GearforgedCOMPILED AND EXPANDED BY THOMAS BENTON

TM Advanced Races Gearforged

2 MIDGARD TALES 2 Table of Contents Credits Cover Art Cover Editor Development Compilation and Additional: Design Design Original compatibility license. Compatibility with Pathfinder® the Roleplaying Game requiresthe Pathfinder® Roleplaying Game from Chris Harris,Chris Adam Roy, and Jason Sonia Open Game Content: Game contentOpen Open The includesthe new feats, new archetypes, spells, new equipment. and new All other Roleplaying Game Compatibility http://paizo.com/pathfinderRPG/compatibility License. See for more information the on Pathfinder is a registeredtrademark of Publishing, LLC, theand Pathfinder® Roleplaying Game theand Pathfinder® Paizo Publishing, http://paizo.com/pathfinderRPG LLC. See for more information the on Pathfinder® Roleplaying Game. material is Product Identity, place names, especially character names, locations, elements, story history, and narration. No Racial Alternate Rules Racial Ritual of Soulforging Archetypes Making aGearforged ofRava, Goddess Gears Life Gearforged CompleteThe Gearforged

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Thomas Benton Thomas 12 12 11 10 9 7 7 5 3 3 10 www.koboldpress.com Publisher: Wolfgang Baur Accountant DirectorArt &Graphic: Marc Design Radle Interior Art OGL Clockwork Clockwork Clockwork ClassOptions Traits Clockwork PCOptions Skills RulesNew Racial 25 Mark Smylie Tinker Alchemist (Alchemist) Salvager (Summoner) (Barbarian) Exploder Quiet Lawmaster (Inquisitor) : Shelly Baur : James Keegan, McFann Chris and

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21 21 17 16 14 14 13 24 23 THE COMPLETE GEARFORGED

ost visitors to the Free City of Zobeck are dazzled by the M myriad mechanical miracles on display, foremost among them the gleaming clockwork men who walk alongside beings of flesh and blood on the city’s streets. But woe to the traveler who addresses one of these wonders as a mindless automaton! Zobeck’s gearforged are living constructs, mechanical forms housing mortal souls. Originally created as powerful soldiers, gearforged must now find their own paths with which to navigate the second life they have been given. Many devote themselves to civil service, others to their gods. Some dedicate their extraordinarily long lives to the pursuit of knowledge. Others, naturally, seek out lives of adventure. Gearforged Life The gearforged are not only an artificial race, but also one whose members are created one at a time, coming from a vast array of backgrounds. Nevertheless, they maintain rich traditions of history, culture, and spirituality all their own, partly due to the influence of the race’s patron, the gear goddess Rava. HISTORY The history of the gearforged is a history of desperation. During the Great Revolt of the City of Zobeck against the rulership of House Stross, the citizens seized the watch barracks with the help of many of the watch trained pikes, no heavy infantry to speak of. They had the captains, and the mages of the Collegium enchanted help of dwarves from the Gear District and others from soldiers of the citadel. It was enough to give the rebels the Ironcrag Cantons, but they needed tough troops. Their hope. But what they could not turn to their side was the solution was a mad wizard’s apprentice, Black Marcenzo. private army of the Stross. These were hard and cruel With the assistance of master dwarven smiths, mages from soldiers, renowned for their brutality and certain of victory. the city’s college of magic, and priestesses of Rava, this The heavy knights of the Order of the Undying Sun, a renegade apprentice devised a ritual to animate bodies of company of crossbow-dwarves from Melano, cruel shadow iron with mortal souls. The spirits required came from the fey mercenaries, and a swath of peasant levies came to people of the city: elderly volunteers, angry and idealistic Zobeck—all were under the command of the wizard Lord young men, criminals seeking a reprieve, and a few seeking Kranos Stross. a new life in a whole and healthy body. Their bodies died, Against this were arrayed the wands of the Collegium but their souls lived on—and, more importantly, fought and the many citizens of Zobeck—but no cavalry, no on—seeking to change the course of the revolt.

3 Advanced Races Gearforged

4 MIDGARD TALES 4 way, numbers their grow, and longevity their means While gearforged donot reproduce inany normal SOCIETY sound shorn of elements all of taste, smell, or touch. mind and are senses their much simplified, pure sight and cost for is high gearforged all; love is purely athing of the others for didso mysterious reasons own. their all The sought out soulforging as means to stave off death, and herself. Some Goddess to individualscloser Gear the gearforged as aform pilgrimage, of bodily away to grow faithful of Ravacame transformation the to see into a to undergo Ritual the of Soulforging. Many of living the but was this not so. Within 20years, others came forward cadre, aone-timespecial creation never repeated, to be offstruck the shackles of adecadent house. council and amayor. The gearforged werethe fist that its charter as one of people, afree governed by own their of ancestral their at castle Rosehaven, and city the declared Oros Bridge was won, Stross the were hung from walls the into saddle the mud, the again. never toBattle rise The of down pulled people of many Zobeck alanded knight from pikes and held true, overwhelming the numbers of free the shockthe of battle knights infull dress, new-made their for people’s the army. The iron couldwithstand bodies These shining heavy infantry were an unshakeable core nobles of House Stross were caught completely off guard. springseverwound and minds of brass and magic. The citizensthe of Free ticking with became hearts Zobeck Great Gods Great Population Southern Road andSouthern Road river traffic the up River Argent. access along Great the Northern and Road Great the has blossomed into hub, athriving trade with land Zobeck’s population has burgeoned and city the to subjugateseek city. the Under Rava’s aegis, protecting from them a host of neighbors who fueling Clockwork the City’s ticking and heart, giving gift the the them of clockworkknowledge blessings daily on hard-working the Zobeckers, patronRava, the shines goddess of her Zobeck, Ruler of Zobeck Free City The At gearforged the making, their were thought a to be moreOvernight, than 100of bravest the of hearts Porevit and Yarila, Svarog/Volund 2,200 kobolds, 200gearforged) Gluck and Free the City Council : Lord Mayor Karillian : 14,000(11,000humans, 400dwarves, : Rava(patron), Ninkash, Lada, Perun, honorable profession among gearforged. the werethey first made for war, and combat is counted an scholarsbe or experimentalists among own their kind, know at least alittle of fighting the Though they arts. may value discussion of prowess, martial gearforged as all nobleto be endeavors by gearforged. the Gearforged also study. three of branches All these of knowledge are held through adventure, three methods: experiment, and withhistory more contemporary knowledge acquired Many such gatherings supplement recitations these of simply sharing the of knowledge, rather than opinions. “redundancy call practice they and distribution,” meaning gearforged and ancient pleases loremasters). This is a to old the discuss days that (afact annoys younger the Gearforged Memory: of Masters theOld Silent Councils that what are they is neither flesh nor golem. is fraught with difficulties the of repair sense alien the and gearforged,the for of sense their ownership of bodies their and not aperson at The all. topic is adelicate one among strident claim that an animated is always body property moreservants, to familiars akin than people. The most Some clockworkers have claimed that gearforged the are Revolt were naturally acknowledged as citizens at once. acknowledgmenttheir as citizens. The veterans the of gearforged for many years argued over status their and than anyone citizenry the might have The expected. that have they become, slowly, alarger proportion of clockwork centers of Methony and Quresh. of Melano, island the of Kyprion, and sultanate’s the gearforgedthe are numerous, such as Free the City Cantons, and similar councils other cities inall where Brotherhood Secret the Ironcrag inthe in Zobeck, among These Council them. are the the of Anvil gearsmemory from eldest the to time time, especially gearforged gather also to share Machine Speech or city as price the of crimes. their edge,new and afew are the compelled criminals to serve merchants at end the of life, others are soldiers a seeking more join gearforged the year. every Many are wealthy slaughter streets in the long ago. Since that time, afew donotthey forgive what easily remember they of the of diabolic cults.They remember howthings were. And return of and aristocracy against decay the and corruption andhistory its dangers. guard They againstthe creeping conservatism over time. and loved ones drives into them stiffnecked acertain thatbelieve inevitable the death of friends mortal their to adapt to aworld shifting aroundSomethem. priests and over certainly grow they time and reactionary unable to sheda radical his or for her body amechanical one— youth and more conservative with it age. takes Certainly and undying, gearforged the tend intheir radicals to be At same the time, gearforged the are keenly aware of Gearforged gather among themselves frequently

Once human, now mechanical The : The RELIGION magnificent contraption whose gears, wheels, and actuators Nearly all gearforged worship Rava, the Gear Goddess form a face that is said to be inhabited by the goddess and patron of the city of Zobeck. She is their creator: the herself on high holy days (see Kobold Quarterly #6). goddess who gave the secret of soulforging to the crazed The Saints: The most fanatical of Rava’s gearforged zealots of the Revolt. The praise of Rava and the faith of followers—and some are truly mad with devotion—are her gearforged have been unshakeable ever since. They called the Saints. They are generally implanted with a are among the chief servants of the Clockwork Oracle, a third hand and a third eye and are said to be Rava’s Hand

Rava (Ariadne) The Gear Goddess, the Clockwork Oracle, Mother of Industry, Spinner of Fate, Merchant Goddess, Patron of the City of Zobeck, Patron of Weavers and the Gearforged Domains: Artifice, Clockwork, Knowledge, Luck, Travel Subdomains: Construct, Exploration, Fate, Metal, Toil, Trade Alignment: Lawful : Dagger, scimitar Favored Weapon SHRINES AND PRIESTS As the patron of Zobeck, Rava is a goddess whose The current human high priestess of Rava is Lena Ravovik beneficence has given the city autoscribes, clockwork (LN female human cleric 9 [Rava]). Her surname is the scullions, the gearforged, and other inventions. traditional one for priests and priestesses of Rava, who Merchants believe she blesses their hard work, and her abandon their families and former lives when they enter mark is on contracts and bills of lading as a surety of the service of the goddess. The current dwarven high priest delivery or payment. She is also a sponsor of magic, in Zobeck is Ondli Firedrake, and the high priestess on knowledge, and industry. the island of Archae is Alkestis. The most famous of Rava Rava’s physical form resembles a six-armed woman, priestesses are the goddess-forged. These powerful clerics and she is frequently shown weaving or spinning. She is have been blessed to become immortal, magical machines. shown as a maiden, as the mother of industry, and as a Their bodies become completely covered in metal, and they wise crone in different shrines and at different seasons. gain the construct type and other abilities as a gearforged. WORSHIPERS OTHER FAITHS The industrious, the learned, and the gearforged are Rava is not fond of Bastet’s sybaritic luxuries and even less Rava’s closest followers, and dwarves, humans, and fond of the wild madness of Addrikah, the derro mother of kobolds all have shrines to her. Most of her followers are madness and chaos, whose works are abominations. Rava hard-working and willing to try new things; novelty and is considered cool or hostile to the followers of Yarila and invention are a part of her tradition as much as tradition Porevit, and she has a long-standing-but-genial feud with and crafting. Alchemists, wizards, scribes, guild masters, Volund over whose artifice and creation skills are greatest. weavers, and merchants all turn to Rava for wise counsel. MASKS SYMBOLS AND BOOKS Rava is called Ariadne in some southern realms, and she Rava’s priestesses have written dozens of volumes of is a great patron of weavers, jewelers, and scribes. In the prophecy at the Clockwork Oracle in Zobeck, and North, she is associated with the Norns. A few believe have a dozen more of the sacred works of Ariadne she is a female mask of Thoth-Hermes. on the southern islands. These books are kept closely guarded; most of their predictions do come true in WHAT RAVA DEMANDS time. The priesthood sells the knowledge within them Rava demands her followers be wise and hard-working. to their wealthiest followers, and gives it away to the Learning and scholarship are prized among her followers, most fervent and boldest followers, the paladins and and so too is the discovery and the making of new things. inquisitors of the faith. These are most often gearforged As a goddess of both novelty and fate, she demands her heroes. Rava’s symbols are the gear and the spider. Many followers seek out new learning and steer the world’s fate to of her priestesses carry a spindle for thread and spin as peace and plenty. In Zobeck, Rava’s followers must defend often as possible, the better to feed the looms of Rava’s her patron city against any threat that the Clockwork weaving spiders. Oracle identifies. Rava despises sloth and luxury.

5 Advanced Races Gearforged

6 MIDGARD TALES 6 The Cult of Zurvan: The Machine Speech: of Inevitables. the cult The quietlyof plotsZurvan worship instead towards Iron the Zurvan Angel, First have abandoned faith the entirely, directing their law, fate, and destiny goddess’ inthe portfolio. Some novelthe charm of clockwork, roles the neglecting of that worship the of Rava has fixated become too on minds and hands. in some Saints the sense, are her distant and distributed through eyesand to these see react; seem goddess does and Rava’s Eyes world. inthe Indeed, sometimes the faster and purer than any language of races. mortal form inthis Oracle as speaks well and that is speech their from company. their They claimthat Clockworkthe Speech” and it use to exclude flesh-and-blood humans this call similar magic. These speakers “the Machine unpronounceable even under effect the of tongues or is incomprehensible to non-gearforged and certainly whistling, clicking language among themselves that T Some gearforged a speak here are that those maintain Zurvan’s Horsemen: mechanical of god destiny. Goddess’Gear worshippers to cause the of true their to overthrow church the of Ravaand convert the as inevitables and fighttheir in god’s hallowed army. they believeare They destined to existenceascend to a new progenitor of inevitables the swells to fanatical extremes. associated with cultof admiration the Zurvan, for the ascension to pass, is which nothing less than total ushering event inthe bring that will this believe they outrage to followers of Rava. overtake empty the shell. This is rank blasphemy and an from agearforged and body allow occupant anew to complicity of apriestess of soul the Rava)that expel will has developed an alternate ritual (not requiring the ritualthe of soulforging. There arerumors that groupthe some cultists have to undergo deceit and used bribery far much too reverence for Ravato join such acause, gearforgedwith all awe virtually while have and envy; As aconsequence, Horsemen the are dedicated to Zurvan’s largely human worshippers gearforged view

For some of rare the gearforged

apocalypse. The Horsemen are slowly escalating a cognition gearing, and the marvel of a soul gem connected campaign of terror and dark rituals towards this end, but directly to a maze of silver and mithral steam, spark, and they currently remain deep underground and unknown magical conduits. These elements are all held in a shell in Zobeck. Few members of the cult of Zurvan are of iron, brass, and steel, and the bulk of the things is even aware of the presence of these sinister mechanical remarkable. A large and heavily armored gearforged can sociopaths in their midst. weigh 400 pounds, since its armor is built in. Other Gods: Rava is not the only goddess of the GEARFORGED COMPONENTS gearforged—far from it. Many of the dwarf gearforged also honor the gods of their former lives: Wotan the Rune- The range of gearforged anatomy in all its variants is Giver and Volund the Smith. Many of the once-human remarkable, but all gearforged share some common parts. gearforged are inclined toward Perun the Thunderer, in his EVERWOUND SPRINGS aspects of war and bravery; as well as toward Anu-Akma, These magical springs provide energy over long periods, in his guardian aspect; and sometimes even Arachne and effectively acting as the power sources for most of the Techne, the southern goddesses of fate and smithwork who are sometimes said to be masks of Rava. Some human faiths do not look kindly on gearforged, and a few of the most life-affirming even consider soulforging to be an abomination similar to the creation Ritual of Soulforging of undead. The followers of gentle Lada, for instance, School necromancy; Effective Level 5th consider the creation of the gearforged a regrettable Skill Check Craft (clockwork) DC 20, 4 successes; and grievous error. The rare gearforged that continue to Knowledge (arcana) DC 20, 2 successes (Priests of adhere to these faiths live complicated existences indeed. Rava may substitute Knowledge (religion)) Components M, S, SC, V Material Components—a complete mechanical body Making a Gearforged of actuators, springs, gears, and engraved gemstones (minimum cost 10,000 gp) The most important moment for many gearforged is the Secondary Casters—up to four additional casters are moment of their remaking, when they leave their flesh optional; each who makes a successful Knowledge body behind and enter their new clockwork body of brass (arcana) or Craft (clockwork) check (DC 20) adds +1 and steel. One can spend a fortune on these new bodies or to the primary caster’s check simply scrape together something that will work—though Casting Time 60 min only barely—if the subject is aging or deathly ill. The details Range touch don’t matter a great deal, since the iron body can be rebuilt. Target one humanoid creature Without exception, the gearforged are shaped like Duration permanent humanoids, and the vast majority appears in one of two Saving Throw Will negates Spell Resistance yes styles: roughly human-sized, with articulated joints, hands, feet, and magical eyes; or a stouter version made by the You and the subject chant and act in unison to trigger dwarves. These dwarflike gearforged are more common in the soul’s migration into the waiting deathless, tireless the cantons of the Ironcrags than in the Free City of Zobeck, body of iron and brass. If the incantation succeeds, but are universally accepted as receptacles for dwarf souls. the subject’s old body dies and the new clockwork In the South, minotaur gearforged are rare but not entirely body is animated with life. The subject is effectively unknown. A few gearforged are built in even smaller sizes, reincarnated as a gearforged PC and continues intended for kobold souls, but these are subject to frequent adventuring in that form. failure and even the extinction of the souls they carry. Backlash: Ghost or wraith. The unbound spirit attacks All gearforged were once other creatures, now the primary caster three times as a ghost. A cleric inhabiting standardized bodies with cylinders, springs, turning the unbound soul can prevent the attacks and articulated joints of varying quality. Each is made of during the soul transfer process. iron, brass, and steel and as distinctive in appearance as Failure: After the first failed check, the subject’s other people differ by their hair and eyes. The gearforged soul is removed from his or her body but not yet are thinking creatures and can serve as city watchmen and constrained in the new one. The soul attacks you as soldiers. Gearforged have free will that separates them a wraith. If a second skill check fails, the incantation from other mechanical devices, which are no more than fails completely: you and any other casters suffer simple servants responsive to orders and capable of little 3d8 damage (Fort DC 15 + your Int modifier) and more than a limited amount of memorization. the subject dies. If the save is successful, the subject Gearforged mechanisms are more than mechanical, is either imprisoned in a gem (as per magic jar, if a because all gearforged are machines with a soul. Their 500 gp or better gem was prepared in advance) or arms and legs depend on actuators powered by everwound released to the world as a ghost or wraith. springs. Their minds depend on memory gears, transverse

7 Advanced Races Gearforged

8 MIDGARD TALES 8 with thousands of pin-sized holes, and others wound delicateThese constructions arescroll-like ribbons pierced MEMORY GEARS means the death of that gearforged. retain an individual’s spirit or soul, and destruction their 8,000gp)two gems.extra soul These arethe elementsthat personality, and its mind—are retained inone or (for an animating, principle vital of agearforged—its its will, anysoul, flesh-and-blood but it is moreportable. The The mind of a gearforged creature is as thatsharp as of SOUL GEMS spring results loss inthe of inthat function digit or limb. gearforged’s limbs and fingers. A brokeneverwound one week for recipient the to remember and understand the gearforged requires Ritual anew of Soulforging and at least intopeering most the private details of acreature’s life. with some by alarm most gearforged, since it to is akin and read by others. This is alengthy process andviewed work and 2,000gp. 10yearsor of every life. Installing one requires one day’s to create requires them one gear/two new levels attained such gears, and material the component for magic the lives gears. memory inthe Older gearforged have many ofmemory agearforged for days the all after its creation about with tiny enchantments of great complexity. The Memory gears from taken can gearforged be adead Installing gear an memory existing, inanew used results. The process is dangerous, requiring a Fortitude save Cannonball: You excel at using your heavy metal body (DC 10 + one-half level of dead gearforged + Cha modifier as a formidable battering ram. You gain a +2 bonus to of dead gearforged) to succeed. If the Fortitude save fails, your combat maneuver attack bonus when attempting the gearforged is ill for two weeks as it resorts its own to bull rush an opponent and an additional +1 bonus to memories, and the found memory gear is rendered useless. attack rolls made while charging. Deception: Your earnest mechanical manner puts those Alternate Racial Rules around you at ease regarding the guileless sincerity of Gearforged come in many shapes and sizes and are your intentions. You gain a +2 bonus to Bluff checks. customized for a variety of tasks. Players may choose from Discharge: Your body was designed to generate slightly the following list when selecting traits for their gearforged more energy than your regular operations require. You characters. Most GMs allow two traits at character may release this energy once per day in the manner of the creation; your GM may permit just one, or 3 or more. burning hands spell for 1d4 points of fire, electricity, or sonic damage (energy type should be chosen when this ADDITIONAL RACIAL TRAITS trait is selected). Adamant: Your crafters made your body more resilient Emergency Surge: Mechanisms hidden deep within than normal. You gain a +1 bonus to AC. your structure kick into action at critical moments to

9 10 Advanced Races Gearforged

10 MIDGARD TALES Gear Hacks have cataloged anumber of recognizable subtypes. human standard base are adiverse lot, clockwork engineers Thoughthe minority of gearforgedthat do not conform to a RACIAL SUBTYPES Unnatural Attack Split Personality CrusherRock Phantom Limb Oriented Mind Breaker Hidden Compartment bonus checks on to Survival avoid becoming lost. you into acohesive, navigable picture. You gain a+2 compiling information from environment the around optimized for mapping physical spaces,effortlessly touch version of confusion the (caster spell level 2nd). mechanical mind of agearforged. This ability as a acts most organic are beings ill-prepared to grapple with the your mind up to Unfortunately them. for your target, may mentally commune with aliving creature, opening zero or fewer hit points. single standard round actionthe afterbeing reduced to provide you afinal burst of activity. You may make a bludgeoning attack doing 1d8damage. your sunder check and your counts tight squeeze as a an outside object of combat, you gain a+2bonus to harshestfor very the tasks. When attempting to smash when youwhen draw it from compartment. the a +4circumstance bonus on your Sleight of Hand checks hide an no object bigger than adagger or wand and gain compartment and you can discretely access it. You can madness. You gain a+2bonus to Will saves. ranging from coldly the mechanical to borders the of result, your personality occasionally drifts to places integrated with your mechanical new form. As ayour functions as anatural attack 1d3points dealing of damage. forms of defense. You abarb, possess claw, or horn that providing gearforged with more integrated and subtle forms distasteful. to be not This does preventfromthem practiceofthe weapons designing martial into gearforged Charisma unless it is concealed. your third and arm liesinert you to a-1penalty take provoking an attack of opportunity. The rest timethe of may perform an item extra manipulation action without experiment of questionable success. Twice day per you made any substantive headway. Your creation was an have long dreamt of many-limbed gearforged, few have somewhat pitifully, messy the circumstances of their underclass known as gear hacks are typically regarded While gearforged the bodies. experimental advised spellcasters.less-than-expert are Others living inill- underwent ritual the of soulforging at hands the of are product the of top-tier clockwork magic. Some : Your elegant mechanical mind was : Not gearforged all streets the walking : Once per day,: Once per as atouch attack, you : Your mechanical digits were designed : While clockworkers and engineers : Your living was soul not perfectly : Some schools of thought find : Your has asecret body Fangforged Geardwarves their new metallic form. metallic new their cause that makes up take them arms and advantage take of formertheir life. Some become dedicated to abattle or Some gearforged retain ways bloody their and from skills CLOCKWORK WARRIOR (FIGHTER) The following racial archetypes are available to gearforged. Archetypes Racial Tauric Engines Infernal Machines either deception or split personality traits. racial gearforged. Infernal Machines have mind the breaker and often alongget farbetter withtieflings than their fellow infernal machines are auniformly troubled lot and formertheir selves. mortal While not exclusively evil, whereas others become sinister mechanical versions of gearforged mightily with darker their struggle natures itself into living anew construct. Some tainted from rise lower the will diabolical planes to insinuate processes. Onrare occasions something dark and somedesign, soulforgings are not sterile magically have oriented the and unnatural attack traits. racial success as gladiators and mercenaries. Tauric engines brethren,blood many tauric engines have found great themselves. Though not acceptedfully their fleshby and and traveled they across Wastes the wonder this to see for gotcuriosity better the of group asmall of clockworkers were long as exotic nonsense, in Zobeck dismissed until minotaur dominating gladiatorial Barsella the arena and rock traits. crusher racial mines. Geardwarves dwarven havedeep cannonball the spartans, spearheading most the dangerous tasks inthe Volund. Geardwarves are thundering, steam-belching soulforging as it down was originally passed by god the clockworkers,Zobeck maintain dwarves the theirs is soulforging archaic seems and inscrutable to many Templeforge Ironcrags. dwarven inthe While dwarven first gearforgedthe Crossroads in were created in secret ofthe soulforging to the people the of Zobeck, the adamantthe and discharge traits. racial units ofseveral edjet the warrior caste. Fangforged have gleaming and fearsome fangforged at command the of some ofimmortalized greatest their warriors, placing clockworkersZobeck to lands, their sultans the have lack foresight. Having lured anumber of talented are committed to tradition is not to say that they of. Thatthe sultans the draconicof Mharoti Empire upstart dragonkin are exceedingly rare but not unheard personality traits. racial mighttypical specimen have phantom the limb and split robust brethren. No two gear hacks are same, the but a creation occasionally give an them edge over more their : Gearforged mold inthe of Midgard’s : While it was Ravathat down passed : Rumors of aferocious gearforged : Whether by accident or by Gearforged Characters All gearforged have the following racial traits. Medium: As Medium creatures, gearforged have no special bonuses or penalties due to their size. Gearforged gain a +2 racial bonus to any one ability score. Their makers pride themselves on fitting the body to the needs of the soul. Gearforged gain a +1 natural armor bonus to Armor Class. Gearforged base land speed is 30 feet, and they do not suffer a movement penalty due to wearing medium armor. Gearforged gain low-light vision and darkvision 60ft. GEARFORGED TRAITS Gearforged gain a +4 vs. mind affecting effects. They are immune to disease, death effects, necromancy effects, poison, and sleep effects. Gearforged are not subject to nonlethal damage, and they are immune to fatigue and exhaustion. They are not at risk of death from massive damage, and they automatically stabilize when taken below 0 hit points or less. A gearforged body is destroyed at their negative Con score, though they can have their soul gem and memory tapes implanted in a newly- constructed body as long as they are intact. They cannot be raised or resurrected through normal magical means, though a wish spell can restore them fully. Gearforged do not need to eat, sleep, or breathe. A gearforged submerged in water can continue to function normally for a number of hours equal to their Strength score. After spending that much time in the water the gearforged will grind to a halt and require a 4-hour repair period. Gearforged suffer a -2 penalty to swim checks. Gearforged cannot heal damage on their own. Cure spells, wands, and potions heal gearforged for the minimum amount per charge or dose, and the psionic repair damage power works normally. The mending spell heals a gearforged for 1 point of damage, while the make whole spell heals 2d8 points of damage +1 per caster level (maximum +10). Gearforged may also be repaired using Craft (Clockwork) or by another gearforged and helpless until maintained possessing the Self-Mechanic feat (see page 19). by another gearforged or an Rather than sleep, gearforged must rewind their individual with the Craft (Clockwork) springs, repair gears, and oil and clean their parts each day or Knowledge (Engineering) skill. One for a 4-hour period to ensure normal functioning. They 4-hour maintenance period eliminates all are fully aware during this period, but any interruption accumulated penalties. in their routine during these 4 hours requires them to Gearforged gain a +2 racial bonus on Craft start again from the beginning. Gearforged can function (clockwork) and Intimidate checks. Gearforged a number of days equal to their character level without intimately understand how their own race works and performing this maintenance, but each day without such can apply that knowledge elsewhere, while most living a repair period applies a cumulative –2 penalty on all creatures find gearforged a little unsettling. attack and damage rolls, saving throws, and skill checks. If a gearforged neglects his maintenance period a number Automatic Language: Trade Tongue. of days equal to his character level, he becomes immobile Bonus Languages: Draconic and Dwarven.

1111 12 Advanced Races Gearforged

12 MIDGARD TALES Forged inFire (Su): Starting at level, 13th clockwork the Lay on (Su): Hands Spells physically and spiritually engineered powerhouses of good. workpaladins long and hard to cast off,the faithforged are forms and without foibles the of mind and that body most reservoirs of positive forged energy directly into their diety’stheir causes. With potent holy symbols and consecration, acommitment of life new their to serving Rather, ritual the of soulforging adramatic is also Faithforged donot as holy calling their choose warriors. FAITHFORGED (PALADIN) Metal Mastery (Ex): Steel Step, Steely Eye (Ex): Shattering Blow (Su): Pneumatic Extensions (Ex): Grinding Gears (Ex): Clockwork (Ex): Resilience Forgeclaws (Ex) gearforged. gearforged. ability, though faithforged may fellow their heal also before attack the roll is made. This ability replaces bravery. attack. The nature thedamage of be must announced for or 1d6lethal nonlethal damage with melee asuccessful gains Natural the Attack feat and may make aclaw attack training 3. increases to 10at level. 18th This ability replaces weapon warrior acquires fire and cold resistance 5.This resistance his attacks. This ability replaces weapontraining 2. clockwork warrior gains an 5-foot extra square reach on beyond 3rd. This ability replaces armortraining. throws.bonus This increases by 1 fourfor levelsevery clockwork warrior gains a+1inherent bonus saving to all normally (50%miss chance). This replaced armor mastery. concealment. Cover affectsthe clockwork warrior’s attacks clockworkthe warrior ignores difficult both terrain and per dayper ability. This3rd*1 uses. extra ability +4th*1) thereplaces spells afaithforgedspell; would receive 14 (1st*3 + 2nd*2 + 2 2ndspells, level 13rd spells, level spell, and level 14th day. For instance, can cast level 31st paladin a14th level toequal cumulative their available levels spell for the ofuses lay their on hands ability. They receive uses extra hitcritical bonuses associated with weapon mastery. weapon increases by one, and gains he also usual the ability.mastery His threat critical range with his natural warrior must his natural choose weapons for his weapon training 4. with his natural weapons (only). This replaces weapon warrior gains Improved Sunder and Improved Disarm replaces weapon training 1. increases by four 1for levels This beyond every 5th. the rolls, damage rolls, and grappling rolls. This ability warrior gains a+1bonus natural to all weapon attack : In lieuof daily faithforged spells, receive extra : At 2nd level, clockwork the warrior

T his functions as the paladin his functions as paladin the At level, 20th clockwork the At level, 5th clockwork the At level, 17th clockwork the

Starting at level, 19th At level, 9th the At 3rd level, the Holy Furnace (Su): Holy Vessel (Ex): witchcraft, heavy gauntletwitches provetheir themettle in gearforgedtheir frame with eldritch the might of battle- are formidable Combining beings. bulk and the power of Though admittedly extremely rare, heavy gauntletwitches and other variants can be found in Kobold Quarterly #23. gauntlet witch archetype. Full details on the gauntlet witch The heavy gauntletwitch is a racial variation on the HEAVY GAUNTLETWITCH (WITCH) Unstoppable (Su): (Sp): Bond Divine Channel Positive Energy (Su): aura of righteousness. ability to remain active for around. This ability replaces faithforged may of spendthree uses her lay on hands hit points (but greater than her negative score), Con a off incapacitation. Upon reduction to zero or fewer harness positive flowing the energy within her to stave abilitybond. divine modifies anychoose of additional the weapon properties. This weapon or unarmed attack that she makes. She may not like atorch and enhancement bonuses apply to any faithforged upon calls her divine bond ability, she glows on faithforged’s the own mechanical form. When a weapon form ability, of paladin the but with afocus This ability replaces divine health and aura of resolve. a +1bonus to Str and and Dex a+1natural armor bonus. holy might. At gains eachof two levels, these paladin the faithforged’s becomes amore body expression perfect of her equal to 1d6 per 2 uses of 2uses toequal lay 1d6per on hands remaining. amountthe of damage dealt or (player’s healed choice) is releasedthis inafinal use of ability. thatcase, In particular is destroyed, positive flowing the energy within her is points reach her negative score Con and her physical form bound.positive while When energy afaithforged’s hit his or her own physical may form, paladin the channel so gearforged. Furthermore, faithforged’s the holy symbol is ability,as paladin the though it to heal may used be also paladin levels. Only onepaladin may at used be atime. and level do1d6additional 15th points of damage 3 per ofuse lay on hands for around. Abilities at 3rd, 9th, 6th, attack that she makes. of Each following the costs one granting properties magical to any weapon or unarmed burningenergy within it to enhance its ability martial by levels thereafter, afaithforged maypositivethe use

This ability replaces mercy and divinegrace. At level faithforged the 12th may attack round. per twice At level faithforged the 9th may addaxiomatic damage. At level faithforged the 6th damage. may addelectrical At 3rd level faithforged the may addflamingdamage. weapon. At level faithforged the 18th may as adisruption act damage. At level faithforged the 15th may to doholy choose

This functions This similarly the to At 3rd and levels, 8th the At level, 17th faithforged the may At 3rd three level and every This functionsThis chaos of war or as dedicated bodyguards to those that can aspiration. The most fanatical interpret their existence as afford their services. A few are wanderers, finding solace in gearforged as one phase in a transition to a powerful new the lure of adventure and the discovery of new experiences form, a final reward always seemingly dangling just out and knowledge, feeling assured that the power of their of reach. Most lawmasters have the justice, order, or truth adamantine gauntlet will sustain them. inquisition, and choose a focus identical to a particular A heavy gauntlet witch’s adamantine gauntlet has caste of inevitable, frequently pursuing those who cheat the following modifications. A heavy gauntlet witch’s death or evade justice. adamantine gauntlet is a permanent adamantine Spells: Lawmasters cannot cast spells with the [chaotic] modification to the gearforged’s structure and cannot be descriptor. removed. A heavy gauntlet witch does not benefit from the Toughness ability, nor does the adamantine gauntlet have Assessment (Ex): At 1st level, a lawmaster gains a +3 the alertness, lore, legend lore, teleport gauntlet, or drain bonus to Perception and Sense Motive checks. This ability husk powers. An adamantine gauntlet receives all bonuses replaces monster lore. associated with adamantine items. Righteous Order (Ex): At 3rd level, a lawmaster At 1st level, the adamantine gauntlet increases the Strength gains a +2 bonus to Intimidate checks. Duration of score of the gearforged by 1 point—this improves influenced attitudes is twice as long as normal. This ability by 1 point for every five levels of heavy gauntlet replaces solo tactics. witch the gearforged possesses. At 3rd level, adamantine gauntlet confers upon the heavy gauntlet witch the light fortification armor property. This improves to moderate fortification at 8th level and heavy fortification at 14th. At 18th level, the heavy gauntlet witch becomes immune to critical hits and sneak attacks. If the heavy gauntlet witch chooses to replace hexes with Armor Training, its adamantine DR increases by 1 point with each option—in other words, DR 2 with medium armor, DR 3 with heavy armor. Pain Clasp (Sp): A heavy gauntlet witch’s pain clasp ability overrides a construct’s immunity to paralysis. Improved Pain Clasp (Sp): In addition to making a ranged touch attack, as a full-round action, the heavy gauntlet witch may attempt to keep a successfully paralyzed foe both grappled and then prone. A successful combat maneuver check is required for each—if the grapple fails, there is no possibility of making the foe prone. If both combat maneuvers are successful, the target is considered helpless. Maintaining these effects is a full round action. Telescopic Strike (Ex): At 10th level, the adamantine gauntlet has improved to enable the heavy gauntlet witch to make telescoping strikes—the witch gains reach 10 when attacking with the gauntlet or when using the pain clasp ability.

LAWMASTER (INQUISITOR) While lawmasters are typically associated with the Cult of Zurvan, these single-minded gearforged may follow any god strongly associated with the rule of law. Whatever the case, lawmasters are united by their admiration for the inevitables, relentless outsiders devoted to law. For some lawmasters this is merely an unusually strong reverence, but for many it is an

1313 14 Advanced Races Gearforged

14 MIDGARD TALES Magic Denial (Su): Retaliation (Ex): (Ex): Rage battlefield ferocitywiththe cool of a monk. down into mechanical her methodical, mind and deploys harnessing her amazing rage powers. Rather, she digs gearforged, that is not where quiet the turns exploder in of barbarian. the While aliving exists soul within each thatsurprise many gearforged to explore choose path the Given reverence their for prowess, martial it is not QUIET EXPLODER(BARBARIAN) Ethereal Prison (Su): Integrity of Self (Ex): Mark of Law (Sp): Piercing Sight (Ex) become fatigued. This ability rage.modifies on checks skill during a rage. As gearforged, donot they bonus hit points. exploders have Quiet no restrictions maintenance. incurs to a-1penalty AC Raging and no day that her dailyevery barbarian the gearforged neglects after first. This number of rounds is reduced by two for rounds day, per plus two additional rounds eachlevel exceptions.several Aquiet can exploder rage for five level teamwork feat. some violationbe of law. This ability thereplaces 12th casting is time one minute and offending the action must ability works identically to spell, with the two exceptions: mark atarget markjustice of as per 15th level teamwork15th feat. gains regeneration 5(chaotic). This ability thereplaces teamwork feat. teamwork prisoner at atime. This ability levelthereplaces 18th retrieve target the at and will may only keep one ethereal with Will a successful save 20).Thelawmaster (DC may herself (rematerializing presence in the of lawmaster) the hourOnce per target the may attempt to himor free toneed eat and not does age, conscious. but is otherwise oncell ethereal plane. the The imprisonedtarget not does hitscoring acritical may imprison atarget inafeatureless replaces tireless rage. through sheer force of She will. gains SR 10.This ability resolve strong is so that she may off shrug effects magical of opportunity against them. role by more than barbarian 10,the may make an attack any circumstance. If an opponent missesamelee attack prepared to deftly respondwith an attack undervirtually ability replaces 3rd, and 6th, level teamwork 9th feats. form true ofthe polymorphed creatures or This objects. throughcan illusions. see At level alawmaster 9th can see and ethereal creatures or At objects. level alawmaster 6th line of sight. At 3rd level alawmaster invisible can see check is made creature the remains visible until it leaves 20Perception DC successful check, though once the world. the ofobserve Each following the requires a a lawmaster gains lenses of with new to which truth This functionsThis barbarianthe as abilitywith At level, 14th aquiet is exploder At level, 12th alawmaster may At level, 17th quiet the exploder’s : At 3rd, and 6th, levels, 9th At level, 18th alawmaster At level, 15th alawmaster once day. per This The Sphere: salvager The Skills: replaces Class Handle Animal on his spring. mature form, aswirling, grinding cloud of cogs,wire, and spheres of scrap metal but quickly transition to more their eidolons existences their begin as ominous floating of Rusty Gears given form and intelligence–young alien something stranger It still. is raw material from plane the of an exotic planar entity, but salvager’s the eidolon is Any summoner claim can rightfully companionship the SALVAGER (SUMMONER) Battering (Ex): Ram exploders haveQuiet access to following the rage new Construct Summons (Sp)Construct : Asalvager using summon only to a-1penalty takes CMBfor each. damage to subsequent creatures caught she inabull rush, points of bludgeoning damage. Though she may not do frame,metal she may may also an attack roll for 1d8 successfully bull rushes an opponent with her powerful list of class with Disable skills Device. monster list as is modified follows: or celestial the fiendish template.salvager’s The summon should applied be to creatures that would typically take from Rustyscrap Gears. The beast template sidebar) (see monster starting statistics: as a2-point evolution. It with following the begins mechanical refuse from Rusty Gears. This form counts medium sphere of tightly packed fine and diminutive power: Summon Monster I Summon Monster Size Summon Monster IV:Asalvager cannot summon Summon Monster III:Asalvager cannot summon Summon Monster II:Asalvager cannot summon small clockwork spies ( summoner’s eidolon ability. banishedbe like an outsider. This ability the modifies resistance or immunity evolutions. (electricity) It may damage from and electricity may not the choose same manner as agearforged. The eidolontakes 150% orskills, saves. The eidolonthe in maybe healed recalculate Hit Attack Dice, Base Bonus, hit points, Evolutions 11;Free 10, Cha (1d6); Ability Scores Str -,Int 16,Con 12,Dex 7,Wis Saves medium elementals, hell hounds, hound archons, or Roleplaying 2 Game Bestiary 3 Bestiary clockwork (Pathfinder servants Roleplaying Game Bestiary clockwork (Midgard beetles dretches or lantern archons but can summon elementals or lemures. Medium; Speed The eidolon’s changestype Do to construct.not Fort Will (bad), Ref (good), Attack (bad); bite typically summons ragged clockwork creatures In its form, base salvager’s the eidolon is a ), and arbiter inevitables (Pathfinder PathfinderRoleplaying Game 3 Bestiary : Asalvager summon can also fly 20ft.;AC When aquiet exploder bite, flight. ). +2natural armor; , page 24), ). mephits, but can summon clockwork beetle swarms (Midgard Bestiary, page 24), clockwork hounds (Midgard Bestiary, page 25), clockwork huntsmen Scrap Beasts (Midgard Bestiary 26), junkyard clockwork dogs (Dark Scrap beasts are the roving wild creatures of the plane Roads and Golden Hells, page 106), and weaving spiders of Rusty Gears. While they are technically constructs, (Midgard Bestiary, page 96). they are not created creatures; rather, they are born Summon Monster V: A salvager cannot summon from accumulated mechanical refuse as a part of the babau, bearded devils, bralani azatas, large elementals, plane’s unique and curious ecology. salamanders, or xills, but can summon clockwork CR: Same as the base creature. myrmidons (Midgard Bestiary 27) and clockwork soldiers (Pathfinder Roleplaying Game Bestiary 3). Type: Creature type changes to construct. Do not recalculate Hit Dice, Base Attack Bonus, hit points, Summon Monster VI: A salvager cannot summon huge skills, or saves. elementals, erinyes, lillend azatas, or succubi, but can summon clockwork stalkers (Kobold Quarterly 23, Armor Class: A scrap beast’s natural armor bonus page 57). increases by +2. Summon Monster VII: A salvager cannot summon Vulnerable to Electricity: A scrap beast takes 150% bebiliths, bone devils, greater elementals, or vrocks, but damage from electrical attacks. he or she can summon alchemical golems (Pathfinder Roleplaying Game Bestiary 2) and zelekhut inevitables stats, with hit points divided between them. Damage (Pathfinder Roleplaying Game Bestiary 2). from the swarm attack is 1d6 lower. If the summoner has Summon Monster VIII: A salvager can only summon taken the large evolution by 18th level, he may choose clockwork golems (Pathfinder Roleplaying Game mitosis a second time, allowing each of the smaller Bestiary 2), clockwork leviathans (Pathfinder clouds to divide once again. Roleplaying Game Bestiary 3), and kolyarut inevitables While swarms may move through each other freely, (Pathfinder Roleplaying Game Bestiary 2). they may not occupy the same square at the end of a Summon Monster IX: A salvager can only summon brass move action. Clouds adjacent to one another may rejoin golems (Pathfinder Roleplaying Game Bestiary 3) and together as a move action. The eidolon may only return steam golems (Midgard Bestiary, page 60). to its sphere form when all surviving clouds are intact. If Salvage Cloud (Su): At 2nd level, the salvager can select one or more clouds have been destroyed when the eidolon salvage cloud as a 2-point evolution. As a full-round reforms, its maximum hit points are proportionally action, the eidolon may expand its mass into a cloud of decreased. This ability replaces aspect and greater aspect. refuse one size larger than its sphere form. As a cloud, Ejector (Ex): At 16th level the salvager may purchase the eidolon behaves similarly but not identically to the ejector as a 3-point evolution. While in cloud form, the swarm subtype. The cloud’s starting form is a square, eidolon may hurl an opponent across the battlefield at though it may rearrange itself as a move action so long the end of its swarm attack. The eidolon must be as large as no dimension is more than 50% larger than the or larger than the opponent and fully occupy all of the original square. It may move through squares occupied opponent’s squares to attempt this. This effect works by other characters freely, though it provokes an attack of identically to a single round of enemy hammer. It may be opportunity in doing so. used a number of times per day per two summoner levels. The cloud’s only attack is a swarm executed following This ability replaces merge forms. a move ending in another creature’s square; once in the Devour (Su): At 20th level the salvager may purchase square, its attack is automatically successful. Damage devour as a 3-point evolution. begins at 1d6 at 2nd level plus an additional 1d6 every In conjunction with a swarm attack, the eidolon may three summoner levels thereafter. The swarm cannot attempt to absorb a weapon, piece of armor, or other be grappled, tripped, or bull rushed and is immune to metal item into itself, using these to heal damage to itself weapon damage, flanking, critical hits, and spells that or the summoner. While making a swarm attack, the target a specific number of creatures. The swarm takes eidolon should make a disarm check against the target 150% damage from area-of-effect spells and is susceptible using the summoner’s CMB. The item removed by a to wind effects as a diminutive creature. Reduction to successful check will be the most accessible, at the GM’s fewer than 0 hit points disperses and kills the eidolon. In discretion. This item may be effectively destroyed to heal cloud form, the eidolon is mute and may not use skills, 4 eidolon hit points or 2 summoner hit points. Outside feats, or other evolutions. of combat, the eidolon may absorb available metallic Mitosis (Su): At 10th level, the salvager may select mitosis material at a rate of 1 piece per round. This ability as a 3-point evolution. While in cloud form, the eidolon replaces twin eidolon. may divide into a pair of clouds one size smaller as a move action. Each new cloud retains the original’s base

1515 16 Advanced Races Gearforged

16 MIDGARD TALES Beginning at (Su): level, Beginning 6th Pharmacy Alternative (Su): At Energy 2nd, and 5th, levels, 8th Internal Furnace (Su): This ability throwreplaces anything. Tune-Up At (Ex): 1st level, alchemist atinker is able Mutagen (Su): and expand possibilities the of physical their forms. combining mechanical and aptitude alchemical to explore Tinker alchemists turn relentless their tinkering inwards, for themselves as creators the of fantastic inventions. excel field inthe of clockwork,great making names It should come as no that surprise many gearforged TINKER ALCHEMIST(ALCHEMIST) a tinker alchemista tinker may share his poison resistance. an attack This type. ofability energy this replaces temporary hit points to damage equal the half dealt by At type. energy this level, 8th alchemist atinker gains Attype. level, 5th alchemist atinker resistant is fully to level, alchemist atinker gains DR 10against energy this of musttype energy chosen at be 2nd level). At 2nd kind of(sonic, fire, energy particular or electricity–the to resist bodies their and eventually advantage take of a alchemiststinker are able to reengineer systems in himself or an incapacitated gearforged) intwo hours. to perform four hours of gearforged maintenance (on replaces poison use. bomb discovery. This ability bomb modifies and bombs should treated be as utilizing breath the weapon chemicals and violently alchemist tinker All them. expel alchemiststinker consume mixtures of reactive until alchemist tinker the reaches below). level (see 6th Tinker alchemist mutagens are for inert other gearforged intelligence be modifier) nauseatedor for six hours. make aFort save 10+alchemist level +alchemist (DC gearforged consume who alchemist atinker mutagen must bonus or undergo any physical bestial changes. Non- though alchemists tinker donot acquire anatural armor This functionsThis alchemistthe as ability, Rather thanRather throwing bombs, The Discoveries: following discoveries complementthe Well-Oiled At Machine (Ex): level, 10th atinker infuse mutagen,infuse infusion. concussive bomb, grand mutagen, greater mutagen, alchemisttinker archetype: acidbomb, cognatogen, replaces poison immunity. allows him to forego maintenance entirely. This ability alchemist can create an admixture that, consumed daily, replacespoisoning swift (and modifies mutagen). a duration of 5minutes alchemist per level. This ability mutagens with other gearforged. Shared mutagens have Driving Check Profession (driver) NEW RACIAL RULES Forward Facing vehicle’s forward The following equipment, feats, magic items, and spells are Driving Device wheel typically associated with gearforged, though some of them Driving Space forward square of the buggy may be utilized by other characters at the GM’s discretion. Decks 1 TRIUMPH POLISH Gearforged Equipment This polish is typically applied by gearforged paladins and Gearforged have access to the following items of equipment. cavaliers before charging into open-air battles. In full daylight, opponents of a wearer of triumph polish are treated as CLAW WHIP dazzled. The polish can be applied to a gearforged chest plate This fearsome weapon resembles a metal version of the as a full-round action. A single application lasts one hour. scorpion whip, with far larger fangs crowning its tip. The grasping fangs are activated by a spring mechanism running the length of the whip. In addition to disarm, reach, and trip, Gearforged Feats a user with the Whip Mastery feat may also drag, reposition, Gearforged have access to the following feats. or steal from an opponent. For a dragged or repositioned ARMOR UPGRADE opponent, also make an attack roll against their flat-footed AC to do 1d4 points of slashing damage. Standard damage With a bit of time and expense you are able to upgrade from a claw whip is 1d4 (S) or 1d6 (M). your mechanical form’s natural armor. Prerequisite: Gearforged GEAR BUGGY Benefit: You upgrade your natural armor bonus by +1. Large land vehicle This is an involved procedure costing 1,000 gp and 1 week Squares 2 (5 ft. by 10 ft.; 3 ft. high); Cost 2,500 gp with at least a 3rd level expert armorer. You may not take DEFENSE this feat at a level at which you receive a natural armor AC 9; Hardness 10 hp 40 Base Save +1 bonus from a class feature. You may take this feat multiple OFFENSE times, but not at multiple levels in a row. The feat costs an Maximum Speed 10 ft. + 5 ft. per operator’s Strength additional 3,000 gp each time you take it after the first. bonus; Acceleration 10 ft. AQUATIC EXPLORER CMB +1; CMD 11 Ramming Damage 1d8 Design and training have made you far more effective in DESCRIPTION water than your gearforged fellows. Your lower body acts as a powerful and graceful propulsion system and your This heavy, four-wheeled clockwork contraption was functioning is not impaired by long periods of submersion. originally designed as a utility vehicle for gearforged, whose heavy frames easily overwhelm many modes of transport. Prerequisite: Gearforged Gear buggies are powered by extremely strenuous pedaling Benefit: You may operate underwater for as long as on behalf of the driver; they require a minimum Strength you like (though maintenance cannot be performed of 14 and can be used for a number of rounds equal to underwater and penalties from foregoing maintenance the driver’s Constitution score before the driver becomes still apply) and you gain a +2 bonus to Swim checks. fatigued (thankfully a non-issue for gearforged). Normal: Gearforged may spend a number of hours The vehicle statistics here presume a load of 500 underwater equal to their Str before grinding to a halt, pounds (one medium gearforged and approximately 100 and they take a -2 penalty to Swim checks. pounds of cargo), though the sturdy buggies may carry up to 1,000 pounds and tow as much weight as the driver can AUTONOMOUS APPENDAGE manage. Reduce the driver’s effective Strength by 1 for each You are able to harmlessly detach one of your arms and 250 pounds above 500. maintain control over it for several minutes at a time. Propulsion muscle (pushed; operator) Prerequisite: Gearforged, Self-Repair Benefit: Once per day, for up to 10 minutes, one of your arms may act independently of your body. It moves and TABLE 1: GEARFORGED RACIAL ITEMS climbs at half the speed you would (though it gains a +2 bonus to climb checks, being relatively strong for its ITEM COST WEIGHT size) and may perform basic item manipulation actions. Releasing and reattaching your arm are both standard Claw Whip 40 gp 5 lbs. actions. Reattachment requires the use of your other arm Gear Buggy 2,500 gp 800 lbs. or assistance from another individual. The limb takes with it one-eighth of your total hit Triumph Polish 200 gp 1 lb. points and has your touch AC. Reduction to fewer than

1717 18 Advanced Races Gearforged

18 MIDGARD TALES Note Benefit: Prerequisites: Gearforged, must at taken be 1st level as A tool of your was reborn trade with you. GEARFORGED UTILITY Benefit: Prerequisites: Gearforged, at taken 1st level as gearforged alloys that comprise most of your body. You are resistant highly to heat and firethanks the to FROM THECRUCIBLE YouSpecial: can feat this take multiple time Each times. Benefit: Prerequisite: Gearforged flesh-and-blood life longpast. Your gears memory can draw on distant memories of a ECHOES OFLIVESPAST Benefit: Prerequisite: Gearforged recalling essential the nature of your past life. Your to your soul-link gearforged chassis is strong, ECHOES OFFORMERFLESH bonuses These withthestack Special: Favored Enemy Benefit: Prerequisite: Gearforged or at least that of some of them. To know your own structure is to know that of enemy, the CONSTRUCTS’ BANE traits, feats, how and spells magic affect you, so and on. gearforged and your former racefor of taking purpose the for any effects related to race. That is, you are considered both selecting Gearforgedselecting Utility. masterwork item, GM’s the before permission is needed performs as ifbroken by used when any other creature. encumbrance. it to was Because designed fit only you, it body. As such, its weight not does count against your of masterwork quality and was forged of as part your a single weapon, your armor, or ashield. This item is gearforged made against fire-based attacks such as afireball. Intelligence as key ability. their you feat, this take it applies to four having skills new become class forskills skills you. having Intelligence as key ability, their and selected the class feature of ranger. the ranged attacks made against constructs. for you. You gain a +1bonus also on your melee and checks related to constructs, and is aclass skill this skill constructionoriginal cost. must entirely be replaced at acost to equal 1/8of your reattached. At zero or fewer hit points, it is destroyed and ofhalf its hit initial points renders it inoperable until : Because this feat this : Because allows acharacter to with start a Choose one piece Choose of your starting equipment, You gain DR 2/fire bonusand a+2 saves all on You gain a+1competence bonus on four skills You gain a+2bonus on your Knowledge (arcana) You count gearforged as both and your former race Benefit: Prerequisite: Gearforged place makes you aformidable grappler. The ability to lock your mechanical limbs jointsand into LIMB LOCK Normal: Gearforged a-2cumulative take penalty. Benefit: Prerequisite: Gearforged performing your daily 4-hour maintenance. can operate longer and more efficiently than most without Thanks to your repertoire of quick fixes and stopgaps, you JURY RIGGED YouSpecial: can feat this take only once and must invest Benefit: Prerequisite: Gearforged techniques, acidetchings, patterns, gilding or other features. Your entire is aunique body objet d’art thanks to welding GORGEOUS GEARFORGED Prerequisites: Gearforged, must at taken be 1st level as prevents most corrosion. Your constantly body exudesan oil alchemical that RUST-PROOF ARMOR YouSpecial: can gain Mechanical Universe multiple times. Benefit: Prerequisite: Gearforged many challenges. You gears the all and see mechanisms of world the as so MECHANICAL UNIVERSE Benefit: Prerequisite: Gearforged claim weapons metallic from attackers. ofshort time, such periods that you sometimes are able to You’ve to learned manipulate your own magnetic field for MAGNET SNATCH maintain agrapple. day without a4-hour maintenance period. and damage rolls, saving throws, and checks skill for each at least 2,500gpto enhance your whole appearance. gearforged gearforged fromskills list the above. you time Each feat, the take it applies to two different (engineer), and Profession (siege engineer) checks. (engineering), Profession (architect), Profession mechanical only), Disable Knowledge Device, chosen inadvance:skills, Craft Craft (locks), (traps; action graspswift to it thenwieldand it. ofbeginning your next turn unless you to a use choose to your body. The weapon dropsground the to the at check means that weapon the is briefly magnetized an attack of opportunity doing while so. Asuccessful opponent weapon. using ametallic You donot provoke check immediately following attack asuccessful by an You gain a+4to your CMBfor checks to You only a-1cumulative take on penalty attack You gain a+1bonus skills. to Charisma-based You gain a+2bonus on two of following the day,per Threetimes you may make adisarm Benefit: You gain DR 5/acid and a +2 circumstance bonus DESCRIPTION on your Escape Artist checks. If you are targeted by a rust These small iron spheres are the bane of artificial beings. monster’s antennae or a rusting grasp spell, the damage of They are thrown like alchemist bombs, using the Thrown the attack is reduced by 1d6 hit points. Splash Weapon special attack. Any constructs caught in the Special: Trackers get a +2 circumstance bonus on their blast find their abilities impaired for 1d4 rounds. Survival checks to find you. Constructs with an Int score are effectively sickened, taking a -2 penalty on attack rolls, weapon damage rolls, SCRAP HEAP saving throws, skill checks, and ability checks. You have great freedom of movement in your mechanical For mindless constructs, the GM should roll a d20 to joints and have happily abandoned traditional notions of determine the bomb’s effect. bodily flexibility acquired in your former life. Prerequisite: Gearforged TABLE 2: CONSTRUCT DISRUPTOR BOMB EFFECTS Benefit: You gain a +2 bonus to Escape Artist or grapple D20 RESULT checks made to escape a grapple or to escape from bonds. You also blend in with mechanical scrap relatively easily, 1-6 Construct stops what it is doing and stands still gaining a +2 bonus to Stealth checks to hide around where it is. It will respond to attacks in kind. mechanical refuse. 7-8 Construct stops what it is doing and stands still where it is, not even responding if attacked. It is SELF-MECHANIC flat-footed. Your diligence when it comes to daily maintenance pays off. 9-14 Construct attacks the nearest being to it. Prerequisite: Gearforged, 3+ ranks Knowledge (engineering) Benefit: You gain a number of temporary hit points equal 15-18 Construct attacks its master (or nearest being if to your level after an uninterrupted daily maintenance master is not present). period. You can also use a Knowledge (engineering) check 19-20 Construct moves at maximum speed in a random in place of a Heal check when you try to repair yourself or direction, attempting to move through anything another gearforged. in its path. Colliding with a solid object inflicts Gearforged Magic Items 1d6 bludgeoning damage on the construct. Gearforged have access to the following magic items. CONSTRUCTION Requirements Craft Wondrous Item, control construct; Clockwork Thrasher Cost 1,000 gp Aura moderate transmutation; CL 16th Gearforged Rejuvenator Slot Neck; Price 30,000 gp; Weight 10 lbs. DESCRIPTION Aura moderate transmutation; CL 3rd Slot none; Price 5,000 gp; Weight 10 lbs. When not in use, this strange item is a delicate clockwork spider that can be worn around the neck on a chain. DESCRIPTION When activated by a gearforged the legs come alive, most This heavy metal plate is decorated with a mixture of interfacing with the user’s body while two grow thicker and arcane runes and clockwork schematics. When placed as long as 10 ft., undulating in the surrounding area. With against the chest plate of a gearforged it attaches itself the legs, the user may make two bludgeoning attacks per as if strongly magnetic. Activating the item wracks the round, for 1d6 points of damage. They may also be used gearforged with a surge of energy, immediately eliminating for combat maneuvers, granting a +5 bonus to the user’s any penalties accrued from lack of maintenance. This uses CMB. The thrasher may be used once per day for up to two a single charge. Up to four additional charges may be used minutes. Each leg has hardness 10 and 20 hit points. The to heal 1d6 points of damage per charge. A gearforged may legs heal damage between uses, but if a leg is destroyed it only use a rejuvenator once per day. Most come equipped is destroyed permanently. A thrasher with one working leg with 50 charges. allows a single bludgeoning attack and a +2 bonus to CMB. CONSTRUCTION CONSTRUCTION Requirements Craft Wondrous Item, make whole; Cost Requirements Craft Wondrous Item, animate objects; Cost 2,500 gp 15,000 gp Memory Bell Construct Disruptor Bomb Aura moderate divination; CL 10th Aura strong transmutation; CL 13th Slot none; Price 27,000 gp; Weight 50 lbs. Slot none; Price 2,000 gp; Weight 1 lb. DESCRIPTION Memory bells are valuable magical tools for interacting 1919 20 Advanced Races Gearforged 20 MIDGARD TALES Requirements Craft Wondrous Item, telepathic bond CONSTRUCTION Further attempts that day prove useless. once day used can per be for up to 10minutes at atime. and amusing roleplaying opportunities. bell Amemory information useful glean much so as generate interesting Rolls of 16-20should not necessarily foil users’ attempts to 20 19 18 16-17 1-15 D20 TABLE 3:MEMORY BELLS nature of interaction: the but for most GMshould the roll ad20to determine the gears are greatly Memory installed. vary inquality, bells andspeech now houses gearforged the memory whose insidethe of jar. bell the The skull capableis of sight and activated, skull the whirlsto life and flames magical lick are mounted. gears clockwork mechanisms, including where adock memory skullthe on its are circular base avarietyof delicate clockwork skull inside of alarge jar. bell Surrounding gearsmemory directly. andbody far less an intrusive violation than inspecting less costly than soulforging gears memory into anew only gears. as memory When available, is far use their with gearforged that have destroyed been and exist animate object animate When gear and is amemory is inserted device the Most consist bells memory of adouble-sized

memory gears.memory permanently written to gearforged’s the again.Roll If 16-19,that between glitch is master is not present). attacksConstruct its master (or nearest if being attitude or is unfriendly hostile. Gearforged subject’s is intact, memory but its is notmemory intact. fully or comrades and behaves appropriately, but its Gearforged subject recognizes former enemies future. inthe experience remember bell memory the Gearforged cognizant subject is fully and will RESULT ; Cost

13,500gp , spell crumblesspell to dust. is over (or armor the is destroyed), inthe used metal the unaffected.strengththe Once spell’s is otherwise duration is ineffect spell the you may move normally,though your points inits 100lbs of per used construction. metal While is destroyed, effectivelygranting you 10 temporary hit armor absorb amount acertain will of damage before it yourWhile use encased, touch AC for AC all checks. Your armor composed of spell’s the material components. you encases spell Casting this inaramshackle layer of Target you; Duration Range Components Casting Time 1standard action transmutation;School Level Gearforged have access to following the spells. Gearforged Spells Acrobatics checks made for jumps or falls. and you gain a +10 bonus to Climb checks as well as to While is ineffect spell the your landis doubled speed relative lightness grants you enhancement several bonuses. exception of your gearforged natural armor bonus. Bone’s andundead retain your all statistics and abilities with the Thougheasily mistaken for a skeleton, you are not transforms This spell in your intobody metal all bone. Target you; Duration Range Components Casting Time 1standard action transmutation;School Level two casterper levels. This is amind-affecting effect. mathematics and immediately one take point of Int damage cannot resist giving attention their of to flood the arcane Targets thatsave fail Reflex their thenand fail a save Will save are caught cloud inthe and are for dazzled one round. targets’ minds. Targets area inthe of failing effect Reflex a that swarm an area, aggressively themselves asserting into You create acone of shimmering mathematical symbols Saving Throw Reflex, Resistance Spell Yes Will; Duration Area cone-shaped burst Range Components Casting Time 1round clockwork;School Level Asaraf’s Carapace Bone Machine sorcerer/wizard 4 Axiom Burst personal personal 15ft. instantaneous V, S,M(100-500lbs of metal) V, S,M(four intact bones) S V, 1minute/level 10minutes/level alchemist 4,inquisitor 4, magus 4,sorcerer/wizard 4 sorcerer/wizard 2,witch 2 Inevitable’s Rampage Sparkfist School transmutation; Level inquisitor 4 School transmutation; Level alchemist 3, inquisitor 3, Casting Time 1 round magus 3, sorcerer/wizard 3, summoner 3 Components V, S Casting Time 1 standard action Range personal Components V, S, M (a pinch of copper shavings) Target you; Duration 1 min./level Range personal This spell dramatically amplifies your battle prowess, Target you; Duration 1 min./level infusing you with aspects of the mighty inevitables. While The spell causes each of your fists to transform into rugged, the spell is in effect, you gain DR 10/chaotic and all of your unpolished metal, grow to roughly the size of your head, weapon attacks take on the axiomatic or wounding special and crackle with electricity. Your unarmed strikes do qualities (quality must be chosen at the time of casting). 1d10 points of lethal bludgeoning damage (1d6 for small characters) and 1d8 points of electricity damage and do not provoke attacks of opportunity while this spell is active.

CLOCKWORK PC OPTIONS Any fantasy setting where a gearforged might be found is Diplomacy and Intimidate checks made against intelligent not likely to be based around a medieval level of technical constructs. Enchantment and mind-affecting spells you sophistication. Such a setting might include exotic clockwork cast also affect constructs. At 7th level, you can cast technology, magi-tech, or popular steampunk tropes. Players dominate monster on a construct once per day. This effect may find the following PC options appropriate for characters lasts 1 round per oracle level. You can use this twice per of any race in a post-medieval fantasy campaign. day at 13th level and three times per day at 17th level. ZG Spells marked with ( ) can be found in the Zobeck Binding Chains (Su): As a standard action you can cause a Gazetteer. 20-ft. radius of iron chains to burst from the floor and wrap around any creature in the area. This acts as black tentacles except the chains are made of iron and have a hardness of CLOCKWORK CLASS OPTIONS 10, 10 hit points, and a break DC equal to 10 + the chain’s As you might expect, the oracle mysteries and sorcerous CMB. You can use this ability once per day at 7th level and bloodlines of the gearforged are far afield from the more an additional time per day for every 4 levels thereafter. You traditional flavors. That’s what makes them interesting. must be at least 7th level to select this revelation. Clockwork Engine (Su): Once per day at 11th level, you CLOCKWORK (ORACLE MYSTERY) can imbue inanimate objects with life as animate objects As clockwork discoveries enter the world, the gods who for a number of rounds equal to your oracle level. These oversee invention and artifice grow in power. An oracle animated objects gain 1 additional CP. You can do this of clockwork can alter the workings of machines and twice per day at 15th level. At 15th level, these animated construct items out of thin air. objects gain 2 additional CPs. You must be 11th level to Class Skills: An oracle with the clockwork mystery select this revelation. adds Craft, Disable Device, Knowledge (arcana), and Clockwork Incorporation (Ex): Your knowledge of Knowledge (engineering) to her list of class skills. steam and brass allows you to replace body parts with Bonus Spells: crafter’s fortune (2nd), make whole (4th), mechanical devices. Choose one of the following options enter image (6th), malfunctionUM (8th), fabricate (10th), whenever you can select a new revelation. You can select wall of iron (12th), control constructUM (14th), iron body each option only once, but you can select a different (16th), time stop (18th) option each time you are able to choose a new revelation. Mechanical Legs: You increase your base speed by 10 ft., Spells: At 1st level, an oracle with the clockwork mystery and you are always considered to have had a running start gains access to spells with the word “cure” or “inflict” in when making jump checks. At 11th level, your speed is their title as usual. However, these spells heal or harm never reduced by armor. Oracles with the lame oracle only constructs. curse cannot select this revelation. Revelations: An oracle with the clockwork mystery can choose from any of the following revelations. Mechanical Arms: You gain a +2 inherent bonus to Strength and a +4 racial bonus to all skills and checks Automatic Control (Su): At 1st level, you gain a +4 bonus to

2121 22 Advanced Races Gearforged 22 MIDGARD TALES Final Revelation: Upon reaching level, 20th you become a Steam Jet (Su ): As astandard action,you can breathe a Soul of the Machine (Su) day: Once per at level, 11th you Instant Fortress (Su): You can conjure astructure of iron You (Ex): Construct Expert gain a+4bonus to monster Clockwork Messenger (Su): You gain aclockwork familiar cast resurrection but only to return aconstruct to life. exhaustion and nonlethal damage. day, Once per you can effects, and stunning. You are immunealso to fatigue, death effects, necromancy effects, paralysis, poison, sleep clockwork creature. You gain immunity to bleed, disease, thereafter. additional day per time at five level levels and 5th every damage. You ability can this use once day, per plus one firedamage per oracle level. Reflex A savehalves this 15-foot cone of steam. Thispoints cone 1d4 deals of must at revelation. be this level least to 11th select abilityspell-like machine the or You construct possesses. your own body. You may any use supernatural, special, or Once machine, inthe you may control it as ifit were you donot areceptacle need to house displaced the soul. Since constructs and machines have no to soul replace, constructs receive aWill saving throw to resist effect. this jar. or mechanical magic as object spell the may move your from soul your into body aconstruct level revelation. this to13th choose as an acts instantotherwise fortress. You must at be least dayper to equal one-half your oracle level. This ability and steel as afull-round actionfor anumber of hours onDC succeed to Craft the successfully aconstruct. build material components necessary the possess and must still to createcast necessary spells the aconstruct. You must even ifyou donot other the meet prerequisites or can are of requisite the caster level, you can build aconstruct knowledge checks regarding constructs. As long as you not allow you to have two familiars at one time. determining powers the of your familiar. This ability does levels stack with any wizard levels you when possess considered aconstruct instead of an animal. Your oracle abilities the all ofpossesses animal the it mimicsbut is wizard level is to equal your oracle level. The familiar wizard’s the as per arcane bond class ability. Your effective cannot revelation. this select blindness. Oracles with clouded the vision oracle curse level you gain a+2bonus to saving throws against darkvision, range the increases by 30ft. At 11th checks and darkvision 60ft. If youalready have Mechanical Eyes and resist fire and cold 10 level.at 11th andcold 5.This increases to a+4 natural armorbonus Skin: You gain a+2natural armor bonus and resist fire your inherent bonus to Strength increases to +4.Steel on Strengthbased as well as your CMB. At level, 11th : You gain a+4bonus to Perception Intelligent Skills seemingly knowing efficiency no bounds. violence,ruthless passion their for amoral industrial assassins. Many oracles evil develop ataste for swift and saboteurs, leadersof street cultlike gangs, and relentless and others mills; flourish undergroundthe criminal in as positions of prestige as techno-chaplains of great forges in automation, toil, pollution, and noise. Some may attain Oracles of mysterytheir find divine industry the magic INDUSTRY (ORACLEMYSTERY) Sweatshop (Su): Ragman (Su): Morlock (Su): When entering or leaving asewer, you can Bonus: grease Spells Haywire (Sp): You can animate clockwork or other Factory Tours (Sp): As astandard action,you can create You (Ex): Dirty receive Catch Off-Guard,Combat Confusion (Sp): You may cast confusion Revelations animate engine objectstimeless (12th), climb at will. yourself. In you asewer can dark use vision and spider throughdo so passages two than sizesclasses smaller revelation. this select notneed consecutive. be You must at be level least to 7th of rounds to equal your oracle day. level per The rounds Willsuccessful save. You effect can the for use a number d6, large—d8). can resist Constructs ability this with a is dealt by sizeof the machine the medium— (small—d4, within 5feet of an agitated machine (BAB +0).Damage heatstroke list of class skills. Appraise, Disable Intimidate, Device, and Stealth to your level. The GM should make an attack roll against anyone to“DCs Break or Burst Items” table against your oracle you at slow For speed. that the use machinery is secured, activate and shake uncontrollably, moving away from within 20feet of machinery yourselfsmaller) to violently yourself. As astandard action, you may cause (large or machinery, albeit with control limited to not injuring revelation. this to select notneed consecutive. be You must at be level least 11th rounds to equal your oracle day. level per The rounds cacophony anthat effect replicates cloud the stinking and ImprovedExpertise, Trick Dirty as bonus feats. thereafter. gain an additional at 5levels use level and 5th every fromchoose any of following the revelations: implosion (16th), consecutive, but it must spent be in1-hour increments. day oracleper per level. This duration notbe does to need four levels thereafter. Youthiscan armoruse for 1 hour You gain a+4armor bonus, increases which by +2every of little more rags and than dirty cloth around yourself. : As an oracle mystery, with industry the add steam blast steam (6th), spells. You spells. effect can the for use a number of : An oracle mystery can with industry the You can conjure surprisingly durable armor You may summon acrew (fiveper oracle (18th) (2nd), magic siege engine (4th), ZG winding key winding (8th), ZG once day. per You (14th), maze (14th), distracting distracting and ZG (10th), (10th),

level) of miniature workers to do your bidding. The barrageZG spell. You can use this ability a number of times diminutive humanoids are not suitable for strength tasks per day equal to 2 + your Charisma modifier. and disappear when attacked in any way. Between them, Mechanical Empathy (Sp): At 3rd level, you can speak the group may work on any Craft skill project as if they with clockwork and other machines as per the stone tell were you, with your oracle level in Craft skill ranks. The spell. You may use this ability for 1 minute per sorcerer workers appear equipped with appropriate tools but do level each day. Most machines will be limited to providing require raw materials. They will work unattended for up to information relating to their purpose and users. At one week straight and any work period must be followed 9th level, your mechanical bond allows you to affect by an equal amount of time off. They are uncommunicative clockwork constructs once per day as per the mass charm aside from accepting your instructions and can follow only monster spell. Duration of the charm is 1 hour/level. one set of crafting instructions at a time. The Rebuild (Ex): At 9th level, the superior physical Urban Interrogation (Sp): In a sufficiently urban environment capabilities of your increasingly mechanical form reveal as determined by the GM, you may commune with buildings themselves. Your base speed increases by +20 feet and as in the stone tell spell. You can use this ability for 1 Strength by +2. You also receive a +10 bonus to Acrobatics minute per oracle level. This duration does not need to be checks made to attempt long jumps or high jumps. These consecutive, but it must be used in 1-minute increments. You bonuses continue (+10 feet base speed, +1 Strength, and must be at least 5th level to select this revelation. +10 Acrobatics check bonus) at 13th and 17th levels. Vigilante (Ex): Embracing messy modernity, you receive War Machine (Su): At 15th level, you can assume the Exotic Weapon Proficiency (firearms) and Amateur form of a clockwork giant. You increase by one size Gunslinger as bonus feats (and +1 to BAB if necessary for class, gain a +4 natural armor bonus, +3 to Strength, and the proficiency feat, for firearms only). construct immunities to mind-altering effects (charms, Final Revelation: Upon reaching 20th level, you become a compulsions, morale effects, patterns, and phantasms), master of the mechanical infrastructure around you. You bleed, disease, death effects, necromancy effects, paralysis, may use winding key1 at will, with no duration limit as poison, sleep effects, and stunning. Your fists become long as you are in the presence of the affected constructs natural weapons equivalent to great clubs (2d8 base (3 + Cha modifier). Conversely, you may also cause damage) and your adaptable limbs increase your melee machines to simply fall completely to pieces as a standard touch attack range by 15 feet without increasing your action. Constructs take 15d6 points of damage (5d6 with threatened area. You may use this ability once per day, for a successful Will save). a number of rounds equal to your sorcerer level. Clockwork Masterpiece (Su): At 20th level, you reach MECHANICAL (SORCERER BLOODLINE) mechanical, magical, and biological from 15th level Exactly how rare sorcerers find bits of clockwork and become permanent. You may use your mechanical gadgetry in their heritage is an amorous mystery perhaps empathy unity. You gain a +2 natural armor bonus, best left unexamined. Regardless, these individuals are and the temporary construct immunities ability at marked by their empathy with the mechanical devices will. Constructs that make a save against charm will around them as well as by dramatic changes to their physical nevertheless not attack you. forms and abilities over time. Although a young mechanical sorcerer might be identifiable as such only by the odd widget spilling out of a gut wound, his or her more experienced brethren are magnificent fusions of flesh, metal, and magic. CLOCKWORK SKILLS In societies rich with mechanical devices and automatons, Class Skills: As a sorcerer of the mechanical bloodline, add many citizens may do nothing but wind keys, feed boilers, Knowledge (architecture and engineering)ZG and Disable and repair gears all day long. While most NPCs may know DeviceZG to your list of class skills. a thing or two about the technology that surrounds them, Bonus Spells: analyze deviceZG (1st), shocking grasp (3rd), real skill is required to make a lasting repair beyond the bullet shield (5th), arcane sight (7th), detonate (9th), rapid simple restoration of fuel or resetting of a valve. repair (11th), repulsion (13th), control construct (15th), iron body (17th), dominate clockworkZG (19th) CRAFT (CLOCKWORK) Bonus Feats: Diehard, Endurance, Improved Unarmed This skill operates just like any other Craft skill, but Strike, Ironguts, Nimble Moves, Power Attack, Skill because of the complexity of clockwork devices the DCs Focus (Craft), Skill Focus (Knowledge—architecture and start at 10 for the most basic items and skyrocket to 40 or engineering), Toughness higher to create a gearforged. A clockworker can attempt to create a clockwork item in half the normal amount of time Bloodline Arcana: You gain a +3 bonus to Will saves by adding +5 to the DC of the desired item. This skill may against spells in the charm and compulsion subschools. used to repair clockworks in the following ways: BLOODLINE POWERS Quick Fix: You may use a full round action to remove the Widget Spit (Sp): At 1st level, you can replicate the gear Broken condition from a clockwork item for a short time.

2323 24 Advanced Races Gearforged 24 MIDGARD TALES Varies 25 20 15 10 5 DC ENGINEERING) EXPANDED SKILL T following table. other clockwork are devices common, as shown on the gainsThis inacity where skill uses new gearforged and KNOWLEDGE (ARCHITECTUREANDENGINEERING) round action. to deactivateDevice aclockwork requires device afull- a construct is aware of such an attempt. Using Disable to on succeed amelee attack. No is possible once retry attacks of opportunity and requires disabling the character Attempting is 20+CR. DC the such acheck provokes a hardened meant device of sort this to tampering, evade thwart rogues and are difficult to rascals turn very off. For way inthis requiresDevice 1minute. situations.a check eveninthese is needed Using Disable same clockworker different very can be the inside,on so thateven those are similar superficially or made the by is made differentlydevice and requires adifferent check; elaborate can have devices of 30or DCs higher. Each requires this device, larger 10check, while aDC and more proper clockworking tools. For atypical household if he knows of method the its construction and has the allows a This characterskill to turn off a clockwork device DISABLE DEVICE Treat Critical Damage: Repair Construct: Repair aconstruct or sentient can onlyfrom benefit this ability 24 hours. every once Intelligencepositive) (if modifier this to amount. Acreature creature. Successes of 5or more over addyour DC the action. Success restores 2hit points level or per HDof the Craft (Clockworks)full 20)roundas a check (DC skill modifier (if positive) (if modifier this to amount. byyou 5or DC the exceed more, addyour Intelligence HD). If successful, restore 1d4hp to construct. the If a Craft (Clockworks) 15+construct’s check (DC skill clockwork. Repairing aconstruct four takes hours. Make Craft (Clockworks). normally for anumber of rounds to equal your ranks in repaired).to be Success means you may that use item Make aCraft (Clockworks) 10+ checkdamage (DC hp ABLE 4:KNOWLEDGE(ARCHITECTUREAND

Clockworks meant to fight, sentry,stand or otherwise TASK lift, or bridge Disable aclockwork such device, as asteam gate, clockwork maker the Determine or workshop that built a Safely shut down adangerous clockwork device Repair 1d3hp damage of an automaton immobile clockwork or device, shut it down Restore power from springs or boilers to an of mode Determine power for aclockwork device

To treat damage, critical make a CLOCKWORKER APPRENTICE(REGIONAL:ZOBECK) to own their campaign world as appropriate. GMsandof players Zobeck, are encouraged to adapt them While following the traits are the to specific Midgard city CLOCKWORK TRAITS 30 25 20 DC TABLE 5:USEMAGICDEVICEEXPANDED SKIL power the to trigger of adisassembled device. arcane weaponry. It attempting when used skill the is also determining how much remains energy inits or alchemical findingdevice, its mode of arcanepower (if it has one), and canbe helpful This skill inactivating an inactive clockwork USE MAGICDEVICE choice) is aclass for skill you. Knowledge (arcana) checks, and one (your of skills these gain a+1trait bonus to Knowledge (engineering) and understand its both mundane and workings. magical You You can feel and warp the weft the of world’s fabric, and MARK OFRAVA (RELIGIOUS:RAVA) or to any onetraitthewhen (chosen Craft taken). skill is and constructs. Gain a+1trait bonus to Profession (scribe) gain a+2trait bonus to Diplomacy checks with gearforged You are ahard-working follower You of Goddess. Gear the CLOCKWORK SCHOLAR(RELIGIOUS:RAVA) Scholar. Clockwork is aclass for skill Device you.bonus This withstacks clockworks and to Craft (clockwork) checks. Disable gain a+1trait bonus to checks Disable involving Device While didn’t guild the suit you, you craft. the learned You You life as an tried apprentice Clockworker’s inthe Guild.

TASK Trigger disabled device Analyze clockwork power source clockwork Activate

L Version 1.0a

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Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT Midgard Bestiary for Pathfinder RPG, (c) 2012 Open Design LLC; Author: Adam Daigle with Chris Harris, Michael ortes,JamesK MacKenzie, Rob NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, andMike Welham. holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Minions: Fearsome Foes, Copyright 2001, Bastion Press, Inc. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved. licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co- Monte Cook’s Arcana Unearthed, © 2003, Monte J. Cook adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide, Copyright 2003 Monte J. Cook in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Monsternomicon: Volume 1, Denizens of the Iron Kingdoms, copyright © 2002 Privateer Press Inc. Content does not constitute a challenge to the ownership of that Product Identity. Mystic Secrets: The Lore of Word and Rune, Copyright 2004 Monte J. Cook The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. Northlands © 2011, Open Design LLC; Author: Dan Voyce; www.koboldquarterly.com. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Oathbound: Domains of the Forge, Copyright 2002, Bastion Press, Inc. Game Content. Oathbound: Arena, Copyright 2004, Bastion Press, Inc. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press, Inc. this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells from the Player’s Handbook that were renamed 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have in the System Reference Document. The Compendium can be found on the legal page of www.necromancergames.com. written permission from the Contributor to do so. The Pantheon and Pagan Faiths, ©2004 Mystic Eye Games. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean KReynolds. Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. I. Copyright 2009, Paizo Publishing, LLC; Author: F. Wesley Schneider. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days Pathfinder 24, Copyright Paizo 2009. All Rights Reserved. of becoming aware of the breach. All sublicenses shall survive the termination of this License. Pathfinder Roleplaying Game Advanced Player’s Guide, Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, make it enforceable. Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 15. COPYRIGHT NOTICE Stewart, and Russ Taylor. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author Jason Bulmahn, based on material by Jonathan Tweet, Monte System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Cook, and Skip Williams. Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. and . Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Cook, and Skip Williams. Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 50 New Ways To Turn Things Into Other Things: Transmutation, copyright Silven Publishing and Matthew J. Hanson based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 50 New Ways To Blow Things Up: Evocation, copyright Silven Publishing and Matthew J. Hanson Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett. Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Advanced Player’s Guide, Copyright 2010, Paizo Publishing LLC; Author Jason Bulmahn. Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide, ©2004 White Wolf, Inc. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing; Author Skip Williams McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor Pathfinder Roleplaying Game Akashic Nodes: The Home of Memory, Copyright 2005 Justin D. Jacobson Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Animal Lord, Mouse Lord from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsely, based Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor on original material by Gary Gygax. Player’s Guide to Monks and Paladins, ©2004 White Wolf, Inc. Anger of Angels. © 2003, Sean K Reynolds. Player’s Guide to the Seven Cities, Author: Adam Roy. Copyright 2013 Open Design LLC. www.koboldpress.com Ask Dr. Evil, Copyright 2006 Green Ronin Publishing, LLC; http://www.greenronin.com/ask_dr_evil.php Plexus: Potent Portals, Copyright 2002 Mark Alexander Clover The Assassin’s Handbook, Copyright 2002 Green Ronin Publishing. All rights reserved. Plexus: Open Spells Collection, Copyright 2002 Mark Alexander Clover Blood of the Gorgon, Copyright 2008, Open Design LLC; Author: Nicolas Logue Poisoncraft: The Dark Art, Copyright 2004, Justin D. Jacobson Bluffside: City on the Edge, Copyright 2002, Thunderhead Games, Inc., and Mystic Eye Games, LLC Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com. The Book of Drakes, ©2011 Open Design LLC. Authors Adam Daigle, Mike Welham The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson The Book of Eldritch Might, Copyright 2001 Monte J. Cook. All rights reserved Relics & Rituals, Copyright 2001, Clark Peterson Book of Eldritch Might II: Songs and Souls of Power, Copyright 2002 Monte J. Cook. All rights reserved Relics & Rituals: Excalibur, ©2004 White Wolf, Inc. Book of Eldritch Might III: The Nexus, Copyright 2002 Monte J. Cook. All rights reserved Relics & Rituals: Olympus, ©2004 White Wolf, Inc. The Book of Experimental Might, Copyright 2008, Monte J. Cook. All rights reserved Rise of the Ghouls is copyright © 2005 Adam Windsor. The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David “Zeb” Cook and Wolfgang Baur. The Book of Hallowed Might, © 2002, Monte J. Cook Sinobian from Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin The Book of Roguish Luck, Copyright 2005 Wolfgang Baur. All rights reserved Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Book of Templates: Deluxe Edition, Copyright 2003, Silverthorne Games; Authors Ian Johnston and Chris S. Sims Clark Peterson, Bill Webb and Monte Cook. Castle Shadowcrag, Copyright 2007, Wolfgang Baur, www.wolfgangbaur.com. All rights reserved Skreyn’s Register: The Bonds of Magic, © 2002, Sean K Reynolds Castlemourn Campaign Setting, Copyright 2007, Productions, Ltd. Skreyn’s Register: The Bonds of Magic, Vol. 1: Cabal, Copyright 2002 Sean K Reynolds. All rights reserved The Complete Book of Eldritch Might, Copyright 2004 Monte J. Cook. All rights reserved Skreyn’s Register: The Bonds of Magic, Vol. 2: The Faithful, Copyright 2002 Sean K Reynolds. All rights reserved Thee Compleat Librum ov Gar’Udok’s Necromantic Artes, Copyright 2002, Ambient Inc.; Authors M Jason Parent, Denise Steam & Brass Copyright 2006, Wolfgang Baur, www.wolfgangbaur.com. Courts of the Shadow Fey © 2010, Open Design LLC Steam & Steel Copyright 2004 E.N.Publishing Creature Collection, Copyright 2000, Clark Peterson Strange Lands: Lost Tribes of the Scarred Lands, ©2004 White Wolf, Inc. Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith Baker Streets of Zobeck. Copyright 2011, Open Design LLC. Authors: Ben McFarland, Mike Franke, Richard Pett, Christina Stiles, Matthew Stinson. Cry Havoc, Copyright 2003 Skip Williams. All Rights Reserved Sunken Empires Copyright 2010, Open Design, LLC; Authors: Brandon Hodge, David “Zeb” Cook, and Stefen Styrsky. Curses! Copyright ©2002 Kosala Ubayasekara. All Rights Reserved. Author Eytan Bernstein www.koboldquarterly.com D20 Modern System Reference Document, Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, , Rich Redman, Charles Tales of the Old Margreve, Copyright 2010, Open Design, LLC; Authors: Tim and Eileen Connors, Michael Furlanetto, Jonathan McAnulty, Ben Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, McFarland, Richard Pett, Steven Robert, and Dan Voyce. www.koboldquarterly.com and JD Wiker Tales of Zobeck, Copyright 2008, Open Design LLC. Authors: Wolfgang Baur, Bill Collins, Tim and Eileen Connors, , Jim Groves, The Diamond Throne, Copyright 2003 Monte J. Cook Mike McArtor, Ben McFarland, Joshua Stevens, Dan Voyce. Divine Favor: the Paladin. Author: Stefen Styrsky Copyright 2011, Open Design LLC, www.koboldquarterly.com. Tome of Horrors III Copyright 2005 Necromancer Games, Inc.; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, A Dozen Hazards of the Dragon’s Lair Copyright 2005 Philip Reed, published by Ronin Arts www.roninarts.com Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott Webb. Empire of the Ghouls, Copyright 2007 Wolfgang Baur, www.wolfgangbaur.com. All rights reserved. Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Encyclopedia Arcane: Necromancy - Beyond the Grave, Copyright 2001, Mongoose Publishing Brian Patterson, Scott Stoecker, Wil Upchurch E.N. Guild – Monster Hunters’ Guild, Copyright 2005, E.N. Publishing; Author Aeryn Rudel , Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman Fading Suns: D20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy Harmon Unhallowed Halls. Copyright 2002, Trident, Inc. d/b/a Atlas Games; author Christina Stiles. The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press; Author Ari Marmell Vilstrak from the Tome of Horrors, Copyright 2002, Necromancer Games., Inc.; Author Scott Greene, based on original material by Gary Gygax. Imperial Gazetteer, Copyright 2010, Open Design LLC, www.koboldquarterly.com. Wild Spellcraft, Copyright, 2002 ENWorld Interludes: Brief Expeditions to Bluffside, Copyright 2001, Thunderhead Games, Inc., and Mystic Eye Games, LLC Wildwood, Copyright 2004, Bastion Press, Inc. Iron Kingdoms ‘Full Metal Fantasy’ Character Guide, copyright © 2004, Privateer Press, Inc. Witchfire Trilogy: The Longest Night, Witchfire Trilogy: Shadow of the Exile, and Witchfire Trilogy: Legions of Lost Souls are copyrights © 2001 Jade Regent Player’s Guide © 2011, Paizo Publishing, LL C; Authors: James Jacobs and Patrick Renie. Privateer Press, Inc.; Monsternomicon: Volume 1, Denizens of the Iron Kingdoms and Lock & Load: Iron Kingdoms Character Primer are copyrights Kobold Quarterly, Copyright 2007, Wolfgang Baur, www.wolfgangbaur.com. © 2002 Privateer Press Inc.; Iron Kingdoms: Full Metal Fantasy: Character Guide is a copyright ©2004, Privateer Press, Inc; Iron Kingdoms Kobold Quarterly issue 2, Copyright 2007, Wolfgang Baur, www.wolfgangbaur.com. World Guide: Full Metal Fantasy, Volume Two, The Monsternomicon Volume 1: Denizens of the Iron Kingdoms V3.5, and the Liber Mechanika are Kobold Quarterly issue 3, Copyright 2008, Wolfgang Baur, www.wolfgangbaur.com. copyrights 2005 Privateer Press, Inc. Kobold Quarterly issue 4, Copyright 2008, Open Design LLC, www.koboldquarterly.com. All Rights Reserved. Zobeck Gazetteer, Copyright 2008, Open Design LLC; Author: Wolfgang Baur Kobold Quarterly issue 5, Copyright 2008, Open Design LLC, www.koboldquarterly.com. All Rights Reserved. Zobeck Gazetteer Volume 2: Dwarves of the Ironcrags Copyright 2009, Open Design LLC., www.koboldquarterly.com. Kobold Quarterly issue 6, Copyright 2008, Open Design LLC, www.koboldquarterly.com. All Rights Reserved. Zobeck Gazetteer for the Pathfinder RPG, Copyright 2012, Open Design LLC. Authors: olfgangW Baur and Christina Stiles. www.koboldpress. Kobold Quarterly issue 7, Copyright 2008, Open Design LLC, www.koboldquarterly.com. All Rights Reserved. com. Kobold Quarterly issue 8, Copyright 2009, Open Design LLC, www.koboldquarterly.com. All Rights Reserved. Advanced Races: Gearforged. Copyright 2013, Open Design LLC. Authors: Wolfgang Baur, Thomas Benton, Morgan Boehringer, Chris Harris, Kobold Quarterly issue 9, Copyright 2009, Open Design LLC, www.koboldquarterly.com. All Rights Reserved. Adam Roy, and Jason Sonia. www.koboldpress.com Kobold Quarterly issue 10, Copyright 2009, Open Design LLC, www.koboldquarterly.com. All Rights Reserved.

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