto a small object. Net. nent. Lightning Missile. damage. Singular Deception. to hide you presence. Poisoned Grasp. ers paralytic poison. invisible Hood of Shadows. Abjur Conj Div Abjur Conj Evoc Illus Trans Hand of the Marksman. is an automatic critical threat. Stored Stored Prayer to use at a later date. Hand. Stunning wound upon opponents that will not heal. Cone of Steam. burn opponents. Fog. Steam opponent opponent with an unarmed melee attack. Steam Form. made of pure steam. Wounding Touch. 2nd-Level Sorcerer and Wizard Spells Sorcerer and Wizard Spells 1st-Level Sorcerer and Wizard Spells Ranger Spells 3rd-Level Ranger Spells 6th-Level Cleric Spells 7th-Level Cleric Spells 5th-Level Cleric Spells mon a particular golem to aid you for Bane of Chaos a short time. Trans Aspects of the Iron Knight. You Abjuration empower yourself with aspects of Level: Brd 2, Clr 2, Sor/Wiz 2 the iron golem. As bane of evil, expect that the damage inflict- Spell Descriptions ed against the attacking creature applies to chaotic creatures.

Aspects of the Iron Knight Bane of Evil Transmutation Abjuration Level: Sor/Wiz 6, Technology 6 Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, S, M/DF Components: V, S, M/DF Casting Time: 1 action Casting Time: 1 action Range: Personal Range: Touch Target: You Target: Creature touched Duration: 1 round/level Duration: 1 round/level (D) Saving Throw: None Saving Throw: Will negates (harmless) Spell Resistance: No Spell Resistance: No (see text)

With the ingestion of a small iron ball (the This spell deals 1d6 points +1 point per caster

CHAPTER THREE: Skills, Feats, and Spells material component), you are infused with level of damage to any evil creature that aspects of the fearsome iron golem. For the attempts a melee attack against the warded duration of the spell you gain damage reduc- creature. The attacking creature may attempt a tion 50/+3 and heal 1 hit point for every 3 Fortitude saving throw for half damage. If points of fire damage you would normally suf- unsuccessful, the attacker suffers from the stan- fer if stricken with a fire-based attack (such as dard amount of damage. a fireball spell). However, you cannot exceed your maximum hit points. Once you have Arcane Material Component: A pinch of pow- regained your maximum hit points, you do not dered gold, sprinkled over the creature to be gain any further until you suffer damage from warded. another source and again gain hit points from a fire-based attack. These effects last for the Bane of Good duration of the spell or until you are affected by Abjuration an electrical attack, spell, spell-like ability, or Level: Brd 2, Clr 2, Sor/Wiz 2 supernatural effect. If you are stricken with a successful electrical effect, you must make an As bane of evil, expect that the damage inflict- opposed level check (1d20 + character level) ed against the attacking creature applies to against your opponent. If you lose the opposed good creatures. check, the electrical attack dispels the effects of this spell instantly, regardless of the duration remaining. If you win the opposed check, the Bane of Law spell remains in effect until either the duration Abjuration passes normally or you are affected by another Level: Brd 2, Clr 2, Sor/Wiz 2 electrical attack. As bane of evil, expect that the damage inflict- Arcane Material Component: A small iron ball ed against the attacking creature applies to law- that you ingest during casting. ful creatures.

112 CHAPTER THREE: Skills, Feats, and Spells 113 dispel A bit of wood wrapped Yes No See text None 1 action 1 full round V, S V, V, S, M V, Permanent until discharged (D) One object touched weighing no 2 hours/level One carriage (for 4 Medium-size spell. However, attempting to Close (25 ft. + 5 ft./2 levels) Touch Sor/Wiz 1 Sor/Wiz Sor/Wiz 2 Sor/Wiz more than 5 lb. Duration: Target: explosive charge with a successful With a simple touch, you charge a small object small a charge you touch, simple a With Abjuration [Force] such as scroll a case, key, book, pistol, or arti- Saving Throw: Charged Object in horsehair. Spell Resistance: at any time. Others may attempt to dispel the cle of clothing with destructive charge energy. detonates The when the charged object touched, is dealing 1d6 points suc- a of make must object the touches that person damage. The cessful Reflex saving throw for half damage. Others within 10 feet of the detonated object suffer no damage from the fail they explosion if damage half and save Reflex a make if they takes also object charged The throw. saving the the explosive damage (no saving throw). Only you may touch charged. However, the you may dismiss the effect object while it is magic do to failing and effect charge the remove so triggers the explosion. Level: Components: Casting Time: Range: Casting Time: Range: Effect: humanoids) Duration: Saving Throw: Spell Resistance: (PHB, horse light and cart small a summon You Equipment) to serve as a means of transporta- tion for up to humanoid creatures (one on the driver seat and four Medium-size or up to three in the cart itself). The horse is will- Small ing to serve and is summoned with bit, bridle, and other necessary tack. Material Component: Conjuration Conjuration (Summoning) Level: Components: Cart is in is bladebane No None and 1 action V, S, M/DF V, A small 1 round/level (D) Personal Brd 2, Clr 2, 2 Sor/Wiz bladebane is then struck with a longsword by points 10 for opponent his of damage (8 from the longsword, + 2 for his Strength modifier),Lucius opponent’s would take 6 only points of dam- age. The damageinflicted by thelongsword halved from 8 to is 4 by the effect spell but Strength modifier of his the opponent still applies. Magic weapons blades thatblunt damage inflict (such or warhammers) deal damage as normally. Arcane Component: Material piece of bone, ingest- ed by when the the caster spell cast. is effect, you sufferonly half damage from non-magical bladed (including weapons master- work weapons). For example, if casts Lucius As you are enveloped in a soft glow, your body your glow, soft a in enveloped are you As becomes magicallyas long As weapons. resistant to bladed Abjuration Level: Spell Resistance: Components: Casting Time: Range: Duration: Saving Throw: Bladebane Coins of Communication Counterattack Divination Abjuration Level: Clr 3, Sor/Wiz 3 Level: Brd 4, Clr 4, Sor/Wiz 3 Components: V, S, M/DF Components: V, S, M / DF Casting Time: 1 action Casting Time: 1 action Range: See below Range: Personal Duration: 10 minutes/level Target: You Saving Throw: None Duration: 1 round/level Spell Resistance: No When this spell is cast, any time an opponent You imbue two gold coins with magical energy, makes a melee attack against you, you may allowing them to establish a telepathic link attempt one melee counterattack at your full between two creatures that each carries one of base attack bonus that does not count as an the imbued coins. To establish this link, both attack of opportunity for the round. You must coin bearers must possess an Intelligence score threaten the opponent in order to make the of 6 or higher. The telepathic bond can only be counterattack; you cannot take a 5-ft. step or established between two willing coin bearers. other movement before making the attack. The With the telepathic bond, the two coin bearers attack does not interrupt the opponent’s action. can communicate regardless of language. Once If you are disabled as a result of the opponent’s the coins are imbued, the telepathic bond works attack, you may use the counterattack, but over any distance (although not between differ- doing so reduces you to –1 hit points. If your CHAPTER THREE: Skills, Feats, and Spells ent planes), so long as the coin bearers each hit points drop to –1 or lower as a result of your possess one of the coins. The coin bearer needs opponent’s attack, you may not use the coun- only keep his coin on his person (such as in a terattack. In most cases, a counterattack is pocket or in-hand) to use the telepathic bond. made as a standard melee attack with a readied weapon. However, if you have a spell effect Material Component: Two gold coins. active that requires a successful melee touch attack (such as poisoned grasp or shocking Cone of Steam grasp), you may use the touch spell in con- junction with the counterattack. Evocation [Steam] Level: Sor/Wiz 5, Steam 6 Arcane Material Component: A small shard of Components: V, S, M / DF mirror. Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Curse Ward Area: Cone Duration: Instantaneous Abjuration Saving Throw: Reflex half Level: Brd 4, Clr 3, Sor/Wiz 4 Spell Resistance: Yes Components: V, S, M / DF Casting Time: 1 action This spell creates a cone of superheated steam Range: Personal originating from your hands and extending out- Duration: 1 day/level ward. The heated steam burns opponents, deal- Saving Throw: None ing 1d6 points of damage per caster level (max- Spell Resistance: No imum of 15d6). A successful Reflex saving throw from any creatures within the cone area When you cast this spell, you infuse yourself allow them to suffer from only half of the dam- with positive energy and increase your defens- age inflicted. es against curses. Curse ward grants the caster a +6 resistance bonus to all Will saves made to Arcane Material Component: A small vial of resist the effects of a bestow curse spell. water. Arcane Material Component: A piece of glass dipped in holy water.

114 CHAPTER THREE: Skills, Feats, and Spells 115 A drop of No None 1 action 1 action 1 action V, S V, F V, S, M / DF V, 1 hour/level See text 1 round or until discharged You Personal Personal Personal Brd 2, 2 Sor/Wiz Brd 3, Rgr 3, 3 Sor/Wiz Clr 2, 2 Sor/Wiz : A: small iron replica of a firearm. Divination Level: Components: Casting Time: Range: Duration: to attention the and skills intuitive the gain You detail of an gain experienced You investigator. for checks skill Search all on bonus insight +4 a the duration of the spell. Divination Level: Components: Casting Time: Range: Target: Duration: you allows that precognition limited a gain You to aim your attacks more precisely. Your next ranged attack roll made with a firearm (if it is made before the end of the next threat. round) critical a considered auto- is and hits matically You must still make an attack roll to confirm the critical threat. Focus Necromancy Level: Components: Casting Time: Range: Duration: Saving Throw: Spell Resistance: When you cast this spell, you are fueled by the necromantic powers of death and the may harvest. make You a eternal coup de grace attack against a helpless defender (PHB, Combat) as part of the standard action for casting the spell, grace de coup a action round full the than rather usually requires. You must make the coup de grace attack within one full round of this spell. casting Arcane Material Component: blood on jackal’s a silk cloth. Eyes of the Investigator Hand of the Marksman Harvester of Death Yes Will disbelief Will (if caster strikes 1 action 1 action V, S, F V, S, DF V, Instantaneous (see below) Instantaneous One masterwork dagger Personal Personal A masterwork dagger, used to channel Brd 3, 3 Sor/Wiz Clr 1 Illusion [Phantasm] Mind-Affecting] [Fear, Level: By calling forth the knowledge of your faith, you gain a clearer insight into an area of indi- vidual religious study. You gain a +20 insight bonus on one Knowledge (religion) check. Components: Casting Time: Range: Targets: Duration: Saving Throw: You imbue a masterwork dagger with energy that visits horrid visions upon the victims of its strikes. With an crackles eeriethrough the dagger as the spell is cast. purple light, with attack melee successful a make you When energy the weapon, the dagger deals damage normally sav- Will successful a make must target the and ing throw or fall victim to horrible visions. If the target fails his Will saving throw to disbe- lieve the horrible visions, he must then make a successful Fortitude save throw or suffer 3d6 points of damage and fall unconscious for 1d4 saving Fortitude the makes target the If rounds. throw, he suffers only inflicted by the the dagger. If the normal caster does not damage successfully strike the a for effect in remains charge target spell’s the attack, with a melee number of rounds equal to half of the caster’s Intelligence, Wisdom, or Charisma (determined by modifier the class of spellcaster) round- ed down. Focus: the spell effect. Divination Level: Components: Casting Time: Range: Duration: his target) and Fortitude negates Spell Resistance: Dagger of Nightmares Divine Knowledge Hood of Shadows Jack of Trades Illusion [Shadow] Divination Level: Brd 1, Sor/Wiz 1 Level: Brd 1 Components: V, S, M Components: V, S Casting Time: 1 action Casting Time: 1 action Range: Personal Range: Personal Duration: 1 minute/level Target: You Saving Throw: See text Duration: See text Spell Resistance: No Saving Throw: None Spell Resistance: No By conjuring an illusion of shadows, you gain an advantage while attempting to hide in the By casting this spell you gain great insight into darkness. When this spell is cast, you gain a your next attempt to use any skill in which you +10 circumstance bonus on all Hide checks have at least one rank. When cast, jack of while within a dark or heavily shadowed envi- trades grants the caster a +4 insight bonus on ronment. Creatures that interact with you his next skill check. receive a Will saving throw to ignore the effects of the shadow illusions. You do not Legendary Performance apply the bonus to opposed rolls against crea- tures that see through the illusion. Divination Level: Brd 1

CHAPTER THREE: Skills, Feats, and Spells Material Component: A shred of black silk. Components: V, S Casting Time: 1 action Iron Shape Range: Personal Target: You Transmutation Duration: See text Level: Sor/Wiz 5, Technology 5 Components: V, S, M / DF When this spell is cast, you gain a +20 insight Casting Time: 1 action bonus on your next Perform skill check. The Range: Touch spell remains in effect for 1 day per level or Target: Iron or iron object touched, up to 10 until you make a Perform check and discharge cu. ft. + 1 cu. ft. /level it. Only one legendary performance spell may Duration: Instantaneous be used per skill check. Saving Throw: None Spell Resistance: No Lightning Missile

You form an existing piece of iron into any Evocation [Electricity] shape that suits your purpose. For example, Level: Sor/Wiz 1 you can make an iron weapon, a set of iron Components: V, S stairs, or a ball of iron. Iron shape also permits Casting Time: 1 action you to reshape an iron door to make an exit Range: Medium (100 ft. + 10 ft./level) where one did not exist or to seal an iron door Target: One creature or object shut (until factors that would allow someone to Duration: Instantaneous open or bypass the door are used). While it is Saving Throw: None possible to make crude objects, doors, Spell Resistance: Yes weapons, and so forth with the iron shape spell, fine details and exact precision are not possi- A missile of pure electrical energy crackles ble. There is a 30% chance that any shape with forth from your outstretched palm and unerr- moving parts will not work. ingly strikes its target, dealing 1d6+1 points of electrical damage. Arcane Material Component: A piece of soft clay rolled in iron dust, which must be shaped The missile always hits, even if the target is into roughly the desired shape of the iron object engaged in melee or has less than total cover or and then touched to the iron object while the concealment. Specific parts of a creatures’ verbal component is spoken aloud. anatomy cannot be targeted. 116 CHAPTER THREE: Skills, Feats, and Spells 117 Asoaked netting of piece Yes Yes Fortitude negates None 1 action 1 action V, S, DF V, V Until discharged See text Creature touched Close (25 ft. + 5 ft./2 levels) Touch Clr 1, 1 Sor/Wiz Brd 4 One creature them away within 1 round. However, the entan- the However, round. 1 within away them gled creature within the flaming strands takes may and flames the from damage of points 2d4 catch fire. Component: Material in tree sap. [Poison] Transmutation Level: Components: Casting Time: Range: Target: Duration: Saving Throw: Spell Resistance: This spell imbues your hand with a paralytic poison that you can use to injure an opponent. successful melee touch Your attack allows you to deliver the poisoned attack. If touched, the target must make a Fortitude save or suffer 1 point of temporary Strength damage per caster level (maximum 5). Enchantment Level: Components: Casting Time: Range: Area: Duration: Saving Throw: Spell Resistance: When you sing the words of this powerful magical song, you cause a single yet humorous creature with 100 or fewer hit points cumb to to uncontrollable The laughter. suc- laughing creature falls to the ground and is prone for the duration of the against a prone spell. creature gain a +4 bonus while Melee attacks ranged attacks made suffer a –4 penalty. A creature with 40 or fewer rounds, hit one with 41 to 90 hit points points laughs for laughs for 2d4 4d4 rounds, one with laughs for 1d4 rounds, 91 and a creature with 101 to 100 hit hit points or more is not affected. points Poisoned Grasp Power Song: Laughter A marble rolled in iron are very flammable. Any are very flammable. Yes Yes net Reflex negates None 1 action 1 action V, S, M V, S, M V, 1 round/level 1 round/level (D) One medium-size or smaller creature Medium (100 ft. + 10 ft./level) Close (25 ft. + 5 ft./level) Sor/Wiz 3 Sor/Wiz 1 Sor/Wiz creates a layered mass of sticky strands that strands sticky of mass layered a creates Evocation Evocation [Electricity] Level: Spell Resistance: Spell Resistance: Components: Casting Time: Range: Duration: Saving Throw: A crackling globe of electrical energy rolls in whichever direction you point and deals dam- age to opponents it strikes. The sphere moves 30 feet per round and can travel in any direc- tion. If the sphere enters a square occupied by points 3d6 deals and moving stops it creature, a of electricity damage to that creature. The tar- get can make a Reflex saving throw damage. for half A move-equivalent action is required to direct the sphere; otherwise, it remains in place until directed. The sphere fades from directed beyond existence the range of the spell. if Material Component: dust. Conjuration (Creation) Level: Components: Casting Time: Range: Target: Duration: Saving Throw: Net entangles one opponent. To trap an opponent, you must make attack. a An successful entangled ranged penalty creature touch to attack rolls, suffers suffers a –4 penalty a to effective –2 Dexterity, and entangled creature that attempts to cannotcast a spell move. must An make a successful check (DC 15) Concentration or lose the spell. skill An entangled creature may break loose by spending round and 1 succeeding at a Strength check full (DC 20) or Artist an skill Escape check (DC 25). The strands of the source of fire—a torch, burning oil, a flaming sword, etc. —sets the strands alight and burns Lightning Lightning Sphere Net Power Song: Sleep Reprieve Enchantment Evocation Level: Brd 5 Level: Clr 3 Components: V Components: V, S, M/DF Casting Time: 1 action Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Range: Personal Area: One creature Target: You Duration: See text Duration: 1 day/level or until discharged Saving Throw: None Saving Throw: None Spell Resistance: Yes Spell Resistance: No

This powerful song causes creatures with 150 This spell allows you to prepare a cure light or fewer hit points to fall into a deep slumber. wounds spell that will automatically take effect The affected creature falls to the ground uncon- if you are reduced to –1 hit points or lower and scious and is considered helpless. begin to die. During preparation, you A creature with 50 or fewer hit cast reprieve and immediately cast points sleeps for 4d4 minutes, one a single cure light wounds spell with 51 to 100 hit points sleeps for into a small jewel worth no less 2d4 minutes, one with 101 to 150 than 25 gp. Immediately when hit points sleeps for 1d4 minutes, and the spell is triggered, the cure a creature with 151 hit points or higher light wounds spell takes effect CHAPTER THREE: Skills, Feats, and Spells is not affected. and you roll to determine the number of hit points healed. Question of Truth The spell is linked to the small Divination jewel used during the casting Level: Brd 1, Clr 1 process. The caster must have the Components: V, S, DF jewel in her possession for the Casting Time: 1 action reprieve to work. If she does not Range: Close (25 ft. + 5 ft./2 levels) possess the jewel, the spell effect Target: One creature is not discharged until she Duration: See text regains the jewel or it is placed in Saving Throw: Will negates contact with her body. Spell Resistance: No Material Component: A jewel By casting this spell before ask- worth no less than 25 gp. ing a creature a single ques- tion, you have the ability to detect Singular Deception any intentional falsehoods or lies given as a response. First, you Illusion (Glamer) must determine the target of Level: Brd 1, Sor/Wiz 1 your question and cast question Components: V, S, M of truth. Next, you may ask a Casting Time: 1 action single question. The target of your Range: Personal question receives a Will saving Target: You throw to avoid the effects of Duration: 1 round/level (D) the spell. If successful, the Saving Throw: None or target may answer however Will negates he sees fit. If the save is Spell Resistance: No unsuccessful and the target lies, you are aware of the false- The creature or object touched hood. This spell does not vanishes from the sight (even reveal the truth, and it only darkvision) of one target (chosen detects deliberate falsehoods. at the time of casting). Singular deception has the following effects: 118 CHAPTER THREE: Skills, Feats, and Spells 119 steam is ren- A bit of gauze : A small vial of steam form . While she cannot ) remain in effect. While No is subject to wind effects and None 1 action S, M /DF steam form , the subject is immune to all poi- all to immune is subject the , 2 minutes/level (D) mage armor Willing corporeal Willing creature touched Touch Steam Steam 4, 4 Sor/Wiz but she can fly (speed 15, maneuverabili- steam form steam form steam the subject cannot enter or move through any liquid. Arcane Material Component: waved through steam. form ty perfect). She can pass through small holes and narrow openings with all of cast. was spell the when carrying was she sions the posses- The attack conventionally, she attack may conventionally, use her form to burn her opponents. With a successful melee touch attack, the subject may inflict 2d6 points of steam damage to one target. The subject cannot run while she is in son and critical hits. The subject is unable to attack with her weapon of choice or cast spells that require a verbal (V), somatic (S), material, form. steam in is she while component focus or Spells prepared with the Silent Spell and Still Spell metamagic feats may be used while the subject is in dered useless (including any natural armor she may possess), however, any bonus to Armor Class that she receives through the use of her Dexterity, deflection bonuses, or force effects (such as in Transmutation Level: Components: Casting Time: Range: Target: Duration: Saving Throw: Spell Resistance: The subject and all her insubstantial, misty, possessions and translucent. The become sub- ject is transformed into steam and gains dam- age reduction 20/+2. Any material armor that the subject wears while in Arcane Arcane Material Component water and lantern smashed to oilthe ground while the mixed verbal com- togetherponents are spoken aloud. and Steam Form spell. In solid fog A scrap of parchment. Awrapped glass of piece Yes None 1 action 1 action V, S, M/DF V, V, S V, deals 2d6 points of fire damage to damage fire of points 2d6 deals 1 round/level Instantaneous creates a thick mist of steam vapors Medium (100 ft. + 10 ft./level) Personal Fog spreads in a 30-ft. radius, 20 ft. Brd 2, Sor/Wiz 2, Technology 3 Brd 2, 2, Technology Sor/Wiz , Sor/Wiz , 6, Sor/Wiz Steam 7 steam fog steam Spell Resistance: Conjuration (Creation) [Steam] Level: Components: Casting Time: Range: Effect: high Duration: Saving Throw: Steam fog similar to the effects of a • You • and You any gear you carry vanish from the sight. target’s • Items you drop or put down become visible and items picked up disappear. • Light sources may disappear, but itself does not. the light • If you attack become visible. the deceived opponent, you See the PHB for the effects of combat. invisibility in Component: Material in wax paper. Divination Level: gain clearer insight into an individual You area gain of You a study. +10 insight bonus on one Knowledge check. The (arcana, nature, steamcraft, etc.) must be deter- area of knowledge mined prior to casting the spell. Material Component: Components: Casting Time: Range: Duration: addition to slowing down creatures the movement and of obscuring steam, the steam vapors are also hot enough to vision within damage the creatures caught Each withinround, beginning when the the spell is cast, cloud. the creatures within the fog. Steam Fog Source of Knowledge Stored Prayer ture struck by your unarmed melee attack, in addition to normal damage, must make a suc- Evocation cessful Fortitude saving throw (DC 10 + spell- Level: Clr 4 casting ability modifier) or be stunned for 1 Components: V, S, DF round. A stunned character cannot act and loses Casting Time: 1 action any Dexterity bonus to Armor Class, while Range: Personal attackers receive a +2 bonus on attack rolls Target: You against a stunned opponent. Duration: 1 day/level or until discharged. Arcane Material Component: A piece of cloth You may cast a 1st-level spell that will not take from a monk’s robes. effect until you call for it at a later time. You cast stored Summon Firearm prayer and immediately cast the 1st-level spell Conjuration (Summoning) you wish to store Level: Sor/Wiz 4, Technology 4 (such as protection Components: V, S, M / DF from evil). For the Casting Time: 1 action duration of the stored Range: See text prayer spell, you Target: One personal firearm may use a move- weighing up to 10 lb. equivalent action to Duration: Permanent until CHAPTER THREE: Skills, Feats, and Spells activate the stored discharged 1st-level spell. For Saving Throw: None example, during the Spell Resistance: No first round of combat you may use a stan- You call forth one small dard action to cast an firearm directly to offensive spell while your hand. The spell using your move- magically links a equivalent action to firearm to a pearl activate your stored worth no less than protection from evil 500 gp. The firearm spell in the same must be one you pos- round. sess when the spell is cast. Thereafter, you You may only have one may summon the stored prayer prepared at firearm to your hand any given time. You cannot have multiple by speaking a special effects prepared. command word (created by you dur- ing the casting of the spell and preparation of Stunning Hand the pearl). Summoning the firearm destroys the pearl. The firearm is summoned from any dis- Transmutation tance, but not from a different plane. Level: Clr 4, Sor/Wiz 4 Components: V, S, M / DF Material Component: A pearl worth at least Casting Time: 1 action 500 gp. Range: Personal Target: You Summon Golem Duration: 1 round /2 levels Saving Throw: None Conjuration (Summoning) [see text] Spell Resistance: No Level: Sor/Wiz 6, Technology 7 Components: V, S, M/DF When this spell is cast, you temporarily gain Casting Time: 1 full round the ability to stun creatures with your unarmed Range: Close (25 ft. + 5 ft./ 2 levels) attacks. You may use this ability once per Effect: One summoned golem of a particular round, for the duration of the spell. A crea- type 120 CHAPTER THREE: Skills, Feats, and Spells 121 A small bell dipped in Yes can also deafen opponents See text 1 action V, S, M V, Concentration +1 round/level Medium (100 ft. + 10 ft./level) Opaque sheet of electricity up to 20 ft. Sor/Wiz 5 Sor/Wiz thunderball Evocation [Electricity] Level: Components: Casting Time: Range: Effect: long. caster level or a ring of electricity with a radius of up to 5 ft./ two caster levels; form 20 ft. high either Duration: Saving Throw: Spell Resistance: curtain blazing a gestures, and words your With of crackling electrical energy blasts into exis- tence. One side of the wall (selected by you) sparks forth bolts of electricity, points dealing of electrical damage to 2d6 creatures within 10 feet of the wall. creatures This during the initial damage round of the applies wall’s to arrival only and may be avoided with cessful a Reflex saving The throw. suc- wall of elec- tricity deals 2d10 points of electrical damage +1 point of electrical damage per caster level (maximum of +20) to any creature passing The through wall it. deals double damage to water creatures (such as elementals). By pointing your finger and determining bead shimmering a height), and (distance range the streaks forth and detonates in the determined area with a roar of sound, injuring all creatures within the area of effect. A successful Reflex save from a creature within reduces the the damage blast taken to radius half, while crea- tures that fail the Reflex save take full damage. If you attempt to send the bead of compacted sound into a narrow or crowded area, you must make a ranged touch attack to successfully hit your intended mark, otherwise the bead hits an obstacle (such as a wall erupts prematurely. or fellow PC) and The within the blast radius. Creatures of result a (as damage full take that radius blast within the a failed Reflex save) must make a successful Fortitude saving throw (DC 15) or be deafened for 1d4 rounds. Deafened creatures suffer a –4 penalty to initiative checks, and checks, have a 20% chance to miscast and fail all lose any spell with Listena verbal (V) component. Material Component: iron dust. Wall of Lightning , a bard tale of bravery A pearl of the following No No Yes None (see text) None Reflex half, Fortitude negates 1 action 1 action V, S V, V, S, M V, See text 1 round/level (D) Instantaneous You Personal Medium (100 ft. + 10 ft./level) Brd 1 Brd 4, 4 Sor/Wiz 20 ft.-radius spread This spell summons a golem to aid you in com- in you aid to golem a summons spell This bat. If successful,appears where you designate and acts immedi- the ately, on summonedyour next turn. It attacks your oppo- golem with attacks and abilities its of best the to nents the intent to kill unless otherwise instructed by you. If you can communicate with the golem, you can direct it not to attack, to attack partic- ular enemies, or to perform other actions. Material Component: values for each type of golem: 5,000 gp (flesh golem), 6,000 gp (clay golem), 7,000 gp (stone golem), and 10,000 gp (iron golem). Enchantment Level: Components: Casting Time: Range: Target: Duration: Saving Throw: By casting this spell, you infuse yourself with confidence and skill. allows you This to use improved your extra bardic potency. skill To abilities use with Duration: Spell Resistance: Spell Resistance: Saving Throw: casts this spell prior to his attempt to courage through inspire his bardic music class ability (PHB, Classes). If the bard successfully uses his inspire courage ability, his affected allies throws saving all on bonus morale +3 a receive against charm and fear effects and a +2 morale bonus to all attack effects and of this damage augmented rolls. bard the after rounds 10 additional an for effect ability The remain in rounds). 5 normal the than (rather singing stops Evocation [Sonic] Level: Components: Casting Time: Range: Area: Duration: Saving Throw: Spell Resistance: Tale of Bravery Thunderball If you create the wall so that it appears where the intended targets are, each creature takes damage as if passing through the wall. Each creature may avoid the wall by making a suc- cessful Reflex saving throw.

Material Component: A piece of copper thread tied around a small iron bar.

Ward of Life Abjuration Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Personal Duration: 1 minute/level Saving Throw: None Spell Resistance: No

By casting this spell, you infuse yourself with positive energy and increase your defenses

CHAPTER THREE: Skills, Feats, and Spells against death and death effects. Ward of Life grants the caster a +6 resistance bonus to all saving throws made to resist death effects (spells, spell-like abilities, etc.).

Material Component: A page from the canon of a deity of life and healing.

Wounding Touch Transmutation Level: Clr 5 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

When you cast this spell, a sheath of energy crackles around your hand, creating a pair of spectral claws. With a successful unarmed melee attack made with the charged hand, you inflict 1d6 points of bonus damage. This dam- age is considered wounding, causing 1 point of damage per round until a successful Heal check (DC 15) can be made to stop the bleeding or until a healing spell (cure light wounds, healing circle, etc.) can be administered to the wound. The spectral claws of the wounding touch ignore all material armors (including natural armor), but bonuses to Armor Class from Dexterity, deflection bonuses, and force effects (such as mage armor) still apply. 122 CHAPTER FOUR: Steamcraft & Black powder 123 r e & This small machine is d t f w a o grinders, spinners, shakers, shredders, and so forth, all connected to a engine in single the heart small of the steam bench, and all con- trolled by a series of knobs, levers, and dials arrayed along the edge of These the work steam-powered surface. tools do of apprentices relieving alchemy, of work grunt much of the some tedium and allowing as work the much lab more can quickly, simul- professionals to taneously shred roots, pulp grind zombie All bones. alchemical newt operations eyes, and with time less 25% take lab alchemist’s an with no penalties to the skill checks. Arcane Flux Detector: a cylinder six inches long and operate. to wound two be first must it and diameter, inches in As the mainspring winds gears The turn. to device the in gears down, of number it causes a are made of metals uniquely sensitive to gering lin- magical energies, and any distortions in the timing of their unpleasant rotations buzzing from the device. The more registers as an potent the magic, the louder the buzzing. This device can detect any arcane magic ongoing within 1 ft./spell level, though or it lingering cannot provide information as to the magic. type It of grants a +4 circumstance bonus any on attempt to disable magical traps, as it magic of flow the trace rogue the help can around the trapped item or area. r P c musket k m Open Game c

a steambows does not a e

This device is a large work- . l t ghost touch jumping boots that appear as soft

B S CHAPTER CHAPTER FOUR Alchemist’s Lab: Alchemist’s bench with a coal hopper at one end. Numerous end. one at hopper coal a with bench devices are arrayed along the bench, including Content. There is no reason why should not technological be the subject items of magical enhance- Ament. few explicit examples are noted in the descriptions, but they are than descriptive proscriptive; rather the lack glamered of a mention of shoes, or This section presents new steamcraft devices, alchemical items, and weird science inventions for use in a steampunk campaign. The text of this section is designated as mean such things do course, the not DM rules exist—unless, otherwise. Some of worlds have game firm lines between magic and sci- ence; others see nothing wrong with a of flame burst +2 Scholar’ Tools s Enchanting items Equipment Arcane Pulse Disruptor: This is one of the steam engine, or a hand crank in simpler mod- strangest devices found in a steampunk setting. els, then powers the wheels that propel the vel- It is an ungainly contraption, roughly the size lum through the gears. The song encoded on of a large chest, and covered with protrusions, the vellum is played by the machine, producing wires, and odd bits of crystal. Distorted, but a remarkable facsimile of the tune. The somehow still functional, gears writhe and machine cannot emulate a voice (unless it has twist within it, many carved from the largest been enchanted, see below), but it does a good lodestones found in nature. Bits of elemental job of replicating most percussion, brass, or earth are also required for its construction, as stringed instruments, thanks to exotic engineer- are a number of powdered jewels. Sparks fork ing and strange alloys. from carefully placed bits of amber and copper. If a bardic scroll is prepared appropriately, this When activated, the pulse disruptor hums, box can cast the spell; the scroll is, of course, vibrates, and pulses in an almost indescribable consumed in the casting. fashion. No one who can cast arcane spells without preparation is comfortable near it; a The non-automated version requires someone Will save (DC 19) is required to approach with- to continually turn the crank. Out of combat in 15 feet of the device unless required to do so this is trivial, but if the device is used to cast for reasons of safety or survival. Any such bardic spells, doing so is a full round action spellcaster touching the device takes 1d4 points that provokes an attack of opportunity. Loading of subdual damage. is also a full round action that provokes an attack of opportunity, though a scroll can be Anyone attempting to cast an arcane spell with- pre-loaded. If the steam-powered version is

CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder in 15 ft. of the device suffers a 50% arcane used, activating it is a standard action that does spell failure chance, in addition to any other not provoke an attack of opportunity, provided modifiers for circumstance or armor. Even if the device is already in the user’s hands. Two the spellcaster succeeds in casting, he takes 1d2 hands are required to hold the device for points of subdual damage per level of the spell; Medium-size or smaller creatures; larger crea- if he fails to cast the spell, he takes 1d4 points tures may use it one-handed. of damage. A rare few of these devices are enchanted with The device is often used when dealing with a magic mouth spell; this requires the Create hostile mages, or as a means of protecting an Wondrous Item feat, and costs 1,000 gp and 40 area from invasion by spellcasters. The small XP, in addition to the cost of the box. Such radius of the area of effect means that, if this devices can replicate voices and can cast nor- device is used, rooms are often laid out to take mal non-bardic arcane scrolls. advantage of it, by requiring a caster to be within the device’s area of effect to see a poten- The steam-powered device can run for about an tial target. hour on a quarter pound of coal.

The device will not cancel or dispel ongoing Calculating Engine, Large: This massive spells, nor impact magic items, but it does device, 12 feet long, six feet high, and six feet inflict a –4 circumstance penalty on all Scry wide, is filled with an intricate assortment of checks. gears, chains, wheels, and springs. A hopper in the front allows it to be fed instruction cards. The device runs for four hours on a single fuel- The device is capable of performing extremely ing, and it can be refueled without deactivating complex sequences of actions, running highly it. intricate analyses, and so on. It is extremely useful to anyone attempting a task which Bard in a Box: This device is a box about a involves advanced mathematical analysis: foot square and six inches deep, engraved with Such tasks include construction of fortifica- musical symbols and the sigils of various tions, spell research, and alchemical experi- bardic orders, and often the rune or marking of ments. A properly-programmed engine grants a a god or goddess of music. It is designed so that +10 circumstance bonus on the skill check for a specially prepared piece of vellum (parch- any such task. The DC of writing program is ment is too weak) can be fed into it. A small equal to the DC of the task the program is to 124 CHAPTER FOUR: Steamcraft & Black powder 125 A series of wires This This is a thick metal tube, The amount of information Measuring Measuring Rod: about a foot long and two inches in diameter. When a stud is pushed, the rod telescopes out- ward up to 20 feet, until the tip touches a solid surface; then it retracts. The exact distance, to within a quarter inch, is displayed on a set of numbered wheels located on the base rod. of the The precise measurement bonus to grants all a Search slow- too extends rod checks The walls. +2 false or spaces to locate hidden ly to do any damage. If the compressed rod is used as a weapon, it deals 1d4 points of blud- geoning damage and becomes inoperable after the first successful hit. These devices are often possessed by elite car- penters, craftsmen, and artisans. Scribing Box: about the world grows and daily, it can be dif- ficult to write it all down, not to mention stor- ing the long and bulky scrolls. making copies Furthermore, is tedious in the extreme, and such copies are likely to be error scribing prone. box The solves both of these problems. It consists of a large lectern, made primarily of gear intricate with filled insides the with wood, work and mechanisms. Attached to the top of of made pen, quill a of facsimile a is lectern the Asilver. large crank sits on the side, and there are several rollers. Scroll paper is fed into the scroll Another them). of 4 to 1 are (there rollers is laid over the top of the lectern. As the user writes with the silver box, the in quill, works gear the by exactly mimicked the motions are but at one-fourth the size, allowing a scroll to script. precise yet miniscule in written be easily be to copies multiple allow rollers multiple The made. Vibrational Veradicator: that are strapped to various parts of ject’s body the lead to a sub- box filled with extremely sensitive instruments, which in turn connect to quills that draw on a scrolling piece of parch- ment. When the subject speaks, the gear works in the box analyze the vibrational information detected by the wires, and a small engine, similar analytical in design to those used in cal- culating engines, determines the truth A words. of subject’s save (DC 15) is needed Will the oper- in is machine the when successfully lie to ation, provided the does device The humanoid. magical subject or giant, is a humanoid, not work on other types of creatures. This device is the Combining the intri- size of a small, flat chest and is an extraordi- nary creation. Only the most skilled craftsmen are capable of manufacturing the barely peb- ble-size gears that densely pack the unit. Much like larger engines, it can provide with complex tasks, but the assistance smaller unit grants only a +4 circumstance bonus on appropriate skill checks. It is also extremely fragile, with a of The difficulty hardness of 2 and 5 hit points. programming it is the same as that of the large calculating engine. Programs written for small device the can be used on the writ- programs but bonus), large +4 a only grant (and device ten for the large engine cannot small one. be run on a If a calculating engine is used to help research any spell with the the bonus- lawful descriptor, es are +12 and +6, engines, for respectively, the as large such and spells benefit small tend to greatly from analysis. rigorous and precise Clockwork Chess Set: the and engines calculating of mechanisms cate torso and arms of of wits the sharpens and kings a entertains device clockwork soldier, this scholars. It is a mechanism capable of playing a single game—most commonly chess, hence the name, but any game which can be played phys- for need a without position seated a from these of one into programmed be can speed ical cards, (or board the see can device The devices. or whatever) with crystalline manipulate eyes, the and pieces can with delicate hands. metallic It can synthesize a important words, small such number as “Check” of or “Call,” but no more than eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the reduce hardness the skill of the machine by 5, and a sec- ond point renders it incapable of playing until gp 1,000 is device the of cost The repaired. is it plus 150 gp per skill rank. Thus, a device that plays chess at a skill of 15 costs 2,250 gp. help with. The If secretly. DM the programmer failed by 5 or less, should roll he the is aware of the failure check and can try again; if the programmer failed by 6 or more, a subtle error has crept in, and the device imposes a –4 circumstance penalty to the skill check. Calculating Engine, Small: Item Cost Weight Scholar’s Tools Alchemist’s lab 1,000 gp 200 lb. Arcane flux detector 500 gp 5 lb. Arcane pulse disruptor 3,500 gp 60 lb. Bard in a box hand-cranked 450 gp 2 lb. steam-powered 900 gp 3 lb. Calculating engine, large 10,000 gp 1 ton Calculating engine, small 20,000 gp 10 lb. Clockwork chess set varies 100 lb. Measuring rod 100 gp 1 lb. Scribing box 500 gp 75 lb. Vibrational veradictor 150 gp 8 lb. Rogue’s Tools Clockwork spider 500 gp 1/4 lb. Drillspike 50 gp 1 lb. Far-reaching gauntlet 800 gp 2 lb. Springsaw 200 gp 1/2 lb. Steamstilts 150 gp 5 lb. Cleric’s Tools Holy water sprinkler 600 gp 8 lb. Prayer watch 800 gp 1/4 lb. CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder

day. When placed against a wall and activated, Rogue’ s Tools the spike burrows through any material with a hardness of less than 8, burying itself in the Clockwork Spider: One of the most intricate wall nearly silently (–4 penalty to all Listen clockwork creatures, the clockwork spider is checks). Removing a drillspike requires impressive enough merely as a work of artistry. unscrewing it, which takes two full rounds to A fist-size spider of gold, silver, and bronze, it accomplish. For this reason, drillspikes are has small rubies for eyes and chips of diamond often left behind by fleeing rogues. on each foot. A small hatch in the mouth allows it to seem to eat a silk ribbon, upon which is A drillspike can be used, in an emergency, as an encoded a sequence of instruction. The spider exotic piercing weapon, dealing 1d4 points of can walk up any surface, or cling to ceilings, at damage with a threat range of 18–20/x3 if a speed of 10 ft./round. It can also drill into any wound and 20/x2 if unwound. A wound drill- surface with a hardness of less than 10, and spike unwinds after the first hit, whether a crit- hold there, dropping a thin but strong silk ical was scored or not. thread from its abdomen. This thread can sup- port up to 150 lbs. The spider cannot see or Far-Reaching Gauntlet: Similar in appear- sense its surroundings in any way; it moves ance to a heavy plate mail gauntlet, but reach- precisely as far in any direction as its program ing farther up the wrist, this device requires tells it to. some training to use optimally. Pushing a release on the gauntlet’s back causes it to Drillspikes: Climbing a sheer wall often extend; the fingers can then be manipulated via requires spikes, but pounding heavy spikes into delicate controls on the inside of the glove. The solid rock is a noisy business, and stealth is gauntlet can reach out to 10 feet, with limited often required. The drillspike is designed to flexibility; it can cover an area about five feet resolve this dilemma. The tip of the spike is a across without the wielder needing to move his drill bit, and the central shaft of the spike con- arm more than slightly. By careful use of the tains a powerful spring. The spike can be controls, the wielder can do anything with this wound tightly (a process that takes two min- glove he could do with his hand, other than use utes per spike) and kept wound for up to a a weapon. All manipulation but the crudest 126 CHAPTER FOUR: Steamcraft & Black powder 127 At first glance, these appear to be The springsaw can be used emergencies. as It a is weapon considered in a weapon that deals 1d4 points of tiny, slashing dam- exotic, age. Steamstilts: thick metal boots, akin to jumping boots (see their below). function However, is quite differ- ent. When the wearer manipulates a button in telescope to begin boots the of soles the toe, the The boots can downward, elevating the wearer. extend up to five feet. Extending or retracting the boots is a standard action; doing so in com- attack- with opportunity, of attack an incurs bat ers gaining a +2 because the user of the boots must remain very bonus on the still or risk falling over. attack roll with the boots If is the difficult. wear- Walking er moves at more than one-quarter speed, must he make a Dex check DCs: with the following Speed1/23/4 Check FullRun 12 15 18 21 1 cp 1 lb. This ingenious device consists of a of consists device ingenious This battery 1 sp — (pulling a large switch) suffers lever, a –4 hitting circumstance penalty. the If an user has obvious the Exotic (far-reaching gauntlet), this penalty is negated. Weapon Proficiency Spellcasters may make touch attacks with the gauntlet. However, the gauntlet also imposes a 5% arcane spell failure chance. The gauntlet has a hardness points. Each point of damage it takes increases of 8 and 5 the hit manipulation penalty by 1. For example, a gauntlet that was used to open a trapped chest a 3 points of damage would suffer and suffered –7 penalty (–3 Proficiency if feat). Weapon the user had the Exotic Springsaw: strong very but thin, a and mainspring powerful the wound, fully is device the When blade. saw spring causes the saw to cut rapidly. If back the blade and is inserted forth into the crack between a door and of points 1d8 deals it bolt, locking the on down its frame, and brought damage to the Abolt each minute. fully wound spring allows five minutes of operation, and it There takes is an a hour 5% to wind the spring. chance, non-cumulative, per round device jams or breaks. that the General Equipment Automatic collapsibleladder, Clockwork animalsCoal 300 gp 750 gp 15 lb. 1 lb. Miner’s Miner’s gloveElectric lanternDiving suitRocket pack Steam portalBuckler gloveGauntlet of the iron ogre knifeGnome guardian’s Sparking swordSpringblades 700 gpSteambow 50 gp Accessories Firearm ApostleBandoleer 800 gp 500 gpBullets (20) 5,000 gp 250 gpCartridge box 600 gp 25 lb. 300 gpPercussion cap 3 lb. Powder hornRamrod, iron 2,315 gpRamrod, wooden 30 lb. 40 lb. 20 lb. Swine feather 150 gp 1 lb. 1 ton 8 lb. 500 gp 6 lb. 2 sp 5 sp 1 gp 8 sp 3 lb. 1 sp 30 lb. 1 gp 5 cp 1 sp 2 sp — 1 lb. 2 lb. 1 lb. — 1/2 lb. 1 lb. 3 lbs. 2 lb. When collapsed, the device resembles two Cleric’ s Tools thick cylinders wrapped in a sort of chain-link webbing, along with a small steam engine that Holy Water Sprinkler: While the term origi- normally travels detached from the ladder. nally referred euphemistically to a heavy mace When activated, the two cylinders form the that resembled a priest’s tool, this device comes upper and lower ends of the ladder, while the to its common name more legitimately. Similar steel webbing forms the left and right edges in form to a large firearm, it is usually made of and the steps. The steam engine is hooked up to the finest materials and often incorporates met- one of the cylinders and the whole thing turns, als or stones that are of special religious signif- allowing anyone to simply clamber on and be icance to the faith to which it is dedicated. The carried to the top or bottom, depending on the whole is then embossed with religious symbols direction of travel. and runes. The ladder can be set up to be anywhere from A holy water sprinkler can be filled with up to 10 feet to 100 feet long and can support 500 lb. 20 ounces of holy or unholy water. It can then on each step, to a total of 1,000 lb. on the lad- be used as an exotic ranged weapon, with the der at once. The ladder’s speed of ascent or damage being a dose of holy water. A success- descent is 10 ft. per round. ful ranged touch attack exposes the target to whatever damage holy water might do to it. This device is most often used in larger expedi- The device is typically used against the undead tions, where many of the members lack climb- and outsiders. ing skills. Prayer Watch: Clerics need to obey rituals, CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder Clockwork Animals: While truly complex not solely as articles of faith, but also as a key clockwork creatures merit being called con- to their power. Many gods will only heed calls structs and defined as creatures, these simpler for divine spells if they are done at specific rit- devices are more akin to tools, as their func- ual times, and being an hour late or an hour tions are limited to a small number of pro- early can mean coming up empty. Worst of all, grammed actions. All clockwork animals are a cleric is most likely to face this problem when Tiny creatures and are made of the finest met- his need for the earthly manifestations of his als and materials: mithral gears and ruby eyes god’s power is greatest—when deep under- are not uncommon. The animals can be given ground, exploring dark mysteries. up to 10 commands to execute, which they will do in sequence. The commands are extremely The prayer watch is designed to resolve this basic. For example, a typical programmed problem. While very expensive, it runs for a sequence might be: move 10 ft. forward, turn long time on a single winding and is astonish- 45 degrees, flap wings, squawk, and return to ingly accurate, so much so that there is but a starting point. 1% chance of it failing to alert the owner when it is time to pray. The watch must be wound but The clockwork animals cannot attack or sense once a week, and it will begin to vibrate when their surroundings; they are simple automatons it is a day from winding down, so the owner without any kind of intellect or awareness. will be alerted in time to attend to it. However, they are useful as toys, gifts for nobility, or, in special circumstances, as dis- General Items tractions. Automatic Ladder, Collapsible: The mines of Typical clockwork animal designs include cats, the dwarves and the underhill cities of the frogs, and hawks (though the hawks cannot gnomes make extensive use of permanent auto- fly). matic ladders, allowing a citizen to simply hold on while the ladder carries him upwards hun- Coal: Most steam-powered items use coal as dreds of feet under its own power. Faced with their primary source of energy. Coal is usually expeditions into realms where such conve- cheap and plentiful; any society that has devel- niences were not available, the engineers and oped steam technology has probably developed artificers of these two underground races the infrastructure needed to mine and transport devised the collapsible automatic ladder. coal economically. Dwarves will happily dis- 128 CHAPTER FOUR: Steamcraft & Black powder 129 potions of stance bonus on Swim checks. attached, a control valve tipped with a simple igni- simple a with tipped et pack is securely er’s er’s chest. Once the rock- granting a +2 circum- tion switch is strapped to An ingenious item of human of item ingenious An prove inadequate, such as that buckles across the wear- the across buckles that reinforced leather harness the user’s back with a thick, The pack itself is strapped on gauges, valves, and controls. cylinder accented with various time. The rocket pack is a large iron high-speed flight for short periods of Rocket Pack: Pack: Rocket ful engine designed to grant the wearer design, the rocket pack is a small yet power- the wearer’s right arm for ease of use ignition during and deactivation. In addition rocket pack to itself, the the wearer must also use a special helmet designed with a navigational fin hands-free and maneuvering easier for allow to flight. Once activated, the rocket pack controlled unleashes high-pressure a explosion from iron cylinder, propelling the the wearer upward at high speed. To control himself during flight, the wearer must use body positioning and the trajecto- his modify to helmet his on fin control ry while using the control valve attached to his hand to increase or decrease the thrust of the rocket pack. There is a chance 5%, for non-cumulative the rocket pack to ignition, misfire stalling during the ignition system for rounds 1d4 unless a the clear to made is 15) (DC check skill Device successful Use Steamcraft flooded ignition valves. In flight, the wearer has a top 150 ft. If the wearer reduces his speed to speed of the mask via wear- a when hour 1 to up for underwater breathe leather tube. The diver can ing this suit, which also It leather acts is armor. most commonly used in sit- as masterwork uations where the more common water breathing when entering an area where magic does not function. It is cheaper also, in the however, long run considerably than find may salvagers and Explorers potions. such stocking up on The magic. to alternative profitable a suits such suit includes flippers and webbed gloves, Similar in appear- This lamp resembles a This footwear resembles This device resembles a suit of pose pose of hundreds of tons of the stuff look for gold or as mithral, for example. they Dwarven Miner’s Glove: ending but ogre, iron the of gauntlet the to ance in a socketed stump device rather is than commonly a used by fist, technologically advanced this dwarves. including a pick, Mining a strapped shovel, to the upper arm and of the implements,glove, a where drill, they can are be easily reached by the non-gloved hand and set into an appropriate and socket. activated, then is glove the in engine steam The com- a by moved is tool the bination of the wielder’s own strength and the power device. This of doubles the speed of the any mining operation. are attachments pick and drill The also quite useful as weapons, if the Exotic Weapon (miner’s Proficiency glove) Dwarven miners who feat travel deep into is tunnels taken. infested drow, or with other such orcs, races often gloves use as the weapons, allowing them both to productive be miners and lethal warriors with the same tool. Electric Lantern: standard miner’s lantern, but it is pow- features and battery simple a by ered a chemical brightly when elementexposed to electricity. that This allows the lantern to glowsbe used in places where natural gas makes torches dangerous, as well as providing excess light with heat. very A little lantern Batteries one cost hour. 1 sp/each. single battery powers the Jumping Boots: heavy steel combat boots, albeit with unusual- and pistons and so) or inches (two soles thick ly springs clearly visible. When mechanism amplifies the user’s activated, jumps, adding the tremendous power to leaps. The user gains +10 a circumstance bonus on Jump checks and jumping distance is not restricted by height. Diving Suit: extremely well-made leather armor with spe- cial layers of soft leather padding at the joints, a brass helmet fronted with clear glass, and can- a The back. the on canister brass ovoid large to fed oxygen, compressed highly contains ister rect button sequence via examination of the control box is extremely difficult (Disable Device check DC 30). Weapons and Armor Buckler Glove: Shields, even small ones, are bulky. They interfere with movement in cramped places and can make picking a pocket difficult. They provide little protection from gunfire, but are nevertheless useful in a close fight with rapier, knife, or fist. The buckler glove is a well-made, thick but finely articulat- ed metal gauntlet. The back of the gauntlet fea- tures a large brass disk. When buttons along the wrist of the gauntlet are pressed, the disk unfolds like a fan, producing a thin but strong buckler shield. This functions as a normal buckler shield in every way, except that it can- not be the subject of a disarm maneuver. Extending or retracting the shield is a standard action. This is often a boon to spellcasters, who can summon the shield when in melee and then

CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder dismiss it to cast spells.

Gauntlet of the Iron Ogre: “Gauntlet” is somewhat of a misnomer, as this device fits 30 ft. or less for two or more rounds, he must over the user’s entire arm and is many times land or increase his speed to prevent the loss of larger than any plate armor. It attaches to the momentum necessary to maintain his flight. In rest of the body by a series of leather straps and routine operation, the wearer of the rocket pack flexible, telescoping metal rods. A small pipe to is typically not required to make Drive checks relieve steam pressure is located on the shoul- with every action. However, the DM may see der. The device is often covered with engraved fit to institute a brief learning period for the runes and symbols, although no magic is used wearer. Maneuvers in combat also require in its construction. Drive checks. A character must have the Pilot feat to operate a rocket pack without penalty. When worn, it is extremely heavy and bulky. The hand it covers is useless for fine work: It The rocket pack has a hardness of 10 and 30 hit imposes a –4 circumstance penalty to all Pick points. If the rocket pack suffers enough dam- Pocket, Disable Device, and Escape Artist age to drop its hit points to 0 it explodes, deal- checks. However, it provides a significant ing 10d6 points of damage to the wearer. boon. The gauntlet is filled with pistons, com- pressors, gears, and other such mechanisms Steam Portal: This is not a portable device. It and grants a +4 circumstance bonus to Strength is, however, often added to castles, churches, for all purposes except encumbrance and mages guilds, and other places in need of extra Strength-based skill checks such as Jump and security. It consists of a large metal door or Swim. In combat, it only grants bonuses to portcullis, far too heavy to lift by hand, which attack and damage rolls for a weapon held in can be raised or lowered by means of a steam- that hand (including any two-handed weapons). powered engine. To activate the engine, a In addition, the added mass and leverage allow sequence of buttons must be pushed in the cor- the user to wield weapons one size category rect order: If they are pushed incorrectly, an larger than normal. For example, a Medium- alarm, either mechanical or magical, will size user could wield a Large weapon with the sound. Because of the weight of the door gauntleted hand. (Strength check DC 30), it cannot be opened except via the engine. Calculating the cor- The device can run for 20 minutes on a single 130 CHAPTER FOUR: Steamcraft & Black powder 131 effects, nor effects, is the blade sub- A favorite of young nobles who The repeating crossbow represents dispel magic works works in anti-magic areas and does not suffer from ject to magical detection. The battery holds 20 rounds worth of charges. Recharging it requires 25 gp worth of chemicals. exotic The sparking sword is a masterwork weapon and may The be listed enchanted. cost includes the cost of a masterwork longsword. Springblades: do not wish to attend balls and to wish not do likewise who but unarmed, tions similar func- attract attention weapon, these by devices appear as large bracers wearing that fit over the They forearms. are often deco- an ungainly rated with intricate embossing attractive but and inexpensive jewels. set with When one of those jewels is pressed, however, the springblades show their true nature. Short daggers shoot forward from within bands, the reaching a foot or so arm- beyond the wield- er’s wrists. An Exotic Weapon Proficiency is Since needed to use these knives appropriately. the blades are small weapons, it is case that habitual often wielders of the the springblades learn two-weapon fighting techniques, to use both of them to full advantage. The devices have a hardness of 6 and points; five points 10 of damage done hit will render blades the so ineffective, mechanism spring the cannot be extended or retracted. Awielding character springblades cannot although the be blades are disarmed, susceptible to magic and technology sunder were societies In attacks. are regularly mixed, enchanted are common. springblades The cost and weight listed in the equipment table are for a single blade. Steambow: muscle-powered purely of pinnacle the perhaps bow engineering. The steambow, though not portable, represents the next step. Similar form to a very heavy repeating crossbow made in tur- fixed a on mounted and wood, not metal, of ret on city or castle walls, the steambow uses a steam engine to propel arrows at terrifying and The arrows are loaded onto a deadly velocities. The bow. the through loops which strip, leather as refilled be can it and arrows, 50 holds strip the bow fires, provided there is someone dedicated to doing nothing but this task. It is said that the This sword is a good exam- An injector is a syringe with a large- gnomes make up in ingenuity for may lack in brute might. This device, issued to what they all gnome military officers, is a testament that fact. It is, at first appraisal, merely a thick- to handled long dagger with an oddly grip, but knobbed each knob can be depressed, slid, or released to unlock device. another A function gnome guardian’s of knife contains wide the a range of tools, including small a hollow compass, that a can hold two fine wadded bandage, items, a magnifying a lens useful for starting fires (among other things), small scis- sors, a screwdriver, and a pointed these spike. All devices are masterwork weapon, the quality. knife As functions as a a masterwork dagger. Injector: gauge hypodermic needle, constructed iron and brass with a glass reservoir for poison from or a magical injection (see the Brew Injection feat, page 102). Many injectors are decorated with intricate and ornate damage of point one designs least at inflict you If sigils. or magical to your target, you as may, a free action, inject injector. the of contents the with opponent your Sparking Sword: ple of technical ingenuity matching magic in effectiveness and efficiency. It appears standard as though a well-made longsword, only an unusually long hilt indicating with anything out of the ordinary. In combat, though, a stud bat- alchemical an causes that depressed be can tery in the hilt to produce powerful charges of electricity, sending lightning crackling up and down the Anyone blade. struck by the charged electric- of points 1d6 additional an takes blade ity damage. This effect is not magical and thus load of When coal. deactivated, it is just a very but bonuses no grants that armor of piece heavy is very unpleasant to It wear. takes a minute to remove the device, and five minutes to strap it on. not does weight its active, is gauntlet the While count for purposes of encumbrance, though it does count for purposes of penalties to Swim checks. Whether activated or deactivated, the solid bulky, metal of the device grants bonus a to +1 Armor armor Class that other armor bonus. stacks with one Gnome Guardian’s Knife: If there is not, a strip can be removed and a new Grenade Types one fed in as a full round action. The bow fires two arrows every round and cannot fire at more Explosive Grenade: The most common than one target in a single round. The attacker grenade, this weapon consists of gunpowder must have the Exotic Weapon Proficiency and a triggering mechanism set inside a fragile (steambow) feat to use the weapon effectively, case. Early grenades were made of hard clay or but it makes its two shots per round at the soft metals like lead; as gunpowder techniques attacker’s highest base attack bonus. improved, hard metals became useful as outer shells. They come in small, medium, and large Grenades varieties. The weapons chart (see below) shows costs, weight, and damage. The traditional hurled flask of oil seems quaint in an age of walking clocks and steam-powered No proficiency is needed to use grenades. brains. The best minds of every race have turned their attention to new and improved Clay-shell grenades are difficult to transport means of mayhem at a distance, and the safely. Any time a character carrying one is grenade has come into its own. struck, the grenade must make a Reflex save (DC 12) to avoid damage. Roll 1d6 on the fol- A grenade is an explosive contained in a hard lowing table: shell. They are designed so that the explosive is reasonably safe or inert until deliberately trig- 1–3 Powder spills: grenade is useless but no gered, but the definition of “reasonable” is harm is otherwise done. highly subjective. Some grenades are safer than 4–5 Trigger damaged: grenade will suffer a

CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder others. timing error when it is used. 6 Grenade is triggered: all in area take dam- When a grenade is used, it is set to go off age as if the grenade has been thrown. roughly at the time of impact, or a bare handful of seconds after. Most grenades have a simple Tangler Grenade: A small amount of explo- clockwork timer that counts down roughly five sive sits in the center of a sphere of the same seconds from the point at which the trigger is chemicals used in tanglefoot bags. When trig- released. For game purposes, it’s assumed that gered, all within the area of effect are entan- a grenade explodes in the same round in which gled. it is thrown, and there’s nothing that can be done to stop it unless something goes wrong. Smoke Grenade: This grenade produces a thick, roiling cloud of smoke over a 20-ft. There is a base 5% chance of the timing mech- radius, which can block vision to cover an anism being faulty. If it is, roll 1d4. On a roll of escape or ward off an attack. A creature in the 1, the grenade goes off instantly, in the hands of smoke has total concealment. Creatures farther the user. On a roll of 2–4, the grenade detonates away have 90% concealment. 1d4 rounds later than it is supposed to. A moderate wind (11+ mph) disperses the An unexploded grenade can be grabbed and smoke in 4 rounds; a strong wind (21+ mph) hurled back at the thrower, but this is risky. If disperses the smoke in 1 round. Otherwise, the the grenade is due to go off in that round, it smoke persists for 1d4+6 rounds. does so when someone has picked it up and before it is thrown. Fire Grenade: Filled with alchemist’s fire in addition to a small amount of gunpowder, this Grabbing a grenade from the ground and hurl- grenade is hellish to use against close-packed ing it is a standard action. The character must enemies, as it covers them with burning death have one hand free. and sets any flammable possessions or sur- roundings on fire. Such grenades are, unfortu- Masterwork Grenades: Masterwork grenades nately, only made in clay-shell form and suffer cost three times what normal grenades do and the same risks as noted above for explosive have only a 1% chance for a timer failure. They grenades, except that a powder spill causes the also grant +1 bonus on attack rolls due to owner’s clothes to ignite for 1d4 points of fire superior balance. damage per round until the fire has been put 132 out. CHAPTER FOUR: Steamcraft & Black powder 133 • Odd Power: Steamcraft armor doesn’t burn normal coal, but something else—diamonds, which are a form of coal, are a possibility. A thousand gold pieces worth of diamonds might provide one hour, one day, or one minute power. of spe- made be must armor Steamcraft Custom: • cially for each wearer. Steamcraft armor cap- tured from an enemy enemy was is your twin or clone. Each useless suit must unless that be custom-made, which requires measuring and months fitting, so of the recipient of suit the cannot leave town for more than a day or two without a total work stoppage. the on prerequisite The Requirements: Ability • Armor Proficiency (steamcraft armor) feat can be changed to include high minimum strength (19 or more), a BAB appropriate limit designed to keep of any peasant 10+, or any from climbing into a suit and other taking on trained warriors. and There are many styles of steamcraft armor, many options. Thisprocess of section designing describes a restrict players to pre-selected options or allow suit. the The DM the players to choose their own. may resembles forms lighter its in armor Steamcraft extremely heavy field plate, albeit fitted with a backpack-sized steam engine that puffs smoke over the wearer’s shoulders. Heavier steam- craft armor is much closer to a vehicle than a suit of personal bulkier, becoming armor. Building Steamcraft Armor Damage Damage Range Blast This is a euphemistic term for a WeaponSmall explosiveMedium explosive Large explosive 150Smoke 200Tangler 1d6 2d6 Cost 250Small fire grenade Direct HitMedium fire grenade 3d6 Splash Large fire grenade 200 250 1d2 Increment 1d4Orcish ale 2d6 3d6 Radius 300 70 Weight 1d6* 75See text. 10 ft. 10 ft. 4d6 N/A 1d6 * 2d6 10 ft. 5 5 ft. 10 ft. 2d8 N/A 10 ft. 10 ft. 1 lb. 15 ft. 1d4 1/2 lb. 10 ft. 10 ft. 10 ft. 2 lb. 5 ft. 10 ft. 10 ft. 1 1.5 lb. 15 ft. * 1 lb. 1 lb. 3 lb. 5 ft. 1 lb 5 ft. 1 lb. The dwarven miner’s glove, the jumping boots, jumping the glove, miner’s dwarven The and the gauntlet of the iron ogre all hint at the next step in combat steamcraft—a true suit of steamcraft Steamcraft armor armor. is perhaps the most powerful non-magical item wear- in its to power extraordinary grants It exis- tence. and there are some campaign balance issues er, that must be addressed if introduced. this technology is As written, steamcraft armor has no inherent limits, other than cost and the need for Armor Proficiency (steamcraft armor). Some possible limits include: • Ancient: Steamcraft armor isn’t the result of recent advances in technology, but represents the pinnacle of a long-vanished civilization. It cannot be repaired or maintained, and once a suit has been damaged beyond it utility, is just a bulky decoration main for hall. someone’s Orcish Orcish Ale: very primitive type of grenade, consisting of a empty an (usually bottle explosive–filled liquid ale bottle), with a lit rag grenade as breaks the on trigger. impact, The and the touches explosive the burning rag and ignites. There are no timing issues with this primitive device— just light and throw. Igniting the rag is a stan- the and fragile are bottles the Since action. dard explosive cheap, the chances of with these devices is high. If someone carrying an accident one is struck in combat, that person must make a Reflex save (DC 12 + 1 for each device car- ried) to avoid all of them detonating at once. Grenades Steamcraft Armor Steamcraft Armor Armor Armor Max Dex Check Speed Bonus Cost Bonus Penalty Penalty Weight* +10 2,000 gp +1 –7 20 100 lb. +11 3,000 gp +0 –8 –10 115 lb. +12 6,000 gp +0 –9 –15 130 lb. +13 11,000 gp +0 –10 –15 160 lb. +14 18,000 gp +0 –12 –20 190 lb. +15 27,000 gp +0 –15 –20 210 lb.

* Inert (unpowered) weight.

Steamcraft armor is loud. Anyone in the vicin- options at the listed price. The cost of options ity gains a +4 bonus to all Listen checks to in addition to these three is doubled; the cost of detect the wearer, and the wearer suffers a –2 each option selected after the first five is penalty on all Listen checks. quadrupled. Options are always calculated from least expensive to most expensive. For CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder The main function of steamcraft armor is, of example, if you have five options costing course, to protect the wearer. The basic cost for 1,000, 3,000, 2,000, 4,000, and 500 gp, the a suit is determined by its armor bonus to AC. costs are as follows:

The cost for the various models of armor are Base Cost Actual Cost based on the costs of enchanting armor. 500 500 Steamcraft armor is bulkier than the equivalent 1,000 1,000 magic plate mail would be, but also not subject 2,000 2,000 to any sort of disenchantment or anti-magic. In 3,500 7,000 addition, it can be further enchanted, so that a 4,000 8,000 suit of steamcraft armor can, at some expense, become a suit of steamcraft armor +5, granti- Options ng a total armor bonus of +20, in addition to the other abilities of the suit. Servomotor Articulation: The suit has advanced gearworks, complex counterweights, Note that steamcraft armor is designed to and ingenious clockwork devices that serve to defeat firearms. Steamcraft armor always pro- make it far more flexible and responsive. The vides its armor bonus to the wearer’s AC. armor check penalty to Dex-based skills is reduced by 2, but to no less than –4, each time When activated, the mechanical components this modifier is taken. Cost: 500 gp. that give steamcraft armor its name come into play. So long as the engine is pumping, the Heavy Shielding: One part of the suit is excep- suit’s weight is halved for purposes of encum- tionally heavily armored. Each round, the brance, though not for any other purposes. A wearer gains a +1 deflection bonus to Armor suit of steamcraft armor can normally run for Class against a single opponent. Cost: 500 gp. one hour on a pound of coal and has a four- pound hopper built in. It takes one minute for a Snap Shield: An ultra-strong form of the buck- suit of steamcraft armor to go to a fully func- ler glove, this is an attachment to one arm of tional state from a cold start. the suit that resembles a bulky rectangular block of iron. When triggered, it expands to Once the base armor has been chosen, a wide form a large, flat, shield of thick metal, acting variety of options are available. By default, a exactly as a large iron shield would, except that single suit may have three additional it can be loosened as a free action and it cannot 134 be taken from the wielder. Cost: 1,000 gp. CHAPTER FOUR: Steamcraft & Black powder 135 assigned to ships made research into steam-armor wearers ble, but the fears of Aquatic Gear: armor is nearly impossi- nearly is armor Swimming in bulky : Both the hand cannon small amount of stored section. described in the firearms The result is that the oxygen for 10 rounds. weight of the suit is alchemical gunpowders side world, running on a brief time from the out- may take advantage of the mesh webbing. The steam engine can be sealed for a and the shoulder cannon Note equipped with fine metal A much smaller and lighter this option mandatory. It can and gloves of the suit are negated for purposes of Swim of purposes for negated the user’s command. The feet be installed only in the lightest the in only installed be pressors built into the suit at the weapons table. which can be inflated by com- number of rubber air bladders, armor bonus. It consists of a of suits, those with a +10 or +11 weapon’s weapon’s statistics are noted on standard attack action. The checks, though any other weight selected. The gun can be fired as a : 1,000 gp. still applies. If the suit is submerged for option cannot be taken if this option is matically matically reloads itself. See the weapon table for the cannon’s statistics. A shoulder cannon can be fired as a full attack action only. Hand Cannon: device, the hand cannon replaces one suit’s of the gauntleted hands black with powder a firearm. The self-loading parting gauntlets longer than the engine can run on stored oxy- gen, the engine sputters and dies, and the suit begins to sink as weight effective of the suit, for the purposes the of bladders deflate. The swim penalties, grows at 10 lb. until the true weight of the suit is reached. per round Cost The A steam- This This feature fills the suit Steamcraft Steamcraft armor can The gauntlets The : 1,000 gp. : 250 gp. : 9,000 gp. Cost Cost Cost Shoulder Cannon: be built to hold external weapons. powerful The of these most is the shoulder cannon; it is to added be only can it that fact, in powerful, so the heaviest suits, steam- the into ties those weapon massive The bonus. with a +15 craft armor armor’s generator, which feeds ammuni- tion into the device as Ait is fired. trigger con- auto- which gun, the fires gauntlet the in cealed craft armor suit begin is tough with; to tougher, by this adding in layers of makesadamantine bracing and supports, it and internal padding. The result is the to 5/— DR grants armor the that wearer. Reinforced Reinforced Structure: of the suit are divided down the down divided are suit the of middle and hinged, ready snap to back at notice (a free action, in com- a moment’s bat). This frees up the hands for fine work, such as picking a remove to needing without lock, It the also gloves allows entirely. for rings to be easily put removed. on or Strength Strength Boosting: with pistons, gears, and pumps that greatly serve amplify the to wearer’s strength, making him capable of prodigious feats of might while wearing the suit. Strength Bonus+2+4 Cost +6This 5,000 bonus stacks with bonuses, 18,000 other as the suit amplifies 42,000 simply whatever strength possesses. currently wearer the Gantlets: Parting Lenses of the Night Owl: helm of the steamcraft armor is fitted with a visor been has that glass ruby-tinted made of alchemically processed allow to through it to gain darkvision anyoneout to 60 feet. looking Climbing Claws: The bulk of steamcraft If the suit is ever exposed to significant armor can make climbing difficult. Special amounts of water (a glass of water is not springs and balancing counterweights are enough, but immersion in a creek or a sudden added to the suit to make climbing easier, and storm is) while this feature is in use, it shorts the arms and feet of the suit are equipped with out and is rendered useless until repaired. The small claws that can sink into soft stone. This wearer also takes 2d8 points of electricity dam- modification negates all penalties to Climb age (no saving throw). Cost: 2,000 gp. checks due to the suit’s bulk and grants a +1 circumstance bonus to such checks. Cost: 500 Air Filters: The suit’s helm is equipped with a gp. series of specially treated pieces of cloth, which serve to drain out poisons and other nox- Fighting Claws: While those who wield ious fumes before they reach the wearer’s steamcraft armor usually possess weapons of lungs. This grants the wearer a +4 circumstance equal power, they are sometimes disarmed, bonus on all saving throws against inhaled tox- taken by surprise, or simply of an inclination to ins, such as the cloudkill spell. Cost: 1,000 gp. engage in hand-to-hand combat. Fighting claws are massive blades fixed to the gauntlets of the Elemental Resistance: A suit can be built to be suit, which can be used as weapons in combat especially resistant to particular forms of ener- with Exotic Weapon Proficiency (fighting gy. Insulation and fireproof fibers can make the claws). Statistics for several types of blades, wearer less susceptible to flame; special enam- and the costs, are noted in the weapons table. A els and paints can cause acids to roll harmless- single Exotic Weapon Proficiency feat grants ly away, and so on. This modification grants 5 skill in all variants of steamcraft armor fighting points of elemental resistance against a single

CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder claws. The fighting claws of a suit of steam- type of energy damage (acid, fire, cold, elec- craft armor can be enchanted independently of tricity, sonic, etc). A suit may only have one the suit itself. such modification, but the resistance can be enhanced for a price. Cost: 2,000 gp for ele- Speed Enhancers: A suit of steamcraft armor mental resistance 5; 6,000 gp for elemental can be described as inspiring, awesome, or resistance 10. mighty, but rarely as fast. This modification changes that. Subordinate engines at the joints, Noise Bafflers: Wearing a suit of steamcraft careful weight distribution, and stride-enhanc- armor is noisy, as noted above. This modifica- ing springs do much to negate the bulk of the tion makes the engine more efficient and less armor. This enhancement is especially delicate, noisy, pads the joints, and otherwise works to however: If the suit takes more than 10 hit reduce the overall audio signature of the armor. points of damage, the enhancements fail and The net result is that those nearby gain only a the base movement of the wearer drops to 5 +2 bonus to their Listen checks to detect the feet, as the now nonfunctional equipment hin- wearer. Cost: 750 gp. ders, rather than aids, movement. The final speed can never be higher than the encum- Sound Gatherers: The racket of the suit brance-adjusted base speed of the wearer. Cost: makes hearing difficult, as well. This modifica- 1,000 gp to increase base speed by 5 ft.; 4,000 tion, however, is designed to both filter the gp to increase it by 10 ft. noise of the suit from the user (though not from anyone else) and to enhance the wearer’s hear- Electrical Field: Suits of steamcraft armor that ing, via large external funnels that are shaped have this modification can be easily spotted by to catch and amplify noise. The result is a +2 the odd ceramic nodes located at key points and circumstance bonus on Listen checks, rather the tracing of copper wire woven into the sur- than the penalty noted above. Cost: 1,000 gp. face of the suit. When activated, the suit crack- les with electrical energy. Anyone striking the Internal Chronometer: A small, extremely wearer of the suit with a metal weapon takes well-made clock can be placed inside the hel- 1d8 points of electricity damage (Reflex save met of the suit, easily readable by the wearer. DC 14 for half damage), and the wearer auto- This can be useful for coordinating an attack or matically deals 1d8 points of electricity dam- knowing about how long the suit has to run age to any creature he grapples (Reflex save before the fuel runs out. This device does not DC 14 for half damage). count as an option for purposes of determining 136 CHAPTER FOUR: Steamcraft & Black powder 137 The springs and The item shudders as gears The clockwork springs uncoil Gears slip their tracks and cog- and tracks their slip Gears The item catastrophically mal- A gear tooth snaps off and the Grit, sand, or dirt has gummed up gummed has dirt or sand, Grit, gears inside the device are misaligned are device the inside gears this function to fail will item the and round. Any further malfunction the gears and springs. The item will not function unless the operator dedicates a full-round action to clearing it. or break loose, inflicting damage equal to the device’s hardness upon damage itself bypasses the (this device’s hardness, will item The internally). occurring is it as only function at half of its normal effec- tiveness (range, damage, duration, etc., are all reduced by one-half) repaired. until it is wheels quickly become bent. These com- ponents are now device and it will jammednot function until it is inside repaired. the item grinds to a halt. The item function will again until repaired. not functions, shaking itself apart in an erup- tion of springs and gears. Not only is the item destroyed beyond all repair, but the operator also suffers damage equal to the item’s hardness, along with 1 temporary Dexterity damage. point of grind themselves apart, destroying it or making the item useless. The item cannot be repaired. tables and can Whenever a natural 1 is rolled, consult the fol- be found lowing table and roll again. The effect indicat- in Chapter ed by the 3). second roll is applied immediately. Gunpowder malfunctions are known as fires mis- and Masterwork items canthat malfunction or misfire be grant a bonus found of +2 to the onthese charts. Unless number stated otherwise, using the rolled on page workshop a or tools with skill Craft appropriate 146. Normally, malfunctions. of types all repair may it takes one hour and a Craft check (DC 15) to repair a malfunction. Clockwork items are dan- less (and temperamental less are but down more prone to gerous break to the user) than steamcraft items. 13–15 Major wear & tear: 8–9 Jammed: 10–12 Grind: 6–7 Damaged: 2–3 Destroyed: 4–5 Broken: Clockwork Malfunction Table 1 Disaster: : 200 Cost : 750 gp. Cost : One-quarter the base Cost Suits of steamcraft armor are An option that can be quite dan- This option consists of a stripped cost of the suit. Ornamentation does not count as an option for purposes of determining when with someone expensive; more become options an ornamented suit may still pick three other options without penalty. Firesprayer: gerous to the wearer sprayer if consists of a metal it tank of alchemist’s backfires, a fire, fire- a steam-powered pumping and a spraying nozzle located above one of the mechanism, suit’s arms. When triggered, it will spray and ignite the contents of the tank in a 30-ft. cone, in creature any to damage of points 4d6 dealing the area of effect (Reflex save DC 15 for half damage). All other rules regarding alchemist’s fire The apply. tank has hardness 8 and 10 hit points; if it is destroyed, the flammable goop spills all over the suit, is it until igniting round per damage of points 3d6 doing instantly and somehow wiped Aor off burns out. single tank contains enough fuel for 5 attacks. Wristbow: down steambow fitted to one of the suit’s arms, suit’s the of one to fitted steambow down gaunt- the inside located it fire to trigger a with suit’s the by loaded be cannot wristbow The let. wearer while he is wearing it, so either the belt is loaded beforehand or a third party assists in loading. The wristbow enchanted apart from the suit. component can be Malfunctions occur whenever a character uses a steamcraft or clockwork device and rolls natural a 1 (someMechanical Genius relate to these malfunction feats such as Jinx and when when options become more expensive; some- pick still may chronometer internal an with one three other options without penalty. rare and are often worn only by the most pow- erful of individuals. Many are decorated with highlights designs, embossed symbols, heraldic of brass, and so on. Ornamentation has only a social effect; it allows someone to wear steam- craft armor to elite diplomatic functions or to non-military gatherings of the powerful with- out looking like they just walked in off a bat- tlefield. At the DM’s option, it can grant a +2 with dealing when checks Diplomacy on bonus those likely to be impressed by than functionality. finery more gp. Ornamentation: Malfunctions CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder

table rolls made with this item suffer a –3 Steamcraft Malfunction Table circumstance penalty until the item is repaired. This penalty is cumulative with 1 Disaster: The item catastrophically mal- any other wear and tear results on this functions, its boiler exploding in a gout of table. scalding steam, broken gauges, and burst 16–17 Moderate wear & tear: Metal fatigue is pipes. The item is destroyed beyond all starting to make the device unreliable, repair, and the operator suffers damage and the item will fail to function this equal to the item’s hardness, along with 1 round. Any further malfunction table rolls point of temporary Constitution damage. made with this item suffer a -2 circum- 2–3 Destroyed: The item shudders as gears stance penalty until the item is repaired. grind themselves apart, destroying it or This penalty is cumulative with any other making the item useless. The item cannot wear & tear results on this table. be repaired. 18–19 Light wear & tear: Some of the smaller 4–5 Broken: A steam pipe ruptures and the working parts are becoming stressed or item grinds to a halt. The item will not stretched during use, and the item will fail function again until repaired. to function this round. Any further mal- 6–7 Damaged: The steam boiler overheats, function table rolls made with this item inflicting damage equal to the device’s suffer a –1 circumstance penalty until the hardness upon the operator. The item will item is repaired. This penalty is cumula- only function at half of its normal effec- tive with any other wear and tear results tiveness (range, damage, duration, etc., on this table. are all reduced by one-half) until it is 20 Lucked out: The malfunction merely repaired. stops the item from working briefly. No 8–9 Jammed: The steam gauge cracks and effect occurs besides the item failing to the boiler’s casing swells. These compo- function this round. Next round the item nents are now warped inside the device will function normally. and it will not function until it is repaired. 138 CHAPTER FOUR: Steamcraft & Black powder 139 , vam- Craft , Market Price: Market bestow curse Prerequisites: 10th, +4 unholy wounding injector is a is no exception. ,evil; be must creator Matchlocks were derived arquebus during the from 16th century. Early the mus- kets, measuring earliersome six feet in length, tended to rest wooden a required and heavy quite be to support the barrel during aiming They also and had firing. large calibers, usually ranging between 0.50 and 0.75. years of During the matchlock, bayonets the had not early been developed. depend Musketeers on formations had of to pikemen to Magical Arms and Armor, and it has one unique with spell a from created was that it into placed power: Any injection the Evil descriptor becomes more potent, gain- ing the benefits of the Maximize Spell metam- agic feat. Caster Level: arts is often linked to evil creations, painjector and the A baroque, heavy iron injector, this item radi- ates a palpable aura of evil. Leering faces are inscribed upon every metal surface, the glass vial where injections are stored appears to be permanently stained various diseased colors, and the needle thing…the stuff of nightmares. itself is a huge, serratedPainjector 120,000 gp. The explication and rules that follow concern themselves with three types of firearms: blackpowder matchlocks, flintlocks, and the (specifically world real the While percus- caps. sion Americas and Europe of the 16th through mid- 19th centuries) serves as the starting point for discussing all three types of firearms, the rules are not constrained by real Realism takes a world backseat to playability. These concerns. rules are also designed System fantasy campaign. for use in any d20 piric touch piric Percussion Caps Black Powder Weapons The History of Firearms: From Matchlocks to is Craft grants The device Market Price: painjector ; The steam pipes Corrosion and rust Prerequisites: hypnotist’s watch hypnotist’s This is a polished brass The malfunction merely The boiler fails to maintain to fails boiler The 10th, charm monster The infamous stops the item from working briefly. No effect occurs besides the item failing to function this round. Next round the item will function normally. begins to leak steam from the boiler, and the item will fail to function this round. Any further malfunction table rolls made with this item suffer a –2 penalty circumstance until the item is wear other any with cumulative is penalty repaired. This and tear results on this table. a steady pressure power and to its components. the The item item will not function unless the operator dedicates loses a full-round action to stoking the boiler. have become clogged and the item will fail to function this round. Until the item twice consume will device the repaired, is as much coal as normal. begin to damage the device’s seals, and the item will fail to function this round. Any further malfunction table rolls made with this item suffer a –1 penalty circumstance until the item is wear other any with cumulative is penalty repaired. This and tear results on this table. Hypnotist’s Hypnotist’s Watch: pocket-watch, hung on a chain of silver links with a golden fob. The opens easily with a flick of cover the thumb, and the of the watch hands on the face within always keep perfect time. the hand, the in held If Wondrous Item, Wondrous the user free use of the Spell Focus and Spell Penetration feats with spells or spell-like abili- character the If school. Enchantment the of ties already possesses either or both of these feats, the benefits of the watch do not stack. Caster Level: 40,000 gp. Painjector: rumored to be the grew who doctor country creation kindly a once mancer, of a foul necro- Ainsane. and warped dark the of wizard crazed Magic Items 10–12lost: Pressure 18–19 Light wear & tear: 13–15 Major wear & tear: 16–17 Moderate wear & tear: 20 Lucked out: fend off cavalry and infantry charges. Since either type of firearm problematic at the least, such formations were not foolproof, muske- and such weather also increased the possibility teers carried swords for hand-to-hand combat of misfiring. Burnt powder leaves behind a or used their firearms as clubs when needed. residue, especially in the chamber of the mus- ket. The amount of residue increases with each Reloading a matchlock was a complicated pro- subsequent firing. The more residue in the pan, cedure. Reload times, except for the most expe- chamber, and barrel, the more likely a misfire rienced and well-trained musketeers, were on is to occur. the order of two minutes. The best musketeers, such as the Swedes at the Battle of Breitenfeld By the early-1800s, flintlocks were being in 1631, could reload a matchlock in about one replaced by percussion caps (first invented in minute. The musketeer first had to unstopper a 1805 by the Reverend John Forsyth of wooden container called an apostle. Apostles Aberdeenshire). The Union and Confederate were carried in bandoleers that held 12 of the armies of the American Civil War made exclu- containers. The apostle contained a premea- sive use of percussion cap weapons, for exam- sured amount of black powder, which was ple. The percussion cap is an enormous poured into the barrel of the musket. From a improvement over the flintlock. The flint, sack, the musketeer next removed a lead ball frizzen, and powder pan of the flintlock are and placed it into the barrel. The lead ball was replaced by a nipple and a tube that leads into then seated by packing it into place with a the main charge of powder in the barrel. A per- wooden ramrod. The firing mechanism of the cussion cap, which is about the size of a pencil matchlock included a powder pan on the side of eraser, fits over the nipple. When the trigger is the musket’s barrel. The powder pan was pulled, the hammer strikes the cap, detonating

CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder opened, and black powder was poured into it the fulminate of mercury contained within. from a powder flask (not to be confused with Flame from this tiny detonation travels through an apostle). A match, usually pre-lit, made from the tube, ignites the powder in the barrel, and cord soaked in saltpeter was placed in the ham- propels the lead ball toward the target. mer of the firing mechanism. When the trigger was pulled, the hammer would force the glow- Fulminate of mercury is made from mercury, ing match into the powder pan, igniting the nitric acid, and alcohol. It is highly explosive. powder. The flash from the pan traveled Even squeezing fulminate of mercury between through a hole into the chamber at the base of forefinger and thumb with too much force is the barrel and ignited the powder there. sufficient to detonate it. A percussion cap is a Expanding gases then forced the lead ball at pre-made cap that contains a tiny amount of speed out of the barrel and toward the enemy. fulminate of mercury. The hammer of a percus- sion cap firearm is designed so that it fits over The late-16th century saw the birth of the flint- the cap as it strikes it, thus preventing any dam- lock. Loading a flintlock requires basically the age to the nipple. same procedure used with a matchlock, only a flintlock does not require a glowing match. A percussion cap firearm is easier to load, and Instead, when the trigger is pulled, a piece of it is not as subject to misfires or fouling as are flint set into the hammer strikes a steel frizzen. matchlocks and flintlocks (although both The sparks produced by this impact ignite the occur, especially if the weapon is not properly powder in the pan. The rest of the action is the cleaned and maintained). Being easier to same as with a matchlock. A well-trained and reload, a well-trained and experienced soldier experienced musketeer could reload a flintlock with a percussion cap musket could fire four in about 30 seconds, as the British army shots per minute. Further improvements in per- demonstrated during the Napoleonic Wars of cussion cap technology led to the development the early-19th century. The flintlock remained of percussion cap revolvers, such as the open the firearm of choice until the 19th century. framed Colt Army and Navy models used in the American Civil War, as well as cap and ball Both matchlocks and flintlocks were subject to ammunition (which combined the percussion misfires and fouling if not frequently cleaned. cap with the shot itself). By the end of the 18th century, 15% of musket shots resulted in misfires. Inclement weather, especially heavy rain, also made reloading 140 CHAPTER FOUR: Steamcraft & Black powder 141 In a standardnec- is it wide-spread, not are but exist firearms fantasy campaign essary to Proficiency have inthe Exotic Weapons which feat to proficiently use a separate firearm. Exotic Require Weapons Proficiency a feat for each specific firearm available. Without feat, this a character suffers a –4 penalty to attack rolls with a firearm. This rule is appropriate in a setting where firearms are a lost or very new Firearms technology. will be strange and exot- ic, and they will have few effects on the civilization as a if whole. any noticeable In a steampunk game where firearms are more system feat proficiency normal the widespread, is firearms of benefits great the of One suffices. how easy it is to train and a properly, all firearms are person typically consid- to use them ered simple weapons. Using firearms divided proficien- puts categories weapon standard into cy in at least some types of firearms within the reach of most characters. Only druids, monks, rogues, and wizards do not start with profi- ciency in firearms unless these classes are altered to account for the such weapons. existence of Firearms Proficiency Statistics Statistics and descriptions of specific firearms and their related accessories are found on page 146. What is considered here are the rules combat governing firearms thefall into one of three basic categories: use of matchlock, firearms. flintlock, Alltype any for term general a as used is “Musket” or firearm any describe to used is “Pistol” rifle. of percussion cap. compact enough to be held and fired with one hand. Before introducing firearms into a campaign, the DM must decide what is firearms of development historical The types exist. of firearms the of base the is matchlock The pyramid. a like pyramid. Without matchlocks, there flintlocks, are no which Furthermore, without flintlocks, form there are no percussion the cap weapons second (the top firearms tier pyramid). tier. Developments of in the firearms technology successively builttechnologies. upon earlier From History to Game Mechanics The Level of Firearms Technology Reloading Times Rapid Reload or Rapid Reload and Type of Firearm Reload Time Munitions Check Munitions Check Matchlock 2 full rounds* Full-round action Standard action Flintlock 1 full round** Standard action Move-equivalent action Percussion cap Full-round action Move-equivalent action Free action

* The firearm is reloaded just before the beginning of the character’s turn in the second round after the character began reloading. The character can act normally the round the reloading is completed.

** The firearm is reloaded just before the beginning of the character’s turn in the round after the character began reloading. The character can act normally the round the reloading is completed.

Loading a Firearm default weapons of choice in your steampunk campaign, use the following rule. All ranged Historically accurate reload times for firearms attacks with firearms ignore armor and natural do not work if the goal is to make firearms a armor bonuses to AC. In other words, all viable weapon in the typical d20 System com- ranged attacks with firearms are ranged touch bat, without also representing the lethal dam- attacks. age they inflicted. For example, a fighter armed

CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder with a matchlock musket would be attacking This makes firearms much easier to use against once every 20 or so rounds if actual reload many targets, of course. It also means that times were used. Still, there should be some armor—especially heavy armor—will fall out time involved. In all cases, reloading a musket of favor in a society in which firearms are com- or a pistol provokes an attack of opportunity. mon. There is no point in a mounted knight Reload times for the three types of firearms are wearing heavy, restrictive plate armor when a shown on the table above. musket ball fired by a militia-trained peasant will punch right through it. This kind of dra- The reload times above assume a single-shot matic change in society and warfare is very muzzleloader firearm. Certain types of appropriate to the traditional steampunk cam- firearms, such as a percussion cap revolvers, paign. The armored knight of old will be have special reload times found under their replaced by swashbuckling musketeers armed descriptions. with rapiers and black powder weapons. Of course, adventurers who are often the targets of Attacking with a Firearm the natural attacks of creatures and monsters will have more of an incentive to continue Even with higher damage and significant range wearing armor than most people did historical- increments, the best firearm pales next to the ly. longbow—especially a mighty composite long- bow—because of a firearm’s extended reload time. For example, a character cannot gain Two Guns Blazing multiple attacks per round using the full attack All firearms can be loaded before they are option with most firearms due to a firearm’s needed. It is possible to fire more than shot per lengthy reload time. If the firearm is treated round with flintlocks if the flintlocks are like any other ranged projectile weapon when loaded and ready before being needed. making an attack, the discrepancy between the Percussion cap revolvers make it possible to two only increases. fire multiple shots in a round with the full attack action, assuming the firearm has suffi- In a game where firearms are rare and exotic, cient ammunition loaded. Matchlocks are too such an approach makes sense. In games where primitive to take advantage of these rules. The firearms are more commonplace, it is reason- following table summarizes important modi- able to assume that firearms are also more fiers to attacks with firearms. All modifiers are effective in comparison with bows and cumulative. 142 crossbows. If you want firearms to be the CHAPTER FOUR: Steamcraft & Black powder 143 Solid shot ammunition affects a affects ammunition shot Solid +4 secondary hand Penalty The development of development cannons of parallels small theinvented or adapted arms. for use Technologies in artillery found their often way into firearms, and vice versa. In general, the machinery of a cannon was not as sophisticated as that of a flintlock or percus- operation of principles the but firearm, cap sion are quite similar Artillery was classified by size ammunition. All and cannons type also fit of into one two of groups: smoothbore or rifle. Smoothbore cannons fire spherical ammunition while rifles fire an elongated projectile called a bolt, which resembles an oversized bullet. Regardless whether of a cannon is a smoothbore or there are a five types of artillery ammunition. rifle, A solid shot is simply a heavy piece of metal, usually iron, that inflicts damage from impact. Spherical solid shots, the familiar cannonball, skip and bounce along the through enemy formations and damaging forti- ground, plowing fications. Bolt solid shots from rifle cannons are enormously effective against fortifications. Such munitions made Civil masonry American the of days early the in fortifications obsolete War. Effects: Game 5-foot-high, 5-foot-wide line along the path of within the path of the the Targets shot. shot are permitted a Reflex save (DC varies by type of cannon) to avoid damage entirely. Rifle solid shot inflicts more damage than spherical solid shot of the same size. Solid shot is direct fire. Effects of Artillery Solid Shot Incoming: The Use and Situation Shooting Shooting a two-handed firearm with one hand Shooting a firearm in each handAmbidexterity feat Blazing featTwo-Guns Off-hand weapon is light –4 –6 primary hand/–10 secondary hand +2 primary hand/+2 secondary hand +2 primary hand/+2 secondary hand For example, a 7th-level musketeer has a +7/+2 a has musketeer 7th-level a example, For ranged attack bonus. He has two loaded flint- lock pistols, one in each hand. Taking the full attack action, the musketeer can fire both pis- tols, but suffers a –6 penalty to his attack roll for the first shot and a –10 penalty to his attack muske- same the give Now shot. second the for teer the Quick Draw feat. With the full attack action, he can fire one pistol bonus, at drop a that +7 pistol attack and one, draw and then fire a his second time at a second +2 attack bonus. Of course, if the musketeer were armed with a percussion cap revolver, he could take the full attack action as normal, firing multiple shots until the expended. revolver’s ammunition was Firing a ranged weapon in melee provokes an attack of opportunity. Fortunately, black pow- der weapons are designed to serve capably in close fighting as well as ranged combat. The iron, brass, and heavy wood used in their con- used be to enough durable them make struction reliably as melee weapons. As a free action, a character can flip around a pistol and grip it by bludgeon- effective an as it wielding barrel, the ing weapon with the same statistics as a light mace (1d6, x2 crit, quar- a as used be can longarm other or musket Small, bludgeoning). A terstaff (1d6, x2 crit, Large, bludgeoning). can It be wielded in two hands to gain the x1.5 modifier Strength on damage, or it can be used as a double weapon (penalties with both ends of a double weapon still apply). for attacking A longarm with a fixed used bayonet as can a longspear. also A be musketeer can use weapon his as a longspear for reach attacks, and then switch to a grip if his oppo- nent moves inside the reach Characters proficient with a firearm are always of his bayonet. trained to use it effectively in melee as regardless well, of what other weapon proficiencies they have. Two Guns Blazing Firearms and Melee CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder

Shells Game Effects: Case shot ammunition also explodes, inflicting damage on all targets with- A shell is a hollow iron projectile filled with a in the blast radius. A Reflex save for half dam- bursting charge of black powder. Round shells age is permitted. The blast radius and Reflex and some rifle shells use a time fuse to ignite save DC vary by type of cannon, but case shot the charge. Other rifle charges use a percussion inflicts more damage, has a larger blast radius, fuse for the same purpose. Upon detonation, a and is harder to avoid than normal explosive shell damages everything within the blast shells of the same size. Case shot is indirect radius. fire.

Game Effects: Shells explode, dealing damage Canister Shot to all targets within their blast radius. A Reflex save for half damage is permitted. The blast Canister shot is a simple, thin-walled can full radius and Reflex save DC vary by type of can- of iron or lead balls and packed with sawdust. non. Shells are direct fire. When fired, a canister produces an effect very much like a gigantic shotgun blast. Fired at Case Shot short range, canister is intended for anti-per- sonnel use and wreaks terrible damage upon Case shot ammunition is a shell with the addi- anyone caught in the blast. tion of many small lead or iron balls embedded in a layer of sulfur or coal tar inside a more Game Effects: Canister shot affects a cone, thinly walled projectile. Case shot is almost inflicting damage on all targets caught in the always meant to explode in the air, and thus blast. A Reflex save for half damage is permit- uses time fuses. When a case shot explodes, the ted. The size of the cone and the Reflex save iron or lead balls become deadly shrapnel, DC vary by type of cannon. Canister shot is greatly increasing the killing power and direct fire. radius of the projectile. 144 CHAPTER FOUR: Steamcraft & Black powder 145 7. Number 5 then delivers the round to Number to round the delivers then 5 Number 7. 2, who is positioned at the left front of the can- non. Number 2 inserts the ammunition into the bore, and Number Numbers cannon, breech-loading a 1 With home. rams the ammunition 1 and 2 are positioned at the rear of the cannon instead of the front. Number 1 opens and clos- es the breech; Number cannon, the loading are 2 and 1 Numbers 2 While loads the cannon. Number 3 covers the vent with his thumb, pro- tected by a thick leather glove called a thumb- stall. Covering the vent helps keep the cannon from getting fouled from residue pushed into the vent during loading. After the loaded, cannon the is gunner and Number 3 elevation and aim. adjust for The next command“Ready!” Number 3 the pricks the charge with 4 gunnerNumber ammunition. the a readying hook, vent issues is com- final The primer. the to lanyard the hooks mand is “Fire!” Number 4 pulls the igniting lanyard, the primer, which in turn sets off the ammunition’s charge and sends the projectile down range toward the After enemy. the can- The position. of out it moves recoil fired, is non crew runs the cannon back into place, and the entire process starts over again. A well-trained fire crew could fire comparable fire of rate a manner, this in minute two or three shots to that per achieved by a competent rifleman with a flintlock. Artillery is either direct fire (depending or on the indirect type fire of cannon) single 5-foot square against chosen The by the gunner. a gunner and Number 3 work as a team to prop- erly place a shot. The Profession (gunner) check gunner (DC 20). Number 3 must make a must make a Profession (gunner) check (DC 10) using the aid another action. If Number 3 succeeds, the gunner enjoys a +2 circumstance bonus to his Profession (gunner) check. If the gunner’s Profession (gunner) check suc- ceeds, consult either the Deviation (6 ft. to 10 ft.) Diagram for direct fire or the Deviation (10 to order in fire indirect for Diagram ft.) 16 to ft. determine the resolve actualthe area of effect targetand damage as nor- mal. square.If the gunner’s Profession (gunner) check Then fails, treat however, the shot as a grenade-like weapon, rolling 1d6 and adding +5 feet for every range increment of cannon distance was fired. the This determines the The Game Mechanics of Artillery Fire Grape shot also affects a cone, but the width of the cone is size. one-half For normal example, a 60-foot-long grape cone shot is only 30 feet wide at Grape its farthest shot end. inflicts somewhat than canister Ashot. more Reflex save for half damage dam- age is permitted. The size of the cone and the Reflex save DC vary by type of cannon. Grape shot is direct fire. An artillery gun is manned by a crew made up of one gunner and operation, the seven in specialists trained highly them cannoneers, all of movement, and maintenance of their cannon. Gunners and cannoneers are usually experts, and always have ranks in Profession (gunner). Gunnery is a complicated each process member in of which the fire crew task has to perform a in specific sequence in order to maxi- the describing In fire. of rate cannon’s the mize drill of an artillery piece, this text uses the par- American the of batteries artillery field of lance in which the Civil War cannoneers are referred to as numbers based on their position and task. Nothing happens in a fire gunner’s command. crew Once without a cannon the is unlim- bered (meaning removed from the sort limber, of wagon a built to carry a cannon accessories) and and moved its into position, the gun- ner calls for the type of ammunition he wants loaded and lim- the at positioned announces7, Number and 6 Number the range ber chest, determine the ofelevation needed and fire. cut any fuses needed. The elevation is called out. The gunner next “Load!” issues the command, Number 1, positioned at the right front of the cannon, steps to the muzzle limber the between positioned with 5, Number hand. rammer in round a given is cannon, the of rear left the and of ammunition by either Number 6 or Number Grape shot ammunition is similar to canister shot, but the iron or lead balls are larger fewer in and number, the balls and are held togeth- er with iron rings or fabric and but blast, shotgun a like twine. effect an produces shot Grape within a tighter blast zone. Historically speak- ing, grape shot was most often used with navy artillery, but was sometimes issued to ground troops. Game Effects: “ Load! Ready! Fire!” “Load! Ready! Grape Shot distance. Next use the appropriate Deviation Diagram to find the actual target square. Misfires For example, an artillery crew plans on blasting Black powder weapons can be unreliable. an advancing group of bugbears out of exis- Whenever an attack roll with a firearm results tence. Here is how the attempt goes, including in a natural 1, there is a chance for a misfire. narrative elements: Roll 1d20 and consult the following table.

Gunner: “Rifle shell! One hundred yards!” 1d20 Result 1–5 Weapon fires normally, but probably The crew springs into action as described misses since the attack roll was a natural 1. above. Number 6 determines and calls out the 6–9 For one reason or another, the charge elevation while Number 7 cuts the fuse. fails to ignite. The weapon can be fired again without having to reload. Gunner: “Load!” 10–12 The charge is not sufficient to propel the round far enough to hit the target. The shot The shell is passed forward and loaded into the is wasted. cannon. The gunner and Number 3 adjust the 13–15 The weapon jams. It takes 1d4 full cannon for elevation and aim. round actions to clear the jam before the weapon can be used again. Number 3 makes a Profession (gunner) check 16–18 The barrel becomes fouled with powder against DC 10 and succeeds, granting the gun- residue. It takes 3d10 minutes to clean the ner a +2 circumstance bonus on his Profession weapon so it can be used again. 19–20 The weapon explodes, inflicting normal CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder (gunner) check against DC 20. The gunner des- ignates the 5-foot square in the center of the damage to its user. The weapon must be bugbear formation. He attempts his Profession repaired or replaced. (gunner) check and succeeds. Subtract one from the d20 roll when using a Gunner: “Ready!” masterwork weapon. Subtract one from the d20 roll when using percussion cap ammunition. Numbers 3 and 4 prepare the cannon for firing. These modifiers are cumulative. Gunner: “Fire!” Firearms Descriptions Number 4 pulls the lanyard, and the cannon The game rules governing the use of black fires. The rifle shell flies down range. Since the powder firearms are described earlier in this gunner made his Profession (gunner) check, the chapter; this section offers a variety of items projectile arrives close to target. The cannon is for use by characters, including many weapons direct fire. Using the Deviation (6 ft. to 10 ft) and options, as well as some of the accou- Diagram, 1d8 is rolled, getting a result of 4. trements needed by the musketeer. The base- The rifle shell drops into the bugbears to front line for this equipment is historical reality, and right of the gunner’s target square, and then modified as needed for game play, however, the rifle shell explodes. Bugbears scream and fantasy addendums are also included. die as part of their front rank is blasted out of existence. Any student of firearms will note that there are hundreds of variants, with many different types It takes one full round to load a cannon, assum- of triggers, ignition mechanisms, barrel lengths ing a full crew. A cannon can be operated with and styles, and so on. This section is not an a crew as small as two (the gunner and Number exhaustive catalog of weapons, but rather a 1 position, with duties divided between them). selection of common firearms of various types.

Number of Crew Reload Time Mass production and interchangeable parts did 7–6 1 full round not enter the picture until fairly late in the 5–3 2 full rounds development of firearms. This means that parts 2 3 full rounds from one gun may not work properly with another, even if they are the same type. 146 Attempting to repair a broken gun with parts CHAPTER FOUR: Steamcraft & Black powder 147 A charac- A character This is a larger artillery A shoulder-fired flintlock and fortifications. Ammunition is often forged from bronze. Cannon, Medium: piece that is often used on vehicles and ships. Cannonballs are usually forged from bronze or iron. Flintlock Musket: weapon commonly used by both hunters and soldiers. Flintlock Musket, Double-Barrel: ter can fire either one or both flintlock barrels musket with a of standard attack this action. a simultaneously, discharged are barrels both If single attack roll is made and the weapon deals double damage on a successful hit. Each barrel must be loaded individually. Flintlock Pistol, Double-Barrel: can fire either one or both barrels of this over- under design with a standard attack action. If both barrels are discharged simultaneously, a deals weapon the and made is roll attack single double damage on a successful hit. barrel must Each be loaded individually. This light artillery piece is The largest artillery, this can- this artillery, largest The A primitive shotgun, this from another gun incurs a –2 Craft check. penalty to the Many guns, especially pistols, are highly deco- rated. A firearm was something to be down handed to one’s next of kin, and it often had personal a or symbolic value far above its mili- tary value. Blunderbuss: weapon has a wide, bell-shaped barrel and is designed to hold and when fire discharged. The shot blunderbuss that affects all scatters targets in a 10 ft.-wide line beginning front at the of the designed for use in close quarters against tight- barrel. The packed blunderbussopponents; as such, it is often wasfavored by dwarves, kobolds, and other underground races. Heavy: Cannon, non is a devastating weapon on the battlefield. It fires an iron cannonball weighing 24 pounds or more. Cannon, Light: capable of inflicting considerable damage infantry to formations, as well as light vehicles CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder

Flintlock Pistol, Heavy: A larger, more pow- Percussion Cap Musket, Double-Barrel: A erful flintlock capable of inflicting consider- character can fire either one or both barrels of able damage. this percussion musket with a standard attack action. If both barrels are discharged simulta- Flintlock Pistol, Light: A flintlock is much neously, a single attack roll is made and the more reliable than a matchlock, faster to reload weapon deals double damage on a successful and fire, and somewhat smaller and lighter. hit. Each barrel must be loaded individually.

Matchlock Pistol, Heavy: As the standard Percussion Cap Pistol, Double-Barrel: A matchlock pistol, but this weapon is capable of character can fire either one or both barrels of firing a larger-caliber bullet and deals more this over-under percussion pistol with a stan- damage. dard attack action. If both barrels are dis- charged simultaneously, a single attack roll is Matchlock Pistol, Light: A matchlock small made and the weapon deals double damage on enough to be used one-handed with some hope a successful hit. Each barrel must be loaded of accuracy. Those who rely on these guns for individually. their lives or their livelihoods often keep sever- al of them loaded and ready in a bandolier, so Percussion Cap Pistol, Heavy: A massive per- they can fire one, toss it aside, and draw the cussion handgun with excellent damage poten- next, without having to spend time reloading. A tial. character with multiple loaded pistols may fire one per round, provided they quickly discard Percussion Cap Pistol, Holdout: A very small the one previously fired and have the Quick handgun that can be concealed with relative Draw feat. ease. Observers suffer a –2 penalty on Spot checks to notice the gun inside the wielder’s Percussion Cap Musket: This weapon is a sta- loose shirt or frilly blouse. While it only fires a ple of the military forces of a typical steam- single shot and does not deal a lot of damage, punk setting. an easily concealed weapon can be a life-saver. 148 CHAPTER FOUR: Steamcraft & Black powder 149 The long-barreled dom, the brightest of them were able to under- stand the process well enough to teach others, and now, the sophisticated shaman-smiths ogre of tribes devices the manufacture for their these most chieftains and greatest riors. war- In appearance, the ogre gun resembles a hand- A essentially held what cannon, it and is. that’s touchhole firing mechanism is smiths can all manage, the so ogre the fired gun can once only be per Strength combat.of less than Any 19 is incapable of being using the with weapon, and even a beings the who from damage of points 1d4 are take still enough strong hand-crushing recoil and ogres searing don’t heat. seem The to Proficiency (ogre gun) mind. is required Exotic to use Weapon this weapon, and the prerequisite for the feat is Str 19+. Dwarven Tunnel Gun: tight the in useful less are humans by used guns gun tunnel The dwarves. the by favored tunnels shortens the barrel considerably, at a tremen- dous cost in accuracy. Because of the short range, tunnel guns are almost always fit- ted with bayonets; if the target isn’t This A heavier Aper- common Ogres are, basically, too stupid to As firearm technology spreads throughout the world, other races adapt it for their own building use, weapons that reflect their native cul- tures, aesthetics, and interests. These are a few such creations. Ogre Gun: advanced design allows four shots to be loaded in separate cylinders. The weapon can be fired as a standard reloading action until and all its does shots Each cylinder have must not be reloaded individually. been require fired. have invented a black themselves, but once they were powder taught how to weapon for make them by a necromancer with little wis- Percussion Cap Pistol, Light: Pistol, Cap Percussion cussion firearm that is easier to use and quick- er to reload than a flintlock. Percussion Cap Pistol, Medium: weapon than the light percussion pistol, weapon is often this carried by military officers as a sidearm. Percussion Cap Pistol, Revolver: Non-Human Firearms Firearms Range Weapon Cost Damage Critical Increment Weight Small Matchlock pistol, light 80 gp 1d10 x3 50 ft. 4 lb. Matchlock pistol, heavy 120 gp 2d6 x3 50 ft. 6 lb. Flintlock pistol, light 90 gp 1d10 x3 60 ft. 6 lb. Percussion cap pistol, holdout 90 gp 1d8 x3 20 ft. 3 lb. Percussion cap pistol, light 120 gp 1d10 x3 50 ft. 4 lb. Medium Flintlock pistol, heavy 130 gp 2d6 x3 60 ft. 6 lb. Flintlock pistol, double-barrel 200 gp 1d10 x3 60 ft. 8 lb. Percussion cap pistol, medium 180 gp 2d6 x3 60 ft. 5 lb. Percussion cap pistol, heavy 220 gp 2d8 x3 60 ft. 6 lb. Percussion cap pistol, double-barrel 250 gp 1d10 x3 50 ft. 6 lb. Percussion cap pistol, revolver 500 gp 1d10 x3 50 ft. 6 lb. Dwarven tunnel gun (flintlock) 100 gp 2d8 x3 20 ft. 6 lb. Large Flintlock musket 180 gp 2d8 x3 100 ft. 15 lb. Flintlock musket, double-barrel 350 gp 2d8 x3 100 ft. 18 lb. Blunderbuss (flintlock) 100 gp 1d10 x3 15 ft. 12 lb. CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder Percussion cap musket 250 gp 2d10 x3 75 ft. 12 lb. Percussion cap musket, double-barrel 450 gp 2d10 x3 75 ft. 15 lb. Steambow 500 gp 1d10 x3 40 ft. 100 lb. Ogre gun (matchlock) 400 gp 2d12 x3 30 ft. 100 lb.

killed by the first shot, he’ll need to be dis- powder firearm. Most weapons are purchased patched with more traditional methods. The with a custom-fitted ramrod in a bracket under dwarves also use scaled-down versions of the the barrel. iron ramrod. Cartridge Box: This is a wooden box that con- Firearm Accessories tains 20 paper cartridges. Each cartridge con- tains a pre-measured amount of powder and a The following items are of use to those armed musket ball. The soldier simply opens the with black powder weapons. package with his teeth and then pours out the powder as needed. A powder cartridge grants a Apostle: A wooden container carrying suffi- +2 circumstance bonus on Munitions checks to cient powder for a single shot. Apostles are reload a firearm. used with matchlock and flintlock firearms. A typical bandoleer holds 12 apostles. Swine Feather: This is a forked metal rod used to support a long-barreled musket. It can be set Bandoleer: Fitted across the chest, this utility up much more quickly than a tripod, but it strap features loops and buckles for apostles, requires relatively soft ground for a secure powder horns, and other accessories. mounting. Setting up a swine feather is a stan- dard action. Thereafter, it grants a +1 bonus on Powder Horn: Each horn or flask contains suf- ranged attacks with a two-handed firearm. ficient powder for 12 shots. Percussion Cap: A cap used in a percussion Ramrod, Iron: A stronger, heavier ramrod cap weapon. Each one allows the firing of one crafted from iron. bullet. The cap contains a small amount of ful- minate of mercury, a pressure sensitive explo- Ramrod, Wooden: This slender wooden rod sive. Unlike grenades, the caps are small and is used for tamping down powder in a black durable enough that they are unlikely to be det- 150 onated during normal combat. Each cap car- CHAPTER FOUR: Steamcraft & Black powder 151 ) are combined to Ground amber, lightning- Phosphorus, dried fire ele- This device is constructed of School of Evocation create this powder, required in sulfur, saltpeter, addition and to charcoal. the The making of gunpowder is alchemy, though chemistry, the two not blend more comfort- ably in the worlds of fantasy than they did in reality. Alchemical gunpowders are fantastic gunpowders, mixtures createdmelding of through magic the powder and can science. Alchemical be firearm. used in any black powder Burning Powder: mental blood, and ground volcanic rocks are added to this mixture. The powder causes lead bul- The fired. when flame into ignite to bullets lets do an additional 1d4 points of fire damage when they strike their target. Charging Powder: scarred wood, and powdered truecopper (see the Optical Scope: brass with a glass lens, Atelescope. small effective the increases scope and is essentially a range increment of a longarm by 10 ft. if user the of the weapon takes action a to aim before firing. Sights add 10 gp to move-equivalent the cost of a weapon. Alchemical Gunpowder Blast Reflex Range A bayonet is a long, piercing blade In a typical steampunk campaign, bul- CannonballShellCase shot 20 gpCanister shotGrape shot 30 gp 25 gp 25 gp 8d6 30 gp 7d6 line 7d6 6d6 7d6 60-ft.* 18 50 ft. 40 ft. 20 80-ft.** 22 22 20 — — — — — 24 lb. 24 lb. 24 lb. 24 lb. 24 lb. CannonballShellCase shot 8 gpCanister shotGrape shot 20 gp 15 gp 15 gp 20 gp 6d6 5d6 5d6 line 4d6 5d6 40-ft.* 30 ft. 15 20 ft. 18 50-ft.** 20 20 18 — — — — — 12 lb. 12 lb. 12 lb. 12 lb. 12 lb. CannonballShellCase shot 5 gpCanister shotGrape shot 15 gp 10 gp 10 gp 15 gp 4d6 3d6 3d6 line 2d6 3d6 30-ft.* 20 ft. 12 10 ft. 15 40-ft.** 18 18 15 — — — — — 6 lb. 6 lb. 6 lb. 6 lb. 6 lb. Heavy cannon 4,000 gp — — — 500 ft. 4,000 lb. Medium cannon 2,000 gp — — — 300 ft. 2,000 lb. WeaponLight cannon 1,000 gp Cost — Damage Radius — Save DC Increment — Weight 200 ft. 500 lb. ried, if discharged accidentally, deals 1 point of point 1 deals accidentally, discharged if ried, damage to the owner. Bullets: lets are essentially just lead gp/20 bullets. balls, Bullets can be enchanted costing just as 1 any form of ranged ammunition can, and mag- ical bullets can become extremely when fighting important undead, outsiders, or other crea- tures with immunities and damage reduction. Silver bullets cost 1 gp each. Bayonet: that can be attached to a musket extremely barrel. It useful is with because single-shot it allows a musketeer to weapons, avoid having to cast aside or enemy store closes his to weapon melee when simple range. an weapons, and Bayonets any are character proficient with a musket is also proficient with bayonet. a fixed A musket fitted treated with as a a bayonet longspear is piercing, (1d8, reach x3 crit, weapon). Large, See detailed page rules 143 on for melee firearms. with black powder so handgrips, with designed often are Bayonets Aweapons. melee as used be can detached they bayonet can be used by anyone proficient with the dagger. Cannons Melee Weapons Weapon Cost Damage Critical Weight Type Tiny Awl 5 sp 1d3 19–20/x2 — Piercing Scalpel 3 gp 1d2 18–20/x2 — Slashing Small Bayonet 20 gp 1d6* x3 2 lb. Piercing Belaying pin 1 gp 1d6 x2 2 lb. Bludgeoning Gnome guardian’s knife 250 gp 1d4 x2 1 lb. Piercing Injector 10 gp 1d3 x2 1 lb. Piercing Screwdriver 5 sp 1d4 19–20/x2 1 lb. Piercing Springblades 250 gp 1d4 x2 2 lb. Slashing Medium Sparking sword 2,315 gp 1d8+1d6 19–20/x2 4 lb. Slashing Wrench, medium 2 gp 1d4 x3 4 lb. Bludgeoning Tongs, blacksmith 1 gp 1d6 x2 3 lb. Bludgeoning Large Wrench, large 3 gp 1d6 x3 5 lb. Bludgeoning Shovel, gardener 1 gp 1d6 x2 5 lb. Bludgeoning

* As longspear if fixed to a musket. CHAPTER FOUR: Steamcraft CHAPTER & FOUR: Black Powder

When used, the bullets fired acquire a powerful any outsider. Different mixes of the powder are electrical charge, doing 1d4 points of electrici- needed to overcome progressively greater rat- ty damage when they strike their target. ings, as noted in the table below. Each type of dust acts as a weapon of the appropriate type Deathbane Powder: This powder is concocted for purposes of determining if damage bypass- from normal gunpowder, the powdered bones es DR only; the powder does not grant any of once-animated skeletons, and the remnants bonuses to hit or to damage. of wraiths and wights that have been dis- patched to their final rest. The result is a pow- Powder Type Cost der that coats the bullets it propels with a fine Burning 5 gp/shot necromantically active dust, allowing them to Charging 5 gp/shot impact incorporeal undead as if they were Deathbane 10 gp/shot solid. This powder grants bullets the ghost Merfolk’s 3 gp/shot. touch ability. Outsiders +1 5 gp/shot Outsiders +2 10 gp/shot Merfolk’s Revenge: It seems bizarre that, Outsiders +3 20 gp/shot when most firearms have trouble firing even in Outsiders +4 40 gp/shot a light drizzle, some communities of merfolk Outsiders +5 80 gp/shot have devised firearms they can use while underwater! The secret is in this powder, which burns in water as normal gunpowder burns in air. This allows firearms to be used even in damp weather, or even pouring rain, without any chance of the powder becoming useless. Races who dwell in rainy areas of the world pay dearly for this powder.

Outsider’s Dust: This powder is enhanced by a blend of the powdered bones of celestial and infernal creatures. When used in a firearm, any bullet fired by that gun is capable of overcoming the innate damage reduction of 152 CHAPTER FIVE: SteamCraft Vehicles 153 t f a s Attacks and Damage, PHB): •ranged weapons. Vehicles take weapons designed This half to inflict damage large-scale struc- does from tural most not damage, include such artillery. as siege engines and •and electricity take attacks. one-quar- Vehicles fire, acid, from damage half take Vehicles ter damage from cold attacks and full damage from sonic attacks. •resents their durability and structural integrity. have Vehicles a hardness rating that Arep- hardness vehicle’s is based on its size and is vehicle. the to done damage all from subtracted These rules provide an integrated system resolving for the movement and combat of surface vehicles, aircraft, and even submarines. rules The are basedand combat and movement covering mechanics on the them. with familiar already are you that assume core d20 System Unlike characters, vehiclesactions to do move. not Each moves round, its spendcurrent speed. a As a vehicle pilot, you only get involved when you want the Vehicle Movement r e c l fire- . c m i

a h

e Open Game Content e t

V S CHAPTER CHAPTER FIVE spell. Remember that, as constructs, vehi- Vehicles Vehicles are treated as constructs for the pur- poses of their immunities. characteristics, However, vehicles abilities, are inanimate and objects rather than true animated constructs, so they always fail saving throws. make a A Drive check pilot for half can damage any against area spell or effect that allow a Reflex would save, such as normally a grenade or ball cles are immune to require a Fortitude save and to all mind-affect- spells and effects ing spells and abilities. that As objects, vehicles also have the characteristics (see following Attack an Object, Special Steampunk technology allows you Steampunk to introduce many new vehicles into your fantasy campaign and to feature them more prominently in your adventures. In a steampunk setting, such vehicles as airships, locomotives, and steam car- person- from everything for used be may riages al transportation to chases and Vehicle combats exploration can be as exciting to warfare. text The villain. major a with showdown any as of this chapter is Vehicles vehicle to speed up, slow down, or perform a specific maneuver. Speed Conversions Scale Speed Feet per Round 15 The vehicle rules in Sorcery & Steam are 2 10 streamlined enough that you will often be able 3 15 to use them in the narrative flow of your game 4 20 without using miniatures and map grids. For 5 25 more complicated vehicle sequences—usually 6 30 those involving more than two or three vehi- 7 35 cles—these tools will be very helpful, as they 8 40 make tracking the positions of vehicles a sim- 9 45 ple task. 10 50 11 55 These rules use the standard scale for move- 12 60 ment in the d20 System rules: 5 feet per square 13 65 on your map grid. Some vehicles in a steam- 14 70 punk setting may be significantly faster than 15 75 characters on foot or even mounted on riding 16 80

CHAPTER FIVE: Steamcraft Vehicles animals, but they are not so much faster that a 17 85 different scale is required. 18 90 19 95 Speed 20 100 Every vehicle has a top speed. This value is 21 105 simply the maximum number of 5-foot squares 22 110 the vehicle is capable of moving in a single 23 115 round. A vehicle’s current speed can range 24 120 between 0 and its top speed. For example, a 25 125 motor carriage has a top speed of 20. The car- 26 130 riage can travel at any speed between 0 (full 27 135 stop) and 20 (top speed). Note that vehicle 28 140 speed is always listed in terms of the number of 29 145 squares it moves: multiply this value by 5 to 30 150 determine the number of feet per round a vehi- 31 155 cle is moving. 32 160 33 165 Speed Modifier 34 170 35 175 The speed at which a vehicle is traveling 36 180 imposes a modifier on all Drive checks to oper- 37 185 ate the vehicle. This modifier is listed in the 38 190 table below. Simply extend the table to deter- 39 195 mine the modifier for speeds higher than 50. 40 200 41 205 42 210 Speed Modifier 43 215 44 220 Speed Modifier 45 225 1–10 +0 46 230 11–20 –2 47 235 21–30 –4 48 240 31–40 –6 49 245 41–50 –8 50 250

154 CHAPTER FIVE: SteamCraft Vehicles 155 This is any is This Extreme Turn: Extreme This is any turn between a turn between a 90° angle This is any turn up to a 45° grid, it’s a grid, three-point it’s turn. This is any turn between a 45° and a 135° angle. On the map If you’re using a map grid to Turns grid, it’s a grid, two-point it’s turn. track vehicle movement, the grid –4 circumstance penalty. while traveling in reverse suffer a and direction of travel. Using the compass analogy, we can call these compass analogy, points” by which to measure turns checks for all maneuvers made angle and a 90° angle. On the map while doing so. However, Drive provides eight simple “compass reverse and can execute maneuvers tion. Some vehicles can travel in points north, northeast (diagonal), east, southeast (diagonal), south, south- west (diagonal), west, and northwest (diagonal). A “one-point” turn is any turn from one compass point to the next compass point, for example, from “north” from example, for point, compass to “northeast.” Maneuvers are typically executed while Soft Turn: there’s a chance of there’s a mishap (see Mishaps, page 157). the vehicle is traveling in a forward direc- angle. On the map grid, it’s a one-point turn. and their DCs. If the Drive check fails, Sharp Turn: one maneuver along with (such a standard action as during point any at executed be can Maneuvers an attack) movement. a vehicle’s or two maneuvers. mod- the and check, Drive a require Maneuvers ifiers for the vehicle’s current speed and han- dling rating are always applied to the See the maneuver check. table for a list of maneuvers Bootlegger Turn: 135° angle and a 180° angle. On the map grid, speed is 0 vehicle’s Your a turn. four-point it’s after you complete a bootlegger turn. You speed to up back get to accelerate to have in your new direction of travel. In addition to changing speeds, pilots can also perform a wide range of maneuvers vehicles. All in maneuvers their are move-equivalent actions. In a single round, a pilot can perform A pilot can change the once each round speed as a of free action. All his vehicles vehicle have an acceleration and deceleration The value. listed number is the value acceleration or deceleration: for how much a moderate pilot can speed up or slow down at moderate risk of losing control of the vehicle. high number, listed the half is tion/deceleration Low accelera- acceleration/deceleration is twice number, and extreme acceleration/deceleration the listed is four times the listed number. Accelerating and decelerating require a Drive the fast how on depends DC The check. pilot is attempting to decelerate. accelerate The Drive or check is also modified by the speed, before vehicle’s applying the effects of current acceleration or deceleration.check is also modified by The the vehi- handling rating. cle’s Acceleration/Deceleration DC LowModerateHighExtremean has carriage steam a example, For acceleration of 2 and a deceleration of 4. The pilot can speed by 1 at low accel- vehicle’s increase the 10 eration, 2 at moderate 5 accelera- and acceleration, high at 4 tion, 20 The acceleration. extreme at 8 15 carriage is at a full stop, and the pilot decides on extreme acceleration to increase the vehicle’s speed to 8 in a single round. The no is There 20. is check Drive the for DC modifier for speed, vehicle since is at speed 0 the before the effects of has carriage acceleration The applied. are a handling rating of no modifier +0, there’s for that either. so Maneuvers Changing Changing Speed Changing Speed Obviously, surface vehicles cannot perform this maneuver.

Extreme Climb/Dive: The vehicle climbs or dives at an angle between 45° and 90°. The pilot may choose how much of the vehicle’s speed to expend gaining or losing altitude, but it must be more than half. Surface vehicles can- not perform this maneuver.

Jump: A pilot can attempt to jump a vehicle over some obstacle, such as another vehicle or the space where a destroyed bridge used to be. The DM should use the standard guidelines to set appropriate DCs. While this is a single maneuver, it requires two different Drive checks. The first determines if the vehicle cleared the obstacle, and the vehicle’s speed modifier is applied as a bonus for the purposes of this check. The second determines whether CHAPTER FIVE: Steamcraft Vehicles the pilot is able to control the vehicle on impact. The vehicle’s speed modifier is applied normally for this check. Only surface vehicles can execute jumps.

Landing: This maneuver is used to land an air- craft. The DC assumes that a flat surface such as a landing strip is available.

Ram: Intentionally running your vehicle into another requires a Drive check, and your result must be at least equal to the target’s AC. See Other Maneuvers Ramming, page 161. Avoid a Hazard: This maneuver allows a pilot to swerve around an obstacle or hazard. The Regain Control: A pilot must succeed at this DC of the Pilot check is based on the size of the maneuver to negate the effects of a mishap (see obstacle. page 157). The penalty for the mishap is always applied to the check, as well as the Climb/Dive: In most vehicle scenes, it’s not vehicle’s speed modifier and handling rating. especially important to track altitude. For example, in a dogfight between two autogyros Take Off: Aircraft pilots use this maneuver to or airships, you really only need to know the take off from a flat surface. distance between the two vehicles—how much of that distance is vertical isn’t likely to be an issue. Altitude can be an issue when an aircraft is engaged with a surface vehicle, because the aircraft can essentially dictate the minimum range between the two. In these cases, the pilot of the flying vehicle should simply announce his altitude at the beginning of the scene, and then track any changes as it develops. By exe- cuting this maneuver, a vehicle can climb or dive at an angle up to 45°. For simplicity, assume the vehicle moves forward half its speed and gains half its speed in altitude (or loses the altitude in the case of a dive). 156 CHAPTER FIVE: SteamCraft Vehicles 157 The vehicle almost slides out of control. The vehicle’s speed drops by 10 and it The vehicle slips sidewise, loses traction, When a pilot fails a maneuver, a number of dif- of number a maneuver, a fails pilot a When ferent things can happen. The pilot may com- plete the maneuver anyway but partially lose control of the vehicle. The vehicle may skid or spin out, or it may collide with another vehicle or obstacle. The following mishaps can occur attempting when check skill a fails pilot a when decelera- or acceleration including maneuver, a tion. Slip: or The swerves vehicle slightly. completes any maneuver the pilot was attempting and moves its current speed. However, the pilot suffers a until maneuvers all on penalty circumstance –2 he makes a successful Drive check to control. regain Slide: The vehicle only moves half its current speed and completes any attempted maneuver only halfway. If the pilot attempted an extreme or sharp turn, he only manages a soft turn. If clips still he he obstacle, an avoid to swerving was or sideswipes it. If he was attempting to jump some obstacle or gap…he doesn’t quite make it. The pilot also suffers penalty on all maneuvers until he makes a suc- a –4 circumstance cessful Drive check to regain control. Skid: skids one square to the right or left (determine randomly). If this brings square it as another into vehicle the or collides obstacle, same (see it Collisions, below). pilot If was the attempting a specific maneu- Mishaps Movement Maneuver BadExtreme Rain or turbulence Storm x3/4 –2 x1/4 –6 ModerateHeavy UndergrowthBad Thick undergrowth Steep slope or mud x1/2 x3/4 x1/2 –4 –2 –4 Very badVery High winds x1/2 –4 Very badVery Deep snow x1/4 –6 Poor visibilityWeather Darkness or fog x1/2 –4 ConditionObstruction ExampleSurface Penalty Penalty FineDiminutiveSmallMedium-sizeLargeHuge 3 Gargantuan 0 Colossal 12 9 25 15 20 30 Tiny 6 Just as with characters, vehicle movement can sur- or visibility, weather, poor by hampered be face conditions. These make conditions can vehicle also Consult the terrain maneuvers table above and apply the moremodifiers for the appropriate condition difficult. to the top speeds and maneuvers modifiers for these of conditions are cumulative. vehicles. The Climb/DiveExtreme Climb/DiveJumpLanding 15 RamRegain Control 5 OffTake * The Drive check is always modified by the vehicle’s speed and the 10* circumstance penalty for the severity 15 of the mishap. 15–25+ AC Target’s 10 ManeuversSoft TurnSharp TurnExtreme TurnBootlegger Turn a Hazard Avoid DC 5 15 20 25 Terrain Terrain Vehicle Maneuvers ver, it fails completely. The vehicle’s speed Collision Damage continues to drop by 10 and it skids one square each round until either the pilot makes a Drive Speed Damage check to regain control, the vehicle’s speed 1–10 1d6 drops to 0, or it crashes into something. 11–20 2d6 21–30 3d6 If an aircraft’s speed drops to 0, it stalls and 31–40 4d6 loses 100 feet of altitude each round. The pilot 41–50 5d6 suffers a –6 circumstance penalty on all maneu- vers until he makes a successful Drive check to Simply extend the table to determine collision regain control. This penalty increases by 2 for damage for speeds greater than 50. each round that a stalled aircraft is in an uncon- trolled dive. If a vehicle crashes into a moving object—such as another vehicle—the DM must determine Spin: The vehicle goes into an uncontrolled the net speed of the impact. spin. The vehicle’s speed drops by 10 and it moves in a random direction (roll 1d8). This • If the two vehicles were moving directly continues each round until the pilot makes a toward each other when they crashed, add their successful Drive check to regain control, the speeds together for the purposes of determining vehicle’s speed reaches 0, or it crashes into collision damage. CHAPTER FIVE: Steamcraft Vehicles something. If the pilot was attempting a specif- ic maneuver, it fails completely. • If they were moving in the same direction and one crashed into the back of the other, take If an aircraft’s speed drops to 0, it stalls and the difference in their speeds. loses 100 feet of altitude each round. The pilot suffers a –8 circumstance penalty on all maneu- • If one was moving perpendicular to the vers until he makes a successful Drive check to other, ignore the target vehicle’s speed for the regain control. This penalty increases by 2 for purposes of collision damage. each round that a stalled aircraft is in an uncon- trolled dive. The damage a vehicle suffers from a collision is also modified by the size category of the Collision: The pilot loses control of the vehicle obstacle it crashes into. and it crashes into a nearby vehicle or obstacle. If there are multiple targets available, the DM Collision Damage Multipliers should choose the nearest or select one ran- domly. If there are no nearby targets—such as Damage in open air or below the surface of the ocean— Size Multiplier the vehicle goes into a spin (see above). Fine 1/16 Diminutive 1/8 Tiny 1/4 Mishaps Small 1/2 Check Check Medium-size x1 Failed by Effect Penalty Large x2 5 or less Slip –2 Huge x3 6–10 Slide –4 Gargantuan x3 11–15 Skid –6 Colossal x4 16–20 Spin –8 21 or more Collision special The object struck by a vehicle in a collision also takes damage. The base damage is the Collisions same as for the vehicle, and the damage multi- plier is based on the size category of the vehi- If a vehicle crashes into something, it takes cle that is colliding with the object. damage based on its current speed. The pilot of a vehicle involved in a crash can make a Drive check to minimize the damage. This is a free action and the DC of the check is equal to half the net speed of the collision. The 158 CHAPTER FIVE: SteamCraft Vehicles 159 riage has hardness 8, so it driver The takes collision. the from damage of points a total of 4 makes a Fortitude save and takes 2 succeeds, points of damage. so he A steam carriage traveling at speed 20 crashes into a Medium-size pedestrian. The base dam- rolled, are dice The 2d6. is collision the for age and the result is 8. Because the object was struck Medium-size, the base damage is 8. The driver makes a Drive check with against a –2 DC circumstance penalty 10, on the 8, hardness has check. carriage the but fails, check The so Large, is carriage The damage. no takes it so the base damage for the pedestrian is 16. The character makes a Reflex save against DC 10 and fails, so he takes 18 points of damage. A Large steam wagon crashes head-on into The wagon is Colossal traveling locomotive. at a speed 20 and the locomotive at speed 30. The is roll damage the so together, added are speeds 5d6. The result of the damage roll is 18. The locomotive is Colossal, so the base damage to the wagon is 72. The check against DC 25, with a driver –4 circumstance makes a Drive penalty for the steam wagon’s speed. The points 72 takes wagon the and fails driver of damage—64 points of damage after : A steam carriage traveling at speed modifiers for the vehicle’s speed (the vehicle pilot’s only—do not count the speed of other any vehicle involved in the crash) and han- dling are applied to the check. If the check is successful, the vehicle takes half damage from the crash. A pedestrian involved in a collision with a vehicle can make a Reflex save against the same DC for half damage. Passengers in a vehicle that collides or crashes take half the damage actually dealt to the vehi- cle, after accounting for the hardness vehicle’s and the driver’s Drive check. Passengers who make a Fortitude save (DC 20) take half of this damage. Examples 20 crashes into a Huge tree. The base damage for the collision is 2d6. The result of the dam- age roll is The 8. tree is Huge so the damage is multiplied by 3, for a base damage of 24. The driver can make a Drive check to minimize the damage. The DC is 10, but the driver suffers a –2 circumstance penalty on the check for his vehicle’s speed. The carriage has no handling modifier. The driver makes the roll and car- The 12. to reduced is damage the so ceeds, suc- Damage to Passengers CHAPTER FIVE: Steamcraft Vehicles

the vehicle’s hardness is subtracted. The wagon Spotting Distance is Large, so the base damage to the locomotive is 36. Locomotives cannot avoid damage like Terrain Distance other vehicles, but it has hardness 30 so it only Smoke, heavy fog 2d4x5 ft. (25 ft.) takes 6 points of damage. Jungle, dense forest 2d4x10 ft. (50 ft.) Light forest 3d6x10 ft. (105 ft.) Vehicle Combat Scrub, brush 6d6x10 ft. (210 ft.) Open 6d6x20 ft. (420 ft.)

Encounter Distance Crew Quality As with combat between characters and crea- Whether the DM is running NPC vehicles or tures, encounter distance sets the stage for a just needs to fill out the ranks of the PCs’ crew, vehicle combat. These rules follow the stan- it’s often helpful to have a general indicator of dard d20 System rules for encounter distance, a crew’s skill with vehicle operations. The fol- with a few additions needed to handle the lowing table lists several levels of crew train- unique capabilities and characteristics of vehi- ing and experience. The modifier should be cles. used for attack rolls, skill checks, and ability checks related to the operation of the vehicle. First, you should establish the spotting distance based on the surrounding terrain. Choose the Crew Quality most appropriate terrain and roll for spotting Crew Quality Modifier distance. If spotting distance is limited by line Untrained –4 of sight, such as indoors or in a developed area Green +0 of a city, simply used the line-of-sight distance Veteran +2 as the encounter distance. Expert +4 Elite +8 160 CHAPTER FIVE: SteamCraft Vehicles 161 This This is a standard action. The This maneuver is a standard As a standard action, a pilot can : The orc driving the wagon decides to decides wagon the driving orc The : : The character’s steam carriage has Evasive Action: Evasive pilot of a vehicle avoid maneuvers incoming fire. defensively The pilot to makes a Drive check, applying the vehicle’s speed modifier and handling rating. For which every the pilot’s check result 5 exceeds DC 10, points by the vehicle and its passengers gain a +1 dodge bonus to AC until the start of the pilot’s next action. Example from zigzagging begins and action evasive take side to side. The wagon’s speed is 20 and its handling rating is –2, so there is a –4 circum- stance penalty on the orc’s Drive check. The result of the roll is 18. That’s enough for a +2 dodge bonus AC to until the start of the pilot’s next action. Ramming: intentionally collide his vehicle with another that is in an adjacent square. This Drive requires check, applying a the speed modifiers for both vehicles and the handling rating ramming of the vehicle. exceeds If the target vehicle’s AC, the the attack is result successful. Collision equals damage is or resolved both vehicles (see Collisions). for The pilot of the target vehicle can make a Drive check for half damage, but the pilot of the ramming vehicle cannot—he’s specifically not trying to avoid the collision. Example pulled up alongside the orcs’ wagon, and orc the driver decides to ram the vehicles carriage. Both are moving handling wagon’s is –2, so the total atpenalty on speed 20 AC is 9 and the attack roll The is carriage’s –6. and the the orc rolls a 17, scoring a hit even with the penalty. The PC driving the carriage makes a The succeeds. and damage half for check Drive steam wagon is ramming into the side of carriage, the so the carriage’s speed is ignored for the purposes of collision damage. The damage wagon steam The 8. is result the and 2d6 is roll is Huge, so the base damage for the car is 24. This is halved and the carriage’s hardness 8 is dam- of points 4 of result final a for subtracted, age. The car is Large, so the base damage for the truck is 16. The check orc for half doesn’t damage, get so a the truck Pilot takes points of damage, less its hardness 16 of 10. Attack Run: action. The pilot of an attacking vehicle A character in a vehicle can make a : The PCs are in a steam carriage that You have You a couple of options for handling ini- combat, simple a In combat. vehicle a in tiative vehicle, NPC and vehicle PC a between as such you can simply use the standard rules for char- acter initiative. Characters may have occasionally to delay their actions to wait for the pilot to maneuver, but the combat should otherwise proceed as normal. a use to want may you engagements, larger For single initiative for each vehicle, or even a sin- gle initiative for each side in the engagement. vehi- each for initiative roll simply case, this In size the (or modifier size vehicle’s the using cle modifier for the largest vehicle on that side) as All crew and passengers the initiative modifier. aboard the vehicle take their actions at that ini- tiative. Movement and action in vehicle combat work just like they do in the standard rules. d20 Each System round, a character can move take a and standard action, take a move-equivalent action and a standard action, round action. or take a full- Attack: ranged attack against another vehicle, charac- ter, or creature. The result of attack the roll must be at least equal character’s to the target’s AC. All of the standard modifiers apply to the attack roll, including range. The speed modifi- er for both the attacker’s vehicle and the target are applied to the attack roll. However, if both of the vehicles are moving in the same direc- tion, apply only half of speed for the the purposes target of vehicle’s speed modifiers ranged attacks. to Example One thugs. orc of full wagon steam a chasing is of the characters leans shoot out the wagon with and his flintlock pistol. attempts The to wagon’s base AC is 8. The carriage wagon and are the both moving at speed would 20, so ordinarily this impose a penalty on the attack roll. since However, –6 both circumstance vehicles are moving in the same direction (the carriage is pursuing the wagon’s speed wagon), is considered to the be 10 steam for Since the purposes there of is the no penalty. mod- penal- circumstance total the 10, speed for ifier ty on the attack roll is only –2. Initiative Combat Actions maneuvers for optimal position to attack an vehicle’s performance or capabilities. If a vehi- enemy vehicle. The pilots of the two vehicles cle suffers a critical hit, roll 1d6 on the follow- make opposed Drive checks. Each pilot applies ing table. the speed modifier and handling rating for his vehicle to his skill check. If the attacking pilot Critical Hit Location gets the highest result, all attacks by or from his vehicle against the target vehicle gain a +2 cir- Roll Location cumstance bonus until the start of his next 1 Frame action. 2 Engine 3 Control Example: The pilot of the PCs’ steam carriage 4 Weapons decides to make an attack run at the orcs’ steam 5 Armor wagon. The PC and the orc pilot make opposed 6 Cargo Pilot checks. Both vehicles are traveling at speed 20, so both pilots suffer a –2 circum- The critical effect depends on the location hit stance penalty on the check. The PCs’ carriage and the severity of the damage. The severity of has a handling rating of +2, while the wagon critical damage is measured in increments of its has a handling rating of –2. The PC pilot gets a hardness, before the hardness rating is subtract- 14 and the orc pilot gets a 5, so all of the char- ed from the base damage. acters’ attacks against the freighter gain a +2 CHAPTER FIVE: Steamcraft Vehicles circumstance bonus until the pilot’s next Light damage: Damage exceeds but is less action. than twice the vehicle’s hardness.

Fire Arcs Moderate damage: Damage is at least twice but less than three times the vehicle’s hardness. Many mounted vehicle weapons have specific arcs into which they can fire. The possible fire Heavy damage: Damage is at least three times arcs are: front, rear, right, left, and turret. Refer but less than four times the vehicle’s hardness. to the diagram for an illustration of each fire arc. Turret weapons can fire into any arc. If a Severe damage: Damage is at least four times target is in an arc other than that listed for a but less than five times the vehicle’s hardness. weapon, the weapon cannot fire at the target. Catastrophic: Damage is at least five times the Vehicle Damage vehicle’s hardness.

Damage usually affects vehicles just like char- Frame: The vehicle’s frame or superstructure acters or creatures. The vehicle’s hardness is is damaged. The vehicle’s hardness is reduced subtracted from the damage inflicted by the by a random number based on the severity of attack and the result is subtracted from the the damage. vehicle’s hit points. Hardness When a vehicle is reduced to 0 hit points or Severity Lost less, it is rendered completely inoperable. It Light 1d6 cannot move, turn, maneuver, attack, or do Moderate 2d6 anything else. A ground vehicle will coast to a Heavy 3d6 stop, reducing its speed by 2 every round until Severe 4d6 it stops or hits something. An aircraft will Catastrophic 5d6 plummet to the surface and crash. A vehicle that has been reduced to 0 hit points or less is Engine: The vehicle’s engine or propulsion considered helpless and can be completely system is damaged. Reduce the vehicle’s top destroyed with a coup de grace attack. speed by a random number based on the sever- ity of the damage. Severe and catastrophic Unlike other objects, vehicles are subject to damage will also reduce the vehicle’s accelera- critical hits. When an attack inflicts a critical tion rating, and this number is listed after the hit on a vehicle, however, no bonus damage is slash. Both the acceleration and deceleration of applied. Instead, the critical may cause a spe- aircraft and watercraft (including submarines) cific effect that hinders or degrades the are reduced. 162 CHAPTER FIVE: SteamCraft Vehicles 163 Craft An engineer or technician can attempt to repair critical damage to a vehicle. The DC is based on the severity of damage. vehicles Repairs require to the coordinated large efforts of least at 10% of the vehicle’s listed crew comple- the has technician the assume DCs These ment. necessary parts and tools. A successful repair reduces the severity of the critical damage by crit- Each heavy). to severe from (e.g., step one Critical hits to ical must be repaired separately. cargo ordinarily cannot be repaired. SeverityLightModerateHeavySevereCatastrophic DC 15 10 30 20 25 Repairing Criticals Maneuver Attack One of the weapons is damaged. The vehicle’s control systems are The vehicle’s armor or body is dam- Any cargo the vehicle is carrying is damaged. All damaged. maneuvers suffer a circumstance penalty based on the severity of the damage. SeverityLightModerateHeavy SevereCatastrophic Penalty Weapons: –4 –2 –10 –6 –8 SeverityLightModerateHeavy SevereCatastrophic Penalty Armor: –4 Armor aged. The Class vehicle’s is reduced by –2 a number of points based on the severity of the weapon –6 destroyed damage (to a minimum of 1). –8 SeverityLightModerateHeavySevereCatastrophic AC Cargo: cargo vehicle’s –2 the of percentage The damaged. –1 (measured in pounds or specific –10 items at –3 DM’s the discretion) destroyed by –5 the based on the severity of the damage. attack is SeverityLightModerateHeavySevereCatastrophic Destroyed 40% 20% 100% 60% 80% SeverityLightModerateHeavySevereCatastrophic Spd/Acc Lost Control: 2d4 1d4 5d4/1d4 3d4 4d4/1d2 circumstance a suffer weapon that with Attacks penalty based on the severity of the damage. Top Speed: This is the vehicle’s top speed (see page 154).

Acceleration: This number is the value for moderate acceleration. A vehicle’s acceleration rating determines how much it can increase its speed in a single round (see page 155).

Deceleration: This number is the value for moderate deceleration. A vehicle’s deceleration rating determines how much it can decrease its speed in a single round (see page 155).

Handling: This rating is a modifier on all Drive checks to perform maneuvers (see page 155).

Armor Class: This is the vehicle’s AC. A vehi- cle’s AC is typically modified by its size and construction. All vehicles have a –5 penalty to CHAPTER FIVE: Steamcraft Vehicles AC because they are objects.

Fuel: This rating lists the number of miles the vehicle can travel at an average speed before refueling. The table on the following page lists the average cost to refuel a vehicle based on its size. Vehicle Descriptions Cargo: This lists the vehicle’s maximum cargo capacity. This section provides descriptions and game rules for a number of vehicles, from steam car- Weapon: This section lists the weapons the riages to autogyros. The models provided here vehicle is equipped with and the firing arcs can be used as the standard on which to base those weapons can fire into. new vehicles of your own design—these list- ings are not intended to be exclusive. Cost: The average cost for the vehicle. Prices vary considerably based on availability, custom All vehicles have several characteristics that features, and legality. determine their capabilities. These are listed in the stat block for each vehicle and described below.

Size: This is the vehicle’s size category. Vehicle sizes are based on the same scale used in the standard d20 System rules. The table on the following page lists dimensions, weight, base hit points, hardness, and fuel cost for each vehicle class.

Hit Points: This entry lists the vehicle’s num- ber of hit points. A vehicle’s hit points are based on its size, but they can vary dramatical- ly from this standard. Military vehicles, for example, often have significantly higher hit point totals as a result of their reinforced structures and the advanced materials used 164 in their construction. CHAPTER FIVE: SteamCraft Vehicles 165 Large Large Vehicle; hp 70; Top Medium Vehicle; hp 50; Top Spd Top 50; hp Vehicle; Medium None. : None. 50 lb. : 200 lb. 6,000 gp. : 10,000 gp. Also known as “steam bicycles,” bike the has steam gained a mobility reputation unparalleled for speed among and steam-powered ground transportation. Many young folk prefer the steam bike for its stylish contours and con- venient size. Others prize its surprising speed, pure- bike steam a own thrill-seekers many and ly to find out how fast it can really go! Prized by collectors and the thrifty alike, a steam bike requires only a handful of coal to operate and can fit into the average horse stall. Bike: Steam SQ Dex); (–5 5 AC +0; Hand 5; Dec 3; Acc 40; hardness 6; Fuel 150. Vehicle, Cargo: Weapon: Cost: The popular “horseless carriage” is one of the most common forms of steam-powered trans- portation available. Many models are normally depend- Sturdy, roles. various fit to constructed able, and requiring only a portion of operate, versions coal of the to steam carriage can be seen in use in nearly all areas of a steampunk society. Steam Carriage: Acc 3; AC Dec Spd 4 4; 30; (–1 Hand size, –1; hardness 8; –5 Fuel Dex); 100. SQ Vehicle, Cargo Weapon Cost Steam Bike Steam Carriage AC Max Max Base Fuel Medium-size Vehicle; Medium-size hp Vehicle; 50; Top Huge Vehicle; Huge hp Vehicle; 200; Top Spd 20; Turret. None. Two heavy cannons. Two 50 lb. 3 tons. 12,000 gp. 100,000 gp. SizeFineDiminutiveTiny +4 ModifierSmall Length +8Medium (mass) Weight Hit PointsLarge 1 ft. +2 +0 Huge +1 Hardness 6 in.Gargantuan 50 lb. Cost –4 Colossal –1 2 ft. 8 ft. 10 lb. 4 ft. –2 –8 2,000 lb. 100 64 lb.ft. 500 16 lb.ft. 20 32 ft. 500,000 lb. 10,000 lb. 128 ft. 10 50 1,000,000 lb. 50,000 lb. 100 30 40 70 200 1 90 0 6 20 2 4 30 8 2 cr 10 1 cr 80 cr 10 cr 150 cr 3 cr 5 cr 20 cr 40 cr A personal-transportation aircraft, are quite popular with amateur pilots and those autogyros who want the Usually, an convenience autogyro seats of only people one and air carries or little cargo, two travel. its main suspended body underneath a blade. Autogyros whirling are incredibly agile, propeller able to hover in place and take off or land almost any- where. Many police agencies and utilize journalists autogyros to reach sites of special inter- est either in the city or country without having to worry about street traffic. Autogyro: Spd 30; Acc 4; Dec 4; Hand +1; AC 5 (–5 Dex); (–5 5 AC +1; Hand 4; Dec 4; Acc 30; Spd hardness 6; Fuel 100. SQ Vehicle, Cargo: Weapon: Cost: This steel, steam-powered monstrosity marks the end of the sailing ship’s dominance of the high seas. It is a low, blocky, unwieldy vessel steam powerful a by propelled hull metal a with Aengine. pair of powerful cannons mounted in a rotating turret gives tremendous firepower. the ironclad warship Ironclad: Acc 1; Dec 1; Hand –5; AC Dex, 23 (–2 +20 size, natural); –5 SQ Vehicle, hardness 15; Fuel 500. Cargo: Weapon: Arc: Fire Cost: Base Vehicle Statistics Autogyro Ironclad CHAPTER FIVE: Steamcraft Vehicles

Steam Leviathan Steam Locomotive The ultimate steampunk fighting vehicle, a Considered by many to be the signature steam- steam leviathan is an armored tank bristling craft technology, the steam locomotive is a with weaponry and rolling across terrain that massive, blackened-steel engine that runs along would frustrate lesser conveyances with ease iron rails laid out across the land. Steam loco- on steel-spoked wheels or rubberized tracks. motives pull cars loaded with coal directly Steam leviathans are incredibly heavy and behind the engine so that their boilers can be somewhat ponderous on the battlefield, but easily fed. Other cars carry grain, passengers, their firepower and armored hulls more than weapons, or any other kind of cargo. Lashed make up for their sluggish handling. Cannons down, tied on, or bolted to the surface of these are the most common weapons found onboard cars, just about anything can be found being a steam leviathan, and some even carry detach- towed by a steam locomotive along a lucrative ments of infantry inside the steel shell to railroad. deploy before, during, or after a battle for scouting and other purposes. Steam Locomotive: Gargantuan Vehicle; hp 200; Top Spd 40; Acc 1; Dec 2; Hand –5; AC Steam Leviathan: Huge Vehicle; hp 200; Top 16 (–4 size, –5 Dex, +15 natural); SQ Vehicle, Spd 20; Acc 1; Dec 2; Hand –3; AC 18 (–2 size, hardness 20; Fuel 1,000. –5 Dex, +15 natural); SQ Vehicle, hardness 15; Cargo: 5 tons per car. Fuel 100. Weapon: None. Cargo: 1 ton. Cost: 100,000 gp + 20,000 gp per car. Weapon: One heavy cannon and one light can- non. Fire Arc: The cannons are mounted on a single turret. They can fire into any arc, but they can- not fire into different arcs at the same time. Cost: 75,000 gp. 166 CHAPTER FIVE: SteamCraft Vehicles 167 Colossal Vehicle; hp Colossal Vehicle; hp 200; None. None. 35 tons. 25 tons. 150,000 gp. 125,000 gp. An airship that carries goods rather than peo- ple, cargo zepps carry heavy loads that would be extremely difficult to ship via land or sea. by only limited is carry can airship an load The the size of its airbag. Cargo than noisy) more are (which boilers larger have airships usually passenger airships and are less maneuverable. The capacity cargo of these airships, of course, is the best in their class. Zeppelin, Cargo: Spd Acc Top 20; 1; Dec 1; Hand AC –3; 2 (–8 hardness Vehicle, SQ natural); +5 Dex, –5 size, 30; Fuel 3,000. Cargo: Weapon: Cost: Steam-powered airships that sail the skies over steampunk civilizations are commonly known as zeppelins. Essentially a long cabin or gon- dola slung underneath a steam-heated canopy of lighter-than-air gas, airships provide unpar- alleled service to transport cargo form across any of terrain. Among forms the of transportation most available are luxurious the pas- senger airships that provide amenities rivaling any of the great ocean liners. Zeppelin, Passenger: 2 AC –3; Hand 1; Dec 1; Acc 30; Spd Top 200; hard- Vehicle, SQ natural); +5 Dex, –5 size, (–8 ness 30; Fuel 2,000. Cargo: Weapon: Cost: Zeppelin, Zeppelin, Cargo Zeppelin, Passenger Huge Vehicle; Huge hp Vehicle; 90; Top Huge Vehicle; hp Huge Vehicle; 90; Spd Top None. None. 2 tons. 2 tons 60,000 gp. 24,000 gp. Weapon: Cost: Goods that travel across a steampunk civiliza- tion do so both in the sky and on the ground. When cargo is transported on a road, the odds are that cargo is carried Although in models a differ steam in wagon. details, steam wagons generally are massive contraptions, with boilers of a size to match, a Often go. they wherever that roadways and streets dominate the steam wagon has a gears complicated to system of demands manageof carrying heavy loads in the hinged steep cargo section inclines behind the driver. Sophisticated and models the can include unload themselves bays via gimbaled machine-arms that can and telescoping platforms. load or Wagon: Steam 20; Acc 2; Dec 3; Hand –2; AC 8 (–2 size, –5 Dex, +5 natural); SQ Fuel 200. Vehicle, hardness 10; Cargo: Weapon: Cost: Steamships Steamships commonly ply the rivers and seas of steampunk campaigns, but ships travel underneath the waves are rarer and high- that can ly valued. A steam teardrop-shaped canister, within which submarine lies the is a cigar steam or boilers that power the screws brave crew who and pilot such the the vessel. Serving and task, easy no is submarine steam a onboard the rigors of undersea travel take their toll on nonetheless they but conveyances, fragile these remain exquisite examples of steam engineer- ing. Some military versions exist with various forms of weaponry, including torpedoes depth charges. and Steam Submarine: Acc 1; AC Dec Spd 3 1; 20; (–2 Hand size, –3; hardness 10; –5 Fuel Dex); 500. SQ Vehicle, Cargo: Steam Wagon Steam Submarine CHAPTER FIVE: Steamcraft Vehicles

Zeppelin, Warship Zeppelin, Warship: Colossal Vehicle; hp 250; Top Spd 25; Acc 1; Dec 1; Hand –2; AC 7 (–8 When it comes to warfare, air power can be size, –5 Dex, +10 natural); SQ Vehicle, hard- essential to victory. The warship class of zep- ness 35; Fuel 2,000. pelins fills the role of air support admirably, Cargo: 30 tons. serving as a well-armed firing platform that is Weapon: Six heavy cannons. extremely mobile and that has the advantage of Fire Arc: Two cannons fire forward, two fire height. Turrets with cannons are built on plat- rear, one turret on either side fires right and left forms that surround the heated airbag, and (dorsal and spinal turrets also possible). some warships are known to carry armed auto- Cost: 200,000 gp. gyros or rocket-pack squadrons to provide even more firepower. The great cargo capacity of warships makes them ideal for ferrying sup- plies and troops to the front lines of any steam- punk conflict.

168 INDEX Index

academy of arcane aeronautics 49-51 clockwork malfunctions 137-138 adventures 24-27 clockwork spider 126 alchemical gunpowder 151-152 coal 128-129 alchemist’s lab 123 combat climbing 102 alchemy 97-98 combat reload 103 animal lord 37-41 craft 98 appraise 98 craft clockworks 103 arcane airman 47-49 craft steamworks 103 arcane flux detector 123 decipher script 99 arcane performer 51-53 demolitionist 56-58 arcane pulse disruptor 123 detective 59-61 armor proficiency (steamcraft armor) 102 disable device 98-99 artificer 41-44 diving suit 129 artillery 143-146 drillspikes 126 automatic ladder 128 drive 100 avenging gunmen 68-69 druids 31 barbarians 28-29 duelist 103 bard in a box 124 dwarven miner’s glove 129 bard spells 109-110 electric lantern 129 bards 29-30 equipment 123-139 brawler 53-55 explosives expert 103 brew injection 102 far-reaching gauntlet 126-127 buckler glove 130 feats 102-109 calculating engine 124-125 feral athleticism 107 campaigns 8-12 feral child 107 cannons 151 feral senses 108 child prodigy 107 feral voice 107 classes, new 37-47 fighters 32 classes, original 28-36 firearms 139-143 cleric spells 110-111 firearms, accessories 150-151 clerics 30-31 firearms, descriptions 146-150 clockwork animals 128 firearms, melee 143 clockwork chess set 125 firearms, misfires 146 169 firearms, proficiency 141 profession 99-100 firearms, reloading 142 ranger spells 111 freeman clinic 77-79 rangers 33-34 game hunter 62-64 rapid reload 105 gauntlet of the iron ogre 130 reload on the run 105 gentlemen investigators 61-62 riposte 105 gnome guardian’s knife 131 rocket ace 82-84 INDEX grenades 132-133 rocket pack 129-130 grenadier 103 rogues 34-35 groomed for nobility 108 science prodigy 107 gun glyph 66-67 scribing box 125 heritage feats 107-109 settings 13-24 holy water sprinkler 128 skills, existing 97-100 huntsmen 64-65 skills, new 100-102 hypnotist 69-71 slip the attack 105-106 hypnotist 103 sorcerer spells 111-112 improved parry 103-104 sorcerers 35-36 industrial know-how 108 south bridge precinct 95-96 industrial master 108 sparking sword 131 industrial upbringing 108 speak language 100 injector 131 spell descriptions 112-122 institute of arcane science 88-89 spells 109-122 Introduction 5-8 springblades 131 iron griffins 81-82 springsaw 127 iron knights 74-75 steam domain 110 jinx 104 steam portal 130 jumping boots 129 steambow 131-132 knowledge 99 steamcraft armor 133-137 league of terror 58-59 steamcraft mage 86-88 licensed practitioner 104 steamcraft malfunctions 138-139 mad bomber 104 steampunk aesthetic 6-8 magic items 139 steamstilts 127 main-gauche 104 street ramp 109 marauders 55-56 street runner 89-91 master hypnotist 104 street scamp 109 measuring rod 125 street urchin 108 mechanical aptitude 104 swing-by attack 106 mechanical genius 104 technology domain 110 melee weapons 152 trick shot 106 monks 32-33 two guns blazing 106 munitions 101 ultimate hypnotist 104 musical prodigy 107 use steamcraft device 102 musketeer 44-47 vehicles, collisions 158-160 noble bearing 108 vehicles, combat 160-163 noble bodyguard 72-73 vehicles, descriptions 164-168 noble mien 108 vehicles, maneuvers 155-157 order of illos 71-72 vehicles, mishaps 157-158 orphan league 91-93 vehicles, movement 153-155 paladins 33 vehicles, speed 154-155 parry 105 vehicles, terrain 157 phoenix squadron 84-85 vibrational veradicator 125 physician 75-77 warrior mechanist 106 physician 105 watchman 93-95 pilot 79-81 weapons of opportunity 106-107 pilot 102 wizard spells 111-112 prayer watch 128 wizards 36 170 prestige classes 47-96 Equipment

Item Cost Weight Scholar’s Tools Alchemist’s lab 1,000 gp 200 lb. Arcane flux detector 500 gp 5 lb. Arcane pulse disruptor 3,500 gp 60 lb. Bard in a box hand-cranked 450 gp 2 lb. steam-powered 900 gp 3 lb. Calculating engine, large 10,000 gp 1 ton Calculating engine, small 20,000 gp 10 lb. Clockwork chess set varies 100 lb. Measuring rod 100 gp 1 lb. Scribing box 500 gp 75 lb. Vibrational veradictor 150 gp 8 lb. Rogue’s Tools Clockwork spider 500 gp 1/4 lb. Drillspike 50 gp 1 lb. Far-reaching gauntlet 800 gp 2 lb. Springsaw 200 gp 1/2 lb. Steamstilts 150 gp 5 lb. Cleric’s Tools Holy water sprinkler 600 gp 8 lb. Prayer watch 800 gp 1/4 lb.

General Equipment Automatic ladder, collapsible 300 gp 15 lb. Clockwork animals 750 gp 1 lb. Coal 1 cp 1 lb. Miner’s glove 700 gp 25 lb. Electric lantern 50 gp 3 lb. battery 1 sp — Diving suit 500 gp 20 lb. Rocket pack 5,000 gp 40 lb. Steam portal 600 gp 1 ton Buckler glove 300 gp 8 lb. Gauntlet of the iron ogre 800 gp 30 lb. Gnome guardian’s knife 250 gp 1 lb. Sparking sword 2,315 gp 6 lb. Springblades 150 gp 3 lb. Steambow 500 gp 30 lb. Firearm Accessories Apostle 2 sp — Bandoleer 5 sp 1 lb. Bullets (20) 1 gp 2 lb. Cartridge box 8 sp 1 lb. Percussion cap 1 sp — Powder horn 1 gp 1/2 lb. Ramrod, iron 1 sp 3 lbs. Ramrod, wooden 5 cp 1 lb. Swine feather 2 sp 2 lb. Firearms Range Weapon Cost Damage Critical Increment Weight Small Matchlock pistol, light 80 gp 1d10 x3 50 ft. 4 lb. Matchlock pistol, heavy 120 gp 2d6 x3 50 ft. 6 lb. Flintlock pistol, light 90 gp 1d10 x3 60 ft. 6 lb. Percussion cap pistol, holdout 90 gp 1d8 x3 20 ft. 3 lb. Percussion cap pistol, light 120 gp 1d10 x3 50 ft. 4 lb. Medium Flintlock pistol, heavy 130 gp 2d6 x3 60 ft. 6 lb. Flintlock pistol, double-barrel 200 gp 1d10 x3 60 ft. 8 lb. Percussion cap pistol, medium 180 gp 2d6 x3 60 ft. 5 lb. Percussion cap pistol, heavy 220 gp 2d8 x3 60 ft. 6 lb. Percussion cap pistol, double-barrel 250 gp 1d10 x3 50 ft. 6 lb. Percussion cap pistol, revolver 500 gp 1d10 x3 50 ft. 6 lb. Dwarven tunnel gun (flintlock) 100 gp 2d8 x3 20 ft. 6 lb. Large Flintlock musket 180 gp 2d8 x3 100 ft. 15 lb. Flintlock musket, double-barrel 350 gp 2d8 x3 100 ft. 18 lb. Blunderbuss (flintlock) 100 gp 1d10 x3 15 ft. 12 lb. Percussion cap musket 250 gp 2d10 x3 75 ft. 12 lb. Percussion cap musket, double-barrel 450 gp 2d10 x3 75 ft. 15 lb. Steambow 500 gp 1d10 x3 40 ft. 100 lb. Ogre gun (matchlock) 400 gp 2d12 x3 30 ft. 100 lb.

Cannons Blast Reflex Range Weapon Cost Damage Radius Save DC Increment Weight Light cannon 1,000 gp — — — 200 ft. 500 lb. Cannonball 5 gp 4d6 line 12 — 6 lb. Shell 10 gp 2d6 10 ft. 15 — 6 lb. Case shot 10 gp 3d6 20 ft. 18 — 6 lb. Canister shot 15 gp 3d6 30-ft.* 15 — 6 lb. Grape shot 15 gp 3d6 40-ft.** 18 — 6 lb. Medium cannon 2,000 gp — — — 300 ft. 2,000 lb. Cannonball 8 gp 6d6 line 15 — 12 lb. Shell 15 gp 4d6 20 ft. 18 — 12 lb. Case shot 15 gp 5d6 30 ft. 20 — 12 lb. Canister shot 20 gp 5d6 40-ft.* 18 — 12 lb. Grape shot 20 gp 5d6 50-ft.** 20 — 12 lb. Heavy cannon 4,000 gp — — — 500 ft. 4,000 lb. Cannonball 20 gp 8d6 line 18 — 24 lb. Shell 25 gp 6d6 40 ft. 20 — 24 lb. Case shot 25 gp 7d6 50 ft. 22 — 24 lb. Canister shot 30 gp 7d6 60-ft.* 20 — 24 lb. Grape shot 30 gp 7d6 80-ft.** 22 — 24 lb. Traps & Treachery Spells & Spellcraft Draconic Lore (DD33 (DD17 $24.95): The (DD28 $24.95): This $14.95): This 64-page soft- definitive resource for essential hardcover cover is a compendium of traps, tricks, puzzles, voluem presents more awesome and terrifying and poisons. This 176- than 100 new spells, rules dragons of sky, land, and page hardcover volume for construct design and sea. It presents more than includes more than 60 familiars, rituals and cere- 30 new species of dragons detailed magic and monies, and new magical with which to torment and mechanical traps, puz- traditions. delight your players. zles, challenges, and poisons. Traps & Treachery II Path of Shadow (DD34 Mythic Races (DD18 (DD29 $24.95): The $24.95): This character $24.95): The essential sequel to the bestselling resource for rogues pre- resource for new charac- and critically acclaimed sents more than 30 new ter races and racial pres- Traps & Treachery, this prestige classes and leg- tige classes. This beauti- hardcover presents more endary classes of interest fully illustrated source- than 150 new magic and to rogue characters. This book presents more than mechanical traps, new 176-page hardcover vol- two dozen fully detailed poison rules, new rules ume also offers new feats, and original races. for upgrading and enhancing traps, and new equipment, weapons, and magic items, as well puzzles and challenges. as shadow schools and roguish organizations. Seafarer's Handbook (DD27 $24.95): A com- Path of the Sword Necromantic Lore plete compendium of (DD30 $24.95): This (DD35 $14.95): This is a seafaring lore for aquat- character resource for compendium of horrify- ic campaigns and fanta- barbarians, fighters, ing new undead from sy adventure on the high monks, and rangers pre- your darkest nightmares. seas. This hardcover is sents new feats, prestige It presents more than 30 packed full of new feats, classes, alternate core new undead creatures skills, classes, races, classes, and schools of that will haunt your play- spells, and magic items, as well as rules for combat for characters ers for weeks to come. underwater combat, ship design, and ship-to- devoted to the fighting arts. The book also ship combat. introduces legendary classes, truly unique Path of Faith (DD36 options for high-level characters. $24.95): This hardcover presents a host of new Path of Magic (DD31 and exciting options for $24.95): This character clerics, druids, and pal- resource for bards, sor- adins, including new cerers, and wizards pre- class abilities, ecclesias- sents new feats, prestige tical organizations, new classes, legendary class- feats, prestige classes, es, and magical tradi- legendary classes, and rules for paladin tions for characters mounts, holy symbols, cults, and much more. devoted to the arcane arts. The book also offers new rules for Dungeoncraft (DD37 bardic performances, arcane organizations, $24.95): This hardcover eldritch staffs, and other unique magic items. volume contains com- plete rules for designing Monster's Handbook (DD32 dungeons, from deter- $24.95): This resource for customizing mining the dungeon's and creating new monsters provides layout and denizens to more than 60 new monster feats, new exciting new dungeon monster prestige classes, new special templates that can recre- attacks, qualities, and traits, dozens of ate everything from the tunnels beneath a new monster templates, and rules for volcano to the cracks beneath a glacier. making the monsters in your campaign even more challenging. Legends & Lairs TM & ©2002 Fantasy Flight Publishing, Inc. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License.

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No other terms or conditions may be applied to 15. COPYRIGHT NOTICE any Open Game Content distributed using this License. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 3. Offer and Acceptance: By Using the Open Game Content You System Reference Document Copyright 2000, Wizards of the Coast, indicate Your acceptance of the terms of this License. Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave 4. Grant and Consideration: In consideration for agreeing to use this Arneson. License, the Contributors grant You a perpetual, worldwide, royalty- Swashbuckling Adventures Copyright 2002, Alderac Entertainment free, non-exclusive license with the exact terms of this License to Group. Use, the Open Game Content. Sorcery & Steam Copyright 2003, Fantasy Flight Publishing, Inc.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPY- RIGHT NOTICE of any Open Game Content You are copying, modify- ing or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any orig- inal Open Game Content you Distribute. The definitive d20 System resource for steampunk fantasy settings and adventures.

• A comprehensive discussion of what steampunk is, what it looks and feels like, and how to introduce it into your fantasy game.

• Detailed guidelines on incorporating the existing core classes into a steampunk game, along with three new classes and more than a dozen prestige classes.

• A handful of new skills, including Drive, Munitions, and Use Steamcraft Device, as well as new uses for existing skills.

• Detailed information on new equip- ment and technology, from steamcraft devices to black powder weapons.

• Comprehensive vehicle rules and descriptions of several common steamcraft vehicles, including locomotives, ironclads, and zeppelins.

ISBN 1-58994-115-2 # "'# FANTASY FLIGHT GAMES ' %& #&' '" # DD40 $24.95 www.fantasyflightgames.com